Jojo’s Bizarre Adventure Rule

Incidents

Incident is the play time to reward period of the session set by the gm. Per encounter, per completed event, per game day, per rl week etc. Choose which work best depending on the format of the game and group availability. Each end of incident grant a stat rank up point for the player to increase.

 

Stand’s Power & user

The power of the stand is created by the GM through a personality test for the players. The stand appearance, power, and stat will be shaped by the answers. You might want to put a stat cap and equal stat points for every stand. GM can optionally share the stand’s stats as user’s capabilities. User perform superhuman feat with enough stats to back it.

 

Warning: it makes it very hard to jail or restrict/takedown user with this optional rule.

 

Stats

All stands have six stats, each with a rating from E-A. Most stats generally get a secret bonus stronger upgrade when it hit A rank!

*       Power - How strong your stand is, aka how hard it can punch and destroy. Not only affects your damage, but also affects what kind of materials you can obliterate.

 

*       Speed - Affects how well you can dodge enemy attacks, and also determines how far along the map you can move per incident/day/etc. Rank E/D can move 1 location at a time, rank C/B can move 2 locations at a time, and rank A can move 3 locations at a time! More at Chasing Mechanic.

 

*       Endurance - Determines how durable you are and also reduces the damage you take. Since this is JoJo we’re working with here, you may very well be tough enough to consider a gunshot to the head as a minor flesh wound. GM are encourage to exaggerate minor wound to state of deadly profuse bleeding as shown in the work.

 

*       Range - This stat will determine how far your stand can physically/ability reach, how many targets its ability can effect, and/or the range at which your ability can remain effective. Exact improvement is up to individual stand power.

 

*       Precision - Allows you to hit fast-moving or small targets with greater accuracy, and can allow you to pierce / bypass more types of objects (depending on your type of stand). Improvement depends on Stand’s power.

 

*       Potential - This stat works a bit differently from the others, in that it shows how much growth potential your stand has. If you have an A rank in potential, you’ll have only a single skill - because you have a ton of growing left you can do. If you have an E rank in Potential, it means that you have very little growth potential left. No more new power, but some minor adaptive change is still possible.

 

At the end of every Incident, each player will be able to increase the rank of one skill of their choice.

 

Aside from these 6 stand stats, each player also has an overall Health value. This stat does not have a dedicated number, but will be relayed to you by the GMs.

 

Listen to what your body tells you to make sure you don’t push yourself too hard. It will be hard to know how bad is your health for a while if the GM go with exaggeration injury narration.

 

Confrontations

Whenever players begin a complex interaction with someone - whether that’s with other players, or with NPCs, it starts a Confrontation. This interaction could very well be a fight, but it could also be suffering from an unknown stand power, trying to sneak into a building, trying to follow someone without being seen, etc.

 

Turns & Actions

During a confrontation, players will queue up 3 actions, and the highest speed player will act first. When a confrontation begins, each player queues up 3 actions at a time - then those actions will resolve one at a time at the Same Time. If ever the conditions of a battle change, previously queued items will still attempt to be resolved to the best of their ability. Higher speed stat will help break tie when it comes to speedy actions and anything appropriate by gm.

 

If ever a queued action is physically unable to be performed, and there’s no chance of it ever being performed (the target character leaves an area entirely, for example), then the player will default that and all the rest of (unapplicable) action in the que to defending himself.

 

Types of Actions

What qualifies as an Action? Almost anything! The only thing that doesn’t qualify as an action is talking and posing. They are free action that you can do it anytime without limit. Time will slow down till you are done. However, there are a few specific types of actions that are worth discussing in more detail:

 

Attacking

When attacking another player, you will deal damage based on your Strength, and then that damage will be reduced based on the defender’s Endurance.

 

Defending Against Attacks

If a player chooses to defend against an attack, they’ll reduce the incoming damage further than just their Endurance normally would. Furthermore, they may be able to prevent some stand powers from triggering as well, depending on the situation. Beware though, if some stand powers rely on touching the opponent, then Defending against a physical attack won’t stop it.

 

Dodging Attacks

If a player chooses to Dodge an attack, then the attacker’s Precision will be compared to the defender’s Speed stat. If successful, the defender may be able to dodge the attack completely, avoiding all damage. If unsuccessful, however, then the defender’s endurance will NOT reduce damage at all!

 

Surprise Attacks

If ever a player attacks another form an unseen / unknown location, it counts as a Surprise Attack! In this case, the defending player have to make three actions to go against  Six actions of the attacking players. GM resolute these action to the best of his ability.

 

Example:

Jotaro and Polnareff are fighting against DIO.

DIO his faster than Jotaro, whom is faster than Polnareff. All first first actions resolves at once, but prioritized speed based contest in this order DIO > Jotaro > Polnareff.

 

DIO decides to que up 3 actions of throwing knives at polnareff. Jotaro decides to que up 3 actions of punching DIO. Polnareff decides to queue up 1 action dodging to hide behind a wall, 1 action moving to an advantageous position, and 1 action firing his weapon at DIO.

 

Round 1:

Turn 1:DIO throws knives at Polnareff. Jotaro punches the knives throwing DIO, but was too slow to stop the first knive throw even at close distance. DIO’s Endurance is compared against Jotaro’s Power: DIO ‘s face get punched hard, but he withstood the punch without batting an eye while readying his second attack.

 

Polnareff attempts to dodge. Polnareff’s Speed is compared to DIO’s Precision, and one knife stab into Polnareff left arm as he jumps behind the wall.

 

Turn 2: DIO can no longer see Polnareff, and so he starts moving toward the wall that Polnareff leapt behind, in order to continue the assault. However, since Jotaro is trying to punch him again, he have no choice but to THROW THE DAGGER THROUGH THE WALL with strength A instead of blocking by default. The second punch still unfaze Dio, but it’s starting to hurts more than he can endure soon.The Knives flies through the wall with a little brittled, but Polnareff already moved again to an advantage position that happens to not be in the knives’ path. It surprises him nonetheless.

Turn 3: Dio’s perception isn’t enough to tell the knives missed its target and adjust accordingly. He threw the knives at a slightly further wall assuming Polnareff will run further down. Jotaro let out the last mighty punch of his ORAORAORA and this sends Dio to flew two meter in air and land on the ground. Polnareff actually moved forward from the side of wall to fire his own attack at Dio, whom get hit on the ground.

Warning: Once actions are queued up, they cannot be changed! If you have a real damn good reason GM will consider it, but don’t count on it.

Stylish Action: This is a rare action that is available to all players and perhaps NPC. User can declare ‘STYLISH ACTION’ at anytime of the que to change his action and GM must retcon everything accordingly. Other stylish action can also happen and outdone the first stylish action. Its availability and recharge time is up to GM. Generally one per incident.

EX: Round 3 from above

Dio declare STYLISH ACTION and claim he KNEW Jotaro is going to punch he all the way, so the DIO that Jotaro was punchin is a fake after shadow! The real Dio actually baited Polnareff with his throws to get him to move forward and his third knives throw hits square in the heart!

Moving & Chasing Between Areas.

Outside of a Confrontation, movement between areas may be done freely or limited depends on campaign and format. During a confrontation, movement may be performed as an action. You will attempt to flee to another location. If another player decides to pursue you, then it will be considered a Chase. If the fleeing player has enough Speed to move more locations than the pursuer, then the fleeing player will likely get away very quickly. If the two of them move the same number of locations, then whichever of the two has a higher speed will have the first opportunity to take an action in the new area. GM should design the map to have enough edge that force player to make a choice on a turn, which gives slower chaser a chance to guess the likely location.

Types of Chase Actions:

The following actions can also be use normally, but when it come to chasing purpose, they cannot be combined.

Run

Standard choice to run away or to pursue someone. User’s speed determine the distance.

Hide

If you are not or assume to not be spotted, you can try to hide in the location to avoid visual detection. You can choose to amabush if the target didn’t notice you by next round.

Search

Instead of continue to Run toward that next likely node of your escapee, you can choose to search the current location. Anyone hidden will be found or noticed (if not visible).

Lazy Example:

Rock Paper Scissor.

Group Attacks & Combo attack

Multiple combatant queue up their action on the same target will be treated similar to ambush mechanic. Two Foes queue both their 3 actions will be resolved with the target’s 3 actions handling the 6 actions as best as possible.

If two or more combatant choose to perform combination attack against a foe, the devoted queue will be combined and GM will weight that action much heavier than normal… If it succeed.