JJBA_TTRPG
JJBA_TTRPG
If you’d like to check out the manga, you can start with Part 1
on MangaDex, or through obtaining copies of the recent
hardcover releases. The anime is considered an excellent
adaptation and show in its own right (your mileage may vary),
and can be found on Crunchyroll, amongst other places. It’s
recommended that you at least get up to Stardust Crusaders,
to get a feel for how Stands work. Skipping parts is generally
not recommended, and spoilers can be common, so be careful
on the Wiki and online discussions if you want a ‘pure’
experience. Though the series is built on character conflict,
most of the actions they take (and most of the actions that
will be performed in this RPG) are done using their Stands, and
most conflicts will be fought against enemy Stand Users. This is
often more interesting than having the characters themselves
fistfight, as Stands are usually stronger, faster, and tougher
than their users, and their unique abilities make for varied,
complex encounters. Most Stand Users have total control over
their Stand, but this comes at the cost of sharing any received
injuries with it, something that a Stand user will need to be
careful to manage.
As durable as they can be, fighting carelessly can be a quick
way to wind up severely injured, given that other Stands may
be stronger, or better prepared. Knowledge is a large part of
the battle in JoJo’s Bizarre Adventure, and players will need to
be wary of GMs that are willing to put their characters to the
test.
Most Actions can be completed with any Stat, but some will
only work with specific Stats. The use of any projectiles will
most likely use Precision, and any sort of quick movement will
likely also use Speed. Characters will want to choose their
Stats according to how their character is likely to try and
resolve problems. Additionally, using a Stand’s Ability is the same
as any other Action. Stand Abilities are almost always as natural
to a Stand User as clenching a fist, so there’s no need to treat
them like a special skill, or something with limited usage. They do
not always have to be rolled for.
Example: Joanna Joestar is on the roof of a building, and needs
to get to the ground. She could:
Use Speed to jump from the roof and bounce off the
walls to slow her fall.
Use Durability to jump from the roof and use her Stand to
absorb the landing.
Use Precision to grab a clothesline and swing for a less
painful landing.
Use Power to punch her way down through the floors of
the building.
Once both players have chosen their Action, and the Stat
they’re going to use, they roll the same rank-based dice they
would for an Action roll, simultaneously. From there, the results
of each adjusted roll are checked; if either are 10 or under,
then the Action has failed, the same as a normal roll.
If the initiating Action succeeded and the counter-Action
failed, then the initiating player’s Action succeeds, with any
consequences: punches land, Stand effects are activated,
etc.
If the initiating Action failed and the counter-Action
succeeded, the countering player can Contest immediately in
retaliation. If they want, they can instead initiate this contest
any time later, until they have their next normal Action.
Example:
Light injuries are minor scrapes, bruises, and cuts. Most damage will
be dealt as light injuries, and the pain is minor enough to only be a
small distraction. To remove the light injury, you can apply a -3
penalty, per injury, to any Action you roll for. There’s no limit to the
amount of injuries you can remove at once, and whether or not
the Action is successful, the injury will be gone.
Some Stands do have healing abilities. All light injuries will typically
be removed after an encounter, but heavy injuries may take a
little more time to heal. It’s usually a good idea to keep your
characters as healthy as they can be, since enemy Stand
Users tend to attack without warning.
When you have a Stand like this, you can act multiple times in a
single turn. These Actions can take place at any point during a
turn, but for every Action your Stand has performed in a
turn, the rank that you roll with is reduced by one. If you had
a Stand with a Precision of B and a Speed of C, your first
Precision roll would be at B, but your second would be at C. If
your second roll was a Speed roll instead, you’d have to roll it
at a D-rank. If this Rank reduction would result in a Rank
below E, the Action cannot be rolled for using that Stat.
When you make an Action with a
portion of your Stand, you need
to describe which body/bodies
you’re using. Each portion of
your Stand can only be used
once, and you can only gain or
lose Momentum from a Contest
you initiate once in a turn.
RULES OF STANDS
While there are a lot of different Stands in the series, they
generally follow three main rules. Some of these have been
broken in the series itself, so if your idea goes against them,
don’t worry too much.
Anything that has a Stand only has one. Some Stands can
have multiple bodies, or take different forms, but they’re
drawn from the same singular spirit.
Stands are ‘bound’ to something, usually the User's body.
When that body/object is damaged, so is the Stand, and
vice-versa.
Stands can only be seen by other Stand Users, except for
Stands that are bound to objects, which usually can be seen
by anyone and anything.
ABILITIES
Every Stand needs at least one ‘Ability’. Stand abilities have been
all kinds of things over the course of the series, so players
are permitted to be as creative as they like. GMs have final
approval, and they set the cost of abilities as well. They’ll
normally cost 1 - 3 points, depending on the ability and its
applications.
Example:
PROGRESSION
Building your character at the start of the game is the last
you’ll see of build points. Once the game begins, any progression
is managed with the Potential Stat, or Acts if you decide to
have an Evolving Stand. Ranks in this Stat are traded,
permanently, in exchange for the following boosts. However,
you can only progress your Stand when you find yourself in a
high-pressure situation. This makes Stand progression a good
tool for beginners, or those who like having the extra
versatility, and less necessary for those who have a good
grasp on their capabilities.