A running theme in main antagonists' Stand powers have the power to manipulate time and/or space at some point (The World, stopping time; Killer Queen Bites The Dust, looping time; King Crimson, erasing time; Made in Heaven, accelerating the flow of time). This pattern stems from Araki's belief that the main antagonist should be overpowered and that if one were able to control space and time they would be unstoppable.
In Stardust Crusaders, most of the first Stands introduced are named after the Major ArcanaW of the Tarot (early on, also modified by a color or metal name). Rider-Waite-Smith numbering is also used (the Justice card visual manifestation features the number eleven). Later on, the remaining Stands excluding The World, Cream, and Tenore Sax are named after Egyptian deities.
In Diamond is Unbreakable, certain Stands are revealed to have emerged from contact with the Bow and Arrow.
In Stone Ocean, Stand Discs are introduced, bringing powers to anybody compatible with a Stand, and, as with one case, making it possible to obtain a second Stand.
In Steel Ball Run, Stands are only developed when somebody is affected by the Devil's Palm or makes contact with the Saint's Corpse. Most of the Stands in this story do not overtly fight in battles but provide their users with powers instead.