Jojo's Bizzare Role-Playing Game A System to Play and Run your very own Stand Campaign

Contents: > Stats Character Stats (p.3) INT* elligence

elligence (p.4) SUB* tlety

tlety (p.4) AWA* reness

reness (p.5) HEA*lth Stand Stats (p.5) S* tand POW* er

tand er (p.5) S* tand PRE* cision

tand cision (p.6) S* tand AGI* lity

tand lity (p.6) S* tand FRE* edom

tand edom (p.6) S*tand POT*ential > Rules Basics (p.7) Stands

(p.8) Rolling

(p.8) Combat

(p.9) Resting Actions (p.10) Actions

(p.10) Macks

(p.10) Quacks > Creating Your Character Character Creation (p.12) Backstory

(p.12) Skill Mastery

(p.12) Milestones

(p.12) Fate Tokens Stand Creation (p.13) Stand Size

(p.13) Stand Form

(p.13) Stat Allocation

(p.14) Stand Features

(p.16)Crafting Your Ability > Extras & Tables (p.18) Extra Story Master Tips

(p.19) Character & Stand Sheet

(p.20) Stand Ability Sheet Note to the Reader This game system is currently in development. At the moment, it is in its beta stages, as I am still playtesting it. You may find some errors, inconsistencies, or balance issues. If you decide to use this system while it is in beta, keep this in mind. If you are the Story Master, you may need to make on-the-fly judgements about the rules, so just go with your instincts if nothing in this instructional manual gives you a ruling.

Stats About Stats in General As with any role-playing game, JJBRPG requires you to attach stats to your character. The stats in this system range from 1 to 10, 1 being the lowest, and 10 being the highest. Each score has a modifier attached to it, which you add to any roll specifically concerned with that stat, most commonly skill checks or contests. Also attached to each score is a rank, a little nod to Jojo's Bizarre Adventure's stat system, which is used to help organize what can and cannot be done with each score. As a note, you cannot permanently increase or decrease your stat scores above 10 or below 1, neither when initially assigning your character's stats nor when increasing stats due to a Story Milestone. If a Stand ability or other buff would temporarily modify a stat above 10, it changes the stat's modifier by the same amount. Bad things happen when stats fall below 1. If a Stand stat such as Power or Agility were to drop to 0 or below, your Stand would be instantly unsummoned, unable to be resummoned until that stat is a positive number once more. Rank Score Modifier E 1 -4 E 2 -3 D 3 -2 D 4 -1 C 5 +0 C 6 +1 B 7 +2 B 8 +3 A 9 +4 A 10 +5 Character Stats Intelligence Intelligence is a measure of both raw intellect and general know-how. A high intelligence character is quick-thinking and has a good understanding of what it means to live in a world with other Stand Users. With a sharp memory to help them connect all the details of mysterious goings-on, an intelligence-heavy character assesses their situation and their enemies before doing anything rash. Intelligence Skills Intelligence has 4 skills which gain your Intelligence modifier as a bonus. Investigation Your character may make an Investigation skill check when they are trying to learn new information about a thing by examining it closely. It is not to be confused with Perception, which is always used when specifically looking for something, whereas Investigation is used to deduce information about something already found. Memory A Memory skill check would be used to recall information you have previously learned but have forgotten, or to reflect on memories and search for details or clues you may have missed. This may also be helpful when dealing with directions or retracing steps. Medicine A Medicine skill check is generally used to identify what the effects of an injury are, what could have caused an injury, or to simply attempt to treat or otherwise care for a wound. Stand Knowledge Your character will want to make a Stand Knowledge check when dealing with a Stand's ability, to identify its limits or potential weaknesses that could be exploited, such as a short range, or an effect's countermeasure. Intelligence Bonus When you first create your character, they gain mastery in a number of skills as shown by the following table. If your Intelligence permanently increases a rank through a Story Milestone, you gain a Skill Mastery. INT Rank Skill Masteries A 4 B 3 C 2 D 1 E 0

Subtlety A character's Subtlety score shows how sneaky they can be. A high Subtlety score allows a character to remain stealthy when hiding from an enemy Stand, to keep quiet while staking out the enemy, or even to distract an enemy so an ally can set a trap! Subtlety Skills Subtlety has 3 skills which gain your Subtlety modifier as a bonus. Deception When your character tells the enemy that they're not a spy, they're actually a lost pizza delivery guy, here to get 'Johnny' their pizza, you're most likely gonna be rolling a Deception skill check. Any time your character is lying or telling half-truths to try and lead another character to a false conclusion, you'll be rolling Deception. A high subtlety skill helps make you very convincing. Distraction If your character wishes to draw attention to themselves, perhaps to draw attention away from something else happening, you'll be rolling a Distraction skill check. This can also be used for certain sleight-of-hand tricks, if you're distracting someone with theatrics while secretly switching out card decks, or whatever the trick may be. Stealth Stealth skill checks are fairly self explanatory. Any time your character is doing something and they want to do it without being noticed, you'll likely be rolling a Stealth skill check. This skill is essential to anyone seeking to do stealthy missions unnoticed, or get the drop on enemies. Subtlety Bonus Subtlety's bonus grants you a chance to put your character's good (or bad) luck to use, allowing you a last-ditch attempt to fix a flubbed roll. Whenever you roll a die, you may choose to roll one of your Bonus Dice and add the total to your original roll. Your Bonus Die is rolled with the modifier on the table below, based on your Subtlety rank. You may use these Bonus Dice a number of times per session depending on your Subtlety rank, as shown on the below table. If you end up with a negative total, you must add it to the original roll anyways. If your Subtlety rank changes due to a Stand's ability or some other supernatural influence, temporarily or permanently, your Subtlety Bonus Dice modifier and the uses you have of it change to reflect this. SUB Rank Bonus Die Modifier Number of Uses per Session A -3 3 B -3 2 C -4 2 D -4 1 E -5 1 Awareness Your Awareness score shows how alert and wary of both your enviornment and any danger in it your character is. If your character has a high Awareness score helps your character notice the signs of an enemy Stand attack sooner, or the telltale signs of a liar. Awareness Skills There are only 2 Awareness skills, both of which gain your Awareness modifier as a bonus. Insight When your character uses an Insight skill check, they are usually closely inspecting another character's body language or tones of speech in an effort to determine the truth hidden within. Insight is quintessentially useful when dealing with suspicious objects or characters, or when determining their true intentions. Perception Perception is a very important skill check which can be the difference between your character having a nice cup or tea and your character noticing the man with a loaded gun sitting at the table next to you. Your GM will likely call for Perception checks every once in a while, sometimes dropping subtle clues, other times resulting in noticing a key object or enemy. Awareness Bonus Awareness helps your character stay on guard and ready for battle, and grants you a bonus to your initiative rolls based on its rank. If your Awareness rank changes due to a Stand's ability or some other supernatural influence, temporarily or permanently, your Initiative Bonus shifts to reflect this. AWA Rank Initiative Bonus A +3 B +2 C +1 D +0 E -1

Health Health is the stat determining your character's physical fitness and healthiness. A low-health character may be thin, sickly, or overweight and out of shape. A high health character may better represent a typical Jojo protagonist. Health Skills There are three Health skills, which all gain your Health modifier as a bonus. Endurance Endurance tests not only your character's stamina, but also their pain tolerance and ability to act through pain. Your character may roll such a check when attempting to avoid exhaustion or injury, or to take an action while injured or exhausted. Evasion An Evasion skill check is called for whenever your character attempts to dodge attacks themselves, without using their Stand. It could also be used to effectively take cover or successfully navigate around or through traps, or to dodge their effects. Strength Strength is the final Health check, a simple skill which would be called for whenever your character is attempting a muscle-straining task such as pushing heavy boxes, breaking open a door, or pulling yourself up while dangling from a ledge. It would also be used if your character attempts to hit a person or object with a simple melee attack. Health Bonus Your character's health point total is determined directly by your Health rank, as determined by the following table. If your Health rank permanently increases thanks to a Story Milestone, your health point total changes to reflect this. If your Health rank drops due to a Stand's ability or some other supernatural influence, temporarily or permanently, your health point total changes to reflect this. As a measure of your health, the Health stat also tells you how many meters your character can move with a single Mack. HEA Rank Health Point Total Character Movespeed A 12 10m B 10 8m C 8 6m D 7 5m E 6 4m Stand Stats Stand Power Stand Power is a stat that details how strong your Stand's unarmed strikes are, how much it can carry and lift, and how tough it is. When your Stand makes a melee attack, it rolls Stand Power to determine if it hits or not. If your Stand's S.POW roll beats the target's block or dodge roll, the target takes damage based on your Stand's size. Stand Power is also helpful when taking the Block Quack (quick-action), since you roll S.POW when attempting to block damage. Finally, Stand Power negatively effects your Stand's effective range. A Stand with high power is usually a close ranged fighter, since having a high Stand Power reduces one's range. Stand Power gives a modifier to effective range which is applied only after all other modifiers are accounted for. If the result is not a whole number, round up to the nearest integer. If your Stand Power score changes even temporarily, you must recalculate and use the correct modifier to find your new effective range. Note: ER stands for Effective Range S.POW Score Range Modifier 10+ ER/5 9 ER/4 8 ER/3 7 ER/2 6 ER-5m 5 ER+0m 4 ER+5m 3 ER+10m 2 ER+15m 1 ER+20m Stand Precision Stand Precision measures the exactness of a Stand's motions, actions, and senses. It is necessary for any Stand that wants to call itself a hunter. Whenever your Stand makes a ranged attack, it rolls Stand Precision to determine if it hits. If your ranged attack roll beats the opponent's block or dodge roll, the target takes damage based on the projectile used. Generally, heavier or faster moving objects deal more damage. The Story Master should use their own discretion, but my general rule of thumb is that a bullet does between 3 and 6 damage, depending on the gun. 3 would be appropriate for a low-caliber pistol, and 6 would be enough for a powerful sniper rifle. You can also count a spray of bullets or hail of projectiles as a single powerful source of damage. Stand Precision is also used as perception for a Stand. If you use your Stand to scout or are spying through your Stand's senses using a special feature, you roll Stand Precision with its bonus.

Stand Agility Stand Agility dictates how quickly your Stand can move, and how quickly it can react to things. It also determines exactly how fast your Stand can move with a single Mack (movement-action). This stat is used whenever you roll Initiative, as Initiative rolls use your S.AGI modifier, and also gain a bonus based on your Awareness stat. Having a high Agility also unlocks certain powerful Stand Features that allow your Stand to take more Quacks or even multiple actions! Finally, Stand Agility determines which Quacks (quick-actions) your character is allowed to take. You may use any option that is listed on or below your S.AGI rank in the below table. If your Stand Agility rank changes even temporarily, you gain or lose options as dictated by the table. S.AGI Rank Quack Options A Attack (-2 Modifier), Deflect Projectile B Attack (-3 Modifier) C Grab, Shove D Block, Dodge E Quick Thinking, Trigger Held Action Stand Freedom Stand Freedom encompasses both the effective range in which your Stand can operate and the level of autonomy and personality it has. A Stand with an A or B in Stand Freedom might have its own unique voice or personality, but it will still always follow its user's commands. Stand Freedom allows your Stand access to special Stand Features that allow you to use your Stand in crazy ways, such as allowing your Stand to become completely autonomous or allowing it to leave its effective range on an assigned mission, to be completed automatically. Your Stand Freedom score most directly impacts your Stand's effective range. The below table gives you your Stand's base range. You Stand's effective range, which is the distance from yourself in which your Stand can manifest itself, is measured in meters and calculated from the appropriate base range, taking into account all modifiers you might gain from Stand form, size, or power. S.FRE Score Base Range 10 50m 9 40m 8 30m 7 20m 6 15m 5 10m 4 8m 3 6m 2 4m 1 2m Stand Potential A Stand's Potential measures all things to do with its special ability or array of abilities. Potential grants Potential Points (PP) to customize and enhance your Stand's ability, and allows you to gain special Stand Features that grant your Stand bonuses or even new abilities. Potential Points The higher your Potential rank is, the more PP you earn for each Story Milestone. Additionally, when you first create your character, you gain the amount of PP listed for your S.POT rank instantly, and may spend or save it as you wish. These points can be spent on PP Upgrades, special benefits that your Stand can unlock by expending your saved PP. Once spent, PP cannot be recovered. You may unlock the same upgrade multiple times and the effects will stack. If your Potential increases in rank permanently because of a Story Milestone, you gain 1 extra PP from that Story Milestone in accordance with your new rank. S.POT Rank PP/Story Milestone A 4 B 3 C 2 D 1 E 0 Stand Features Potential determines the maximum number of special Stand Features your Stand is allowed to have, as the aces up your Stand's metaphorical sleeves. If your Potential rank permanently increases via Story Milestone, you may select a new Stand Feature, provided you meet its requirements. S.POT Rank Max Stand Features A 5 B 4 C 3 D 2 E 1

Rules Basics Stands When you obtain a Stand, your willpower and fighting spirit manifests itself as a spiritual entity with supernatural abilities. Some Stands are powerful warriors, fighting with swift sword strikes or forceful punches. Others are naturally meeker, and avoid direct confrontation, relying more heavily on their special abilites to defeat enemies of their user. Some Stands even have minds of their own, and can speak languages and act on their own whims. Stands will not disobey their user unless they have a strong enough personality that makes them fully autonomous. Each Stand is unique, though some Stands may be similar in abilities. You will create and customize your Stand by choosing abilites and stats for it, which your GM will approve and help you balance. Most Stands can be seen only by other Stand users, with the notable exception being Bound Stands. To anything without one, your Stand is invisible, but not the effects of its abilities or attacks, such as a gash cut into a brick wall or a foot-sized crater in a sidewalk. Stands can only be hurt by other Stands, and are unable to interact with the world physically unless they specifically target something, such as an object or character. However, Stands have no health pool as they are spiritually linked to their user. Any damage, injury, or condition the Stand is subjected to, the user will be as well. You may summon your Stand as an action. When you do so, your Stand appears in an unoccupied space next to you. You must have your Stand summoned to use its abilities or have it defend you. If you would be knocked unconcious, such as by dropping to 0 hitpoints, your Stand is instantly unsummoned. Otherwise, your Stand must be within 1 meter of you to be unsummoned. Stands are always given a name when a user discovers its powers. This name is traditionally a musical reference. Most often Stands are named after bands, musicians, albums, or songs, and yours should be as well. Finally, your Stand takes on an appearance that you choose from the list of Stand Forms, along with a size. These determine many capabilities and unique bonuses your Stand may have, including how swiftly it can move and how hard it hits. Important Stand Notes Stands have no health point total. If they would take damage, the user instead take the damage. Similarly, if your Stand would be subject to a condition, such as being strangled or grappled, the user is also affeted by this condition.

If they would take damage, the user instead take the damage. Similarly, if your Stand would be subject to a condition, such as being strangled or grappled, the user is also affeted by this condition. Stands may be summoned or unsummoned with an action , and must be within a meter of the user to do so.

, and must be within a meter of the user to do so. A Stand forced outside of its effective range is instantly unsummoned. Your Stand also moves with the same frame of reference as you. For instance, if you were on a train and summoned your Stand, it would stay standing next to you instead of standing in the same place relative to the ground.

Your Stand also moves with the same frame of reference as you. For instance, if you were on a train and summoned your Stand, it would stay standing next to you instead of standing in the same place relative to the ground. A Stand can move within its effective range completely unrestricted. Your Stand can hover about half a meter above the lowest point on your body, and it cannot fly or hover while carrying things. Your Stand is affected by the same forces of gravity as you are.

Your Stand can hover about half a meter above the lowest point on your body, and it cannot fly or hover while carrying things. Your Stand is affected by the same forces of gravity as you are. To have your Stand take actions, quacks, or macks, you must expend your own. Macks have a special additional rule, wherein the Stand and User may move simultaneously as part of one special Mack called a Tether Mack.

Macks have a special additional rule, wherein the Stand and User may move simultaneously as part of one special Mack called a Tether Mack. If a Stand user is knocked unconsious, their Stand is instantly unsummoned. Additionally, all of the effects from its ability are cancelled. Story Master Tip: Acquiring a Stand In the actual story of Jojo's Bizarre Adventure, Stands are gained in a number of different ways. Some lucky few are simply born with their ability, which grows alongside them. Most Stand users in Jojo's Bizarre Adventure are created, either by the power of the mystical Arrow, the ever-shifting sands of the Devil's Palm, or by posessing pieces of the holy Saint's corpse. It is these strange and mystical artifacts and natural phenomena that can draw out a person's inner strength. You can choose to use any method you wish to fill your world with Stands. Even in the canon, different universes have different ways of bestowing these supernatural abilities, though few of these methods are anywhere remotely safe. A few options I have considered or used which you are free to use as well include an ancient Pharoah's scepter, an alien virus spread by blood, or simply manifesting a Stand in a time of incredible stress or near-death experience. It might even be interesting to explore a world in which nearly everyone has manifested a Stand, but most are weak and uninteresting. Knowing your setting is essential to creating a solid story, and the origins of Stands is essential to your setting.

Rolling The official die of Jojo's Bizarre Roleplaying Game is the d10. Every time you roll a die in JJBRPG, you will be rolling a d10. Most of the rolls during combat in this game are contests, where two characters make stat or skill rolls and the highest total wins. Outside of combat, most rolls characters would be making would be skill checks. When a character makes a skill check, they attempt to roll an equal or higher number than the difficulty rating of that check. You will almost always be rolling your d10 in conjunction with a stat modifier, the only reason for a d10 roll with no modifiers would be for a luck roll. If your Story Master tells you to roll Stand Power, you just roll a d10 and add your S.POW modifier. Let's imagine two scenarios in which the players are looking for something. In one case, they're looking for a hidden door, so I might ask a few of the players to roll me a Perception skill check. They roll Awareness and add +2 if they have mastery over the Perception skill. Now, this hidden door is hiding under a rug, completely out of sight. I might say it would be difficult to spot, and might set the difficulty rating at a decently challenging 7. If the room was darker, I might crank it up to a 9 or 10. If a player rolls a total of 7 or higher, they spot the secret door. Alternatively, if these players were searching for a hidden enemy, they would not be rolling a skill check but a contested roll. The players would roll Perception against the hidden enemy's Stealth, with the higher total winning out. When you think a character should have a bonus or issue with a specific check or roll, feel free to impose a positive or negative modifier on the difficulty rating or opposing roll. As the Story Master, try not to impose negative or positive modifiers on the player's rolls, instead modify the numbers you have set or have rolled. Story Master Tip: Difficulty of Skill Checks Generally it's up to the Story Master to decide how difficult a specific skill check should be, but here is a little guide that I tend to use myself. Make the number required to pass a bit lower for any advantages the character may have such as previous knowledge to build on or devoting extra time or attention to a task, and make the number a bit higher if the character has little time or experience. Easy Check: Pass on 3+ Average Check: Pass on 5+ Challenging Check: Pass on 7+ Difficult Check: Pass on 10+ Extreme Check: Pass on 13+ Story Master Tip: Multiple Rolls for One Check Sometimes, you need someone to roll a Perception skill check and everyone else wants to join in, but that just gives them four chances to get it right! Instead, I've set up two systems that you can choose to use, or continue allowing them all to roll! Option 1 is to average them all out and compare it to the difficulty rating of the challenge. This is simple and effective but may require a calculator and extra time for larger groups. Option 2 is to multiply the difficulty rating for the skill check by the number of players rolling, and simply add their skill check totals together. If it beats the new difficulty rating, they succeed on the challenge through teamwork. Combat Combat happens in distinct rounds. At the start of each round, every combatant must roll initiative. Initiative rolls are Stand Agility rolls. The Awareness stat and some Stand features also give a bonus to your initiative roll. Starting with the highest initiative roll, combatants take turns taking actions and try to reduce their opponent's health points to 0. When everyone in the initiative order has taken or passed their action, initiative is rolled again and combat continues. There are two main ways of avoiding or mitigating damage in JJBRPG, both of which require you to use a Quack. The first option is to dodge the source of the damage. If your Stand is dodging the attack, you make a dodge roll: A Stand Agility roll plus whatever bonus it may gain from its Stand form or size. Alternatively, you could have your Stand make a block roll: A Stand Power roll plus whatever bonus it may gain from its Stand form or size. There are advantages and disadvantages to each option. Dodging allows you to avoid all of the damage from a potential attack, and allows you to move up to 1 meter along with your dodge roll. However, blocking wins on ties and blocks any attempted attacks for the rest of the round. As one more important note, when blocking or dodging with your character as opposed to your Stand, you do not use the block or dodge bonus from your Stand's form or size. You do, however, still use Stand Agility or Stand Power. If your character drops to 0 health points, they fall unconscious. Dropping to anything below 0 health points forces you to make an Endurance roll. Your Endurance roll must match or exceeed twice the damage taken past 0, or your character dies. This roll must be repeated if an unconscious character takes damage. For example, if your character had 3 remaining health points and was hit by an attack they failed to dodge. If they take 4 damage, they drop under 1 to -1 health points. You must make an Endurance roll that matches or beats a 2 (Since you went 1 health under 0, we double 1 to get the difficulty rating). If you roll a total of 1 or lower, you're dead! Otherwise, you are knocked unconscious.

Story Master Tip: Dodging and Blocking Usually, characters will be dodging attacks from other characters, and as such the Story Master will often simply be rolling against the players. If an enemy attacks a player with a Stand punch, you would roll Stand Power for this enemy Stand against the player's block or dodge roll. Similarly, if a Stand were to throw a steel bar or shoot a bullet at a player's Stand, the Story Master would need to roll Stand Precision for this enemy Stand's ranged attack. Blocking and dodging is fairly self-explanatory in the context of a battle, but a newer Story Master may get confused on what to do when the source of the damage isn't a character, such as a falling rock, a roaring fire, or some other source of damage that hasn't been thrown by a character. For things like this, I set a difficulty rating and have them attempt to beat it to avoid damage. For a falling rock, it may depend on how much time they have to get out of the way, but for something like a fire, you may take a bit of damage even on a decent roll. Resting Resting and regaining health points in this system is very simple. In order to get a full rest, a character must sleep for at least 6 hours without conducting strenuous activity, such as battling, digging, or setting up heavy equipment. When you complete a full rest, you regain half of your maximum health points, rounded down, and decrease your exhaustion by a number of stages equal to your Health modifier (minimum 1). If a party is interrupted in the middle of their rest, they may continue their rest so long as the interuption is dealt with in less than an hour. Characters that fail to rest every day eventually fall victim to exhaustion. If a character does not get a full rest within 24 hours of their last rest, their exhaustion increases by one stage. Exhaustion comes in 6 distinct stages, as shown in the following table. These effects affect both your character and your Stand. Exhaustion Stage Effect Description 0 None You feel rested and ready to go! 1 -2m moved per Mack Your feet begin to drag... 2 -1 Mack per round You're starting to run out of breath... 3 -1 Quack per round Your movements feel sluggish... 4 -2 to all Attack rolls Your strength is fading... 5 +2 Damage taken on all hits It's all starting to look dark and fuzzy... 6 Death This is it... Story Master Tip: Extra Exhaustion Uses If you're the sort of game master who likes to make survival more of a focus of your campaign, consider using the following bonus rule where your character gains exhaustion when losing health. ============================ Combat Fatigue. Whenever a player character takes damage from an enemy attack, their exhaustion increases by one stage. ============================ Another way to use exhaustion is to have enemy Stands with abilities that exhaust characters affected. It can be a powerful way to create an interesting and memorable combat.

Actions There are three distinct types of actions in this tabletop game. The first are called Actions, the most useful and versatile of your options. The second are quick-actions, shortened to Quacks for ease. These are more limited in uses, but can be used during other character's turns, opening them up as reactive devices. Finally, movement actions are called Macks, and can be used to move your character and Stand around your environment. Actions (Standard Actions) Actions can only be taken on your turn during a round. They can be used to do just about anything your character could feasibly do. You can even expend it to move, as if it was an extra Mack! You have only one action, which you regain at the start of each round of combat. An action can also be held, and used later on in the round. To do this, on your turn you must declare that you will hold your action. Doing so means you are unable to use your action until you trigger it by expending a Quack. After declaring that you are holding your action, play continues to pass down the initiative order. Whenever you would like to use this held action, you may trigger it by using the Trigger Held Action Quack. This allows you to take any action as a Quack. If you do not use your held action before the current round ends, you lose your held action and may not use the Trigger Held Action Quack until you hold your action once more. A few examples of things you could do with an action include attacking, summoning a Stand, throwing a lasso, attempting to operate heavy machinery, or any other action that would require deliberate thought and action. Macks (Movement Actions) Macks can be used a bit more frequently than actions. For starters, you have three Macks which restore at the beginning of each round. You can use as many Macks as you wish on your turn, and you may also expend a Mack anytime another character chooses to expends a Mack. Macks move your character and your character's Stand a different distance, based on your Health score and your Stand Agility score respectively. However, if you want to move both yourself and your Stand with the same Mack, you can. This special Mack is called a Tether Mack. To do this, your character and their Stand must be within 5 meters of each other and you must expend a Mack. You may then move both your character and your Stand in the same direction. You both move the same distance, either your Stand movespeed or your character movespeed, whichever is lower. Quacks (Quick-Actions) Quacks are the most interesting action type. It can be used at any time, but only has a limited number of specific uses based on your Stand Agility rank. You can unlock new uses for your Quacks through special Stand features and sometimes even PP upgrades! Every character has 3 Quacks, which restore at the beginning of each round of combat. Additionally, Quacks are based entirely on instict and reaction. They occur concurrently with any action they respond to (as dictated by the Story Master), and you are not allowed to 'undo' or 'retcon' Quacks. Once you declare yourself to be using a Quack, you MUST act immedietly and are unable to change your mind or reconsider based on what the effects may be. Here are the basic Quacks available, as well as a small description and some limits to each. Quick Thinking This allows you to instantly make a skill check, such as to attempt to find a hiding enemy, to use a bizarre item, or to shrug off certain effects. When you declare this, choose a skill and explain how you would like to use it to the Story Master. Block When you use this Quack, you expend any remaining Macks you may have. For a Stand block, roll Stand Power. For a character, roll an Endurance skill check. Whichever stat you rolled, this number is your block total. Any attack made against you this round must beat your block total to hit. Even if an attack hits, your guard may be good enough to negate some of the damage. If an attack hits, the maximum amount of damage it can do is equal to the difference between their attack roll and your block total. For example, if you roll a 10 for your block total and the attack against you is a 12, they can only do a maximum of 2 damage, even if they would normally do 3 or 4. Dodge When you use this Quack, whoever is doing the dodging (Stand or character) may move up to 1 meter. For a Stand dodge, roll Stand Agility. For a character, roll an Evasion skill check. Whichever stat you rolled, this number is your dodge total. If the attack roll you attempted to dodge is less than your dodge total, you take no damage and successfully dodge! However, if your dodge roll is equal to or less than the attack roll, you take the full damage. You must make a separate dodge roll for each individual attack made against you. Grab This allows you or your Stand to grab, pick up, or otherwise interact with an object that can fit in your hand. This does no damage. Stands would roll Stand Power, but characters would roll a Strength skill check. If a character wants to resist being grabbed, it can take a Quack to try to wriggle free using a S.AGI roll or an Evasion skill check or attempt to force itself free using a S.POW roll or a Strength skill check.

Shove This allows you or your Stand to push or pull targets. This does no damage. Stands would roll Stand Power, but characters would roll a Strength skill check. If a character wants to resist being shoved, it can take a Quack to try to move out of the way using a S.AGI roll or an Evasion skill check or attempt to push back using a S.POW roll or a Strength skill check. Attack This Quack has a modifier next to it, which is added to whatever your normal attack modifier would be. For instance, a Stand making a Quack attack with a gun would roll Stand Precision - 3, while a Stand making a Quack attack with its fist would roll Stand Power - 3, provided that both these Stands have a B rank in Stand Agility. Story Master Tip: Some of the Stand forms and features in the following section can be overwhelming for a new game master or anyone new to the JJBRPG system. Some require the Story Master to keep many and various important details in mind at all times, while others might need extensive SM/Player communication to feel good to play. These Advanced forms and features are marked with a tag in curly braces with a symbol that looks as such: {++o}, where the number of + indicates the recommended experience level of the SM and the number of o indicates the recommended experience level of the player using the feature. A single mark of either symbol signals the player or SM should have some experience with other tabletop roleplaying games, like Pathfinder or Dungeons & Dragons. A double mark of either symbol indicates that the player or SM should have experience specifically in JJBRPG, with at least a short campaign under their belt. A triple mark of either symbol is a warning sign. If you are a player or a SM and you wish to use this form or feature, I highly recommend you are intimately familiar with the rules and mechanics of this game, have a good background knowledge of the source material Jojo's Bizarre Adventure, and have over a year of experience with tabletop roleplaying games in general. The form or feature will be either ludicrously overpowered or completely worthless in the hands of a SM without these things, they require just the right amount of care from the Story Master to pull off properly. Deflect Projectile For this Quack, you may need to make two rolls. First of all, roll Stand Agility. If it beats the attack roll you're deflecting, you can attempt to reflect it back at its source by making a ranged attack. This may be easier or more difficult based on the projectile.

Creating Your Character Character Creation The most important thing about making a character is to make them consistent and interesting. Most characters in the original Jojo's Bizarre Adventure series are extremely quirky and strange. They may have a distinctive laugh or manner of speech, a bizarre wardrobe, or an extreme worldview. It's critical to think of your character as separate and distinct from your Stand. Many players fall into the trap of having an interesting Stand and ability, but skimp on their characters design, and feel unengaged when roleplay is more prevalent than combat. This game is more heavily focused on roleplaying, story telling, and character creation than it is on strict combat or dungeon crawling. Try to think of a funny, interesting, or debilitating flaw that your character has to deal with, such as a hatred for a certain number or animal, a tiny brain, a roundabout way of saying things, or a refusal to kill. These little set-in-stone character traits can help shape interesting roleplay and story moments. Backstory Backstory is, mechanically speaking, a very boring subject in this system. There are no preset backstories that you need to pick from, nor bonuses recieved from having a certain character background. If you as the Story Master would like to add little bonuses based on each character's backstory, try allowing players to pick an associated skill mastery to gain based on their backstory. Skill Mastery Skill masteries are a flat bonus to certain mastered skill checks. For instance, a ship's lookout might have a skill mastery in perception, while a field medic would likely have a skill mastery in medicine. You gain a number of skill masteries based on your character's Intelligence rank when you first create them. Skill mastery in a skill grants you a +2 bonus to roll using that skill. However, skill mastery does not stack with itself, and you cannot gain skill mastery in a skill you have already mastered. You can choose to gain extra skill masteries in new skills whenever you gain a character milestone. Milestones Your campaign will hit critical points, such as the defeat of a particularly nasty villain, the unveiling of true intentions, or some other progress made towards the conclusion of the main story. A Story Master can declare that a party has hit a milestone at any point during the campaign, and the players gain rewards based on the type of milestone hit. There are two separate types of milestones. Story Milestones A story milestone is reached at a critical point of a story, perhaps after beating a certain group or number of opponents, learning a piece of vital information, or otherwise progressing the story to the next stage. As an example of when a story milestone occurs, let's take a look at the fantastic fourth part of Jojo's Bizarre Adventure, Diamond is Unbreakable. The first story milestone comes when Josuke defeats Keicho's Stand, Bad Company. Finally, the entire main party is together. Up until this point, the characters are still warming up to their Stand abilities and each other. Then, the Arrow is introduced, as is the next villain, catapulting the story into its next arc. The second story milestone comes when Josuke and friends defeat Akira's Red Hot Chili Peppers and take back the arrow. This is another triumph on the way to the finale, as the Diamond squad continues to grow and power up. The last story milestone I would grant them would be right after Kira manages to escape them. This is the final point leading up to the climax of the story where a story milestone bonus seems practical. When a story milestone is reached, all player characters gain a number of PP based on your Stand Potential, and may increase any one stat by one. You may also choose to forgo the stat increase for a Stand feature. Character Milestones Character milestones are more personal affairs. They are reached through roleplay, when you resolve something from your backstory, change your tune on an important issue, make a particularly impactful decision, or just for particulary excellent roleplaying. Think of character milestones as a nice little bonus to encourage good character roleplay. When a character gains a character milestone, they may gain a skill mastery of their choice and they gain a Fate token. Additionally, if your Stand's form is Act, you may choose to remake your Stand and ability. You may completely reallocate your stats, create a new Stand ability, even change your Stand form or size, though you may only change the size by one category. You may also choose to forgo the skill mastery for a Stand feature. Fate Tokens Fate tokens are expendable tokens that allow you to alter rolls. Whenever a d10 is rolled, you may choose to expend your Fate token permanently to choose the number rolled on the die. A player may have more than one Fate token, but more than one Fate token cannot be used on the same roll.

Stand Creation Whenever you have a good idea who you want your character to be and what you want their Stand to do, the time has come to put it all together. First, we'll start with selecting your Stand's size, which determines how much damage it does on a hit, and grants it bonuses to either blocking or dodging. Then, we'll move on to the form your Stand takes. Your Stand's form is just a general idea of the body shape of your Stand, and regulates some capabilities it has and lacks. It determines your Stand's movespeed and also grants a bonus to blocking or dodging. Next, we'll actually discuss allocation of stat points and how to get your stat spread. After this, we'll pick a few Stand features to round off your Stand. Finally, it's time to talk to your Story Master about your Stand's ability. This last step takes a lot of communication between player and SM. If adequate communications are not open, try setting up everyone's abilities at a session 0, a session to prepare all the players and get the story and setting introduced. Stand Size There are 5 different Stand sizes. The following table shows their differences. Size Block Bonus Dodge Bonus Damage on Hit Buffs/Restrictions Tiny -3 +3 1 -5m/Mack, +1 PP/story milestone Small -1 +1 2 +1 Stand Feature Normal 0 0 3 NA Big +1 -1 4 NA Monstrous +3 -3 5 -1 Quack/round, -1 Max Stand Feature, +5m Stand movespeed Stand Form There are 6 basic Stand forms. The form your choose grants you a 1 point bonus to the stat listed under Character Stat Bonus. It also grants a bonus to blocking and/or dodging, B refering to block and D refering to dodge. Stand movespeed is given as meters per Mack, and each Stand form also grants a special bonus perk. Stand Form Options Form Character Stat Bonus Block/Dodge Bonus Stand Movespeed Formula Bonus Perk Humanoid None +1B S.AGI score You may see, hear, and speak through your Stand while it is within your effective range Animalistic AWA +1D S.AGI score +2 You gain one Enhanced Sense of your choice from the Stand Features list Mechanical HEA -1D S.AGI score -1 Whenever your Stand takes damage, it takes 1 less Swarm {++o} AWA +1D S.AGI score /2 Your Stand can no longer block. Your Swarm may have a number of individuals up to 10 times your Stand Power score. Swarm Stands may not be of a size larger than normal, and Stand size pertains to the individual units of the swarm. The swarm counts as one being, but may be split into groups when performing actions, Quacks, or Macks. Whenever your Stand takes damage, is loses the same number of bodies. Bound {+oo} SUB +1B/-2D 0 Your Stand appears as an object and takes physical form. It can be seen and thereby affected by non-Stand users. It cannot move on its own. Whenever you reach a story milestone, you gain an additional 2 PP. Act {+++ooo} INT -1B/-1D S.AGI score Your Stand's ability is not very strong as is, but whenever you reach a character milestone, your Stand gains a new Act. When you create an Act Stand, you are limited in how you allocate your stat points. You MUST allocate at least 30 stat points into your Character stats. When you reach a character milestone, it can change by up to one Stand size, you may respec its S.POW, S.AGI, S.PRE, and S.FRE, you can select new Stand features, and you may remake your Stand's ability. Additionally, whenever you gain a new Act, you gain an additional 2 stat points which you may put into S.POW, S.AGI, S.PRE, or S.FRE When you summon your Stand, you may summon it as whatever Acts you have available to you, with its designated set of abilities. Stat Allocation To build your character and Stand properly, you need to assign values to your stats. All of your stats start with a score of 1, and you have 48 stat points which you may distribute as you see fit. Remember that no stat can be increased over 10 or decreased under 1 when creating your Stand. Be sure that the bonus you gain to your character stats from your Stand's form doesn't set any stat scores over 10.

Stand Features The final piece to Stand customization and creation, these features grant interesting bonuses or options to your Stand. Some Stand features have prerequisites, listed just underneath the name of the feature. If the listed prerequisite is in parentheses ( ), you must have a rank that matches or exceeds it to be eligible for this feature. If the listed prerequisite is surrounded by arrows > <, you must have a rank that is lower to be eligible for the feature. Additionally, if your Stand's stats were to decrease to a point to where you no longer meet the requirements for a Stand feature, you become unable to gain any benefits from the Stand feature. Armorclad Prerequisites: (D) S.POW, (C) S.FRE Your Stand manifests armor of some sort. It gains +1 to block rolls. Battlemaster Prerequisites: (C) S.POW, (C) S.FRE Your Stand wields a stand weapon. It gains +1 to attack rolls made with its weapon. Snap! Prerequisites: (B) S.AGI Your Stand can be summoned with a Quack. Stand Leap Prerequisites: (C) S.POW, (C) S.POT Whenever your Stand is not summoned or within 1 meter of you, you may make a Stand Leap as an action. Doing so allows you to jump a number of meters equal to your Stand Power score multiplied by 3. Lift Off! Prerequisites: (B) S.AGI, Stand Leap Stand feature Your Stand may use its Stand Leap by expending a Mack and a Quack instead of an Action. Stand Rush Prerequisites: (C) S.AGI Whenever you make an attack, you can expend a Quack to add +1 to the damage of that attack. You must expend these Quacks before you make your attack roll. Quickdraw Prerequisites: (D) S.AGI You gain a +1 to initiative rolls. Stand Bond Prerequisites: (C) S.FRE You may see through your Stand's eyes so long as your character's eyes are closed and it is within your effective range. Bonus Ducks Prerequisites: (A) S.AGI You gain an additional Quack per round. Rhinocerous Beetle Prerequisites: >B< S.POT You gain 2 PP immediately. Like Lightning Prerequisites: (B) S.AGI Your Stand may make a free Quack instantly upon being summoned. Deep Cuts {+} Prerequisites: (B) S.PRE When your Stand deals damage to a target, the target bleeds. If it uses all its Macks in one round, it takes 1 damage. This effect does not stack, and it ends whenever the target regains health points. Lightspeed Prerequisites: (A) S.AGI When your Stand fails to dodge, you may expend a Quack to try again. You may only do this once per round. Real to Me {++} Prerequisites: (C) S.FRE (B) S.POT Your Stand is always corporeal to you. Guard Piercer Prerequisites: (C) S.PRE If you make an attack against a target and they attempt to block it, you gain +1 on your attack roll. Homing Attack Prerequisites: (C) S.AGI, (C) S.PRE If you make an attack against a target and they attempt to dodge it, you gain +2 on your attack roll. Hydrodynamic Prerequisites: (D) S.POT Your Stand gains +10m to its movespeed while it is submerged in water. Enhanced Sense: Hearing Prerequisites: (C) S.PRE Your Stand is much more sensitive to sound than any person. Add S.PRE to any Perception skill check that relies on sound, provided your Stand is summoned and within 5m of you. Enhanced Sense: Smell Prerequisites: (B) S.PRE Your Stand can smell as good as the best bloodhounds. Add S.PRE to any Perception skill check that relies on scent, provided your Stand is summoned and within 5m of you. Enhanced Sense: Vision Prerequisites: (A) S.PRE Your Stand is able to see far away and in great detail, like a predatory hawk. Add S.PRE to any Perception skill check that relies on sight, provided your Stand is summoned and within 5m of you. Spotter Prerequisites: >B< S.POW, (C) S.FRE Your Stand's effective range increases by 10m. This is added before the S.POW modifier is applied.

Shield Buster {++} Prerequisites: (A) S.POW If your Stand attacks a blocking target and would deal damage, its damage cannot be reduced. Automatic {+++ooo} Prerequisites: (A) S.FRE, (B) S.POT Your Stand may leave its effective range. When it does so, you lose immediate and manual control and any mental link you may have with it until it returns to within your effective range. When it leaves your range, it enters its automatic mode. It seeks out a target using a specific method, such as sensing body heat, breathing, motion, or scent, and it attacks whatever replicates this criteria. Your Stand must have a method of determining a target when it enters its automatic mode, otherwise it would just kill everything in its path! Some such Stands have used such methods of finding a target as attacking targets that radiate heat, attacking targets exhaling carbon dioxide, or attacking the fastest moving thing in the area. You cannot unsummon your Stand while it is not within your effective range. Note: More Stand features may be added in the future.

Crafting Your Ability The entire JJBRPG system is, at its heart, a tribute to a beloved series and a game system set to emulate that series. Because of this and my love of extensive customization options, I have made creating your Stand's ability as open-ended and creative as possible. However, this comes at a cost. Communication between players and SMs is extremely vital to this game, because ultimately, your game will be entirely run by your SM. If they decide a rule isn't working out for them, they can nix it, and if they think something is missing, they can make a new rule. Sure, a player might be in total control of their character, but the SM is the one who decides what skill to roll for each action, and what will oppose it. There are two ways a bad Story Master can screw up right off the bat with this system. The first way is by being too restrictive, and not allowing players to create abilities that can be used in interesting and varied ways. If all you're allowed to do is shoot fire from your Stand, you may as well have a flamethrower. However, there are always ways to make Stands more interesting, such as being able to control those flames with Quacks. The second way a Story Master can sabatoge their own campaign is to be too lenient with players. Some players will ask for the sun, moon, and stars, and still want more. The Story Master needs to be sure that every Stand has restrictions, limits, and clear capabilities as far as their ability is concerned. To be entirely honest, its almost impossible to write down in an understandable way how I create Stands the way I do in this system, however, I can walk you through the Stand Ability Sheet and show you what needs to be filled out. Balancing will simply have to be left up to the Story Master. Stand Ability Sheet The Stand Ability Sheet used to keep track of everything about a Stand's ability, including its activation, restrictions, effects, phases, PP upgrades, PP gained per Story Milestone, and any extra side abilities it may have, is at the end of these instructions with the Character Sheet. I always start with a general idea of what the player wants to do with the Stand. For instance, are you thinking more about combat or utility? Are you going to use your Stand stealthily or brazenly? I usually find my players have a general idea of what they want their Stand to be, and it ends up being my job to add a method of activation, a few restrictions to make sure things stay on target, and anything else I may have to add. Beginning Stand Design Let's design a couple of sample Stands together. The first idea I have is a Stand called The Chain. If I were a player and I wanted to make this my Stand, I would pitch my idea to the Story Master. Player: "I want my Stand, The Chain, to be able to fix objects in space, maybe using a cool chain whip or something." SM: "Interesting idea." At the beginning, take into account the Stand's form and size. "Have you considered making your Stand Bound form? It could be a literal chain! As for fixing things in space, what does it fix the object relative to, your Stand? Yourself?" Player: "I'm not so sure about a Bound Stand, it seems kind of lame... Maybe it can choose what it fixes its target to relatively?" SM: "Hmm.." Your player might suggest something you find perfectly reasonable, or they might suggest something you think is potentially game breaking. The important thing is to try and keep the heart of their Stand alive, whatever seems to be most important about it. When they suggest something reasonable, you can give suggestions to guide them towards a solid Stand, and when they suggest something unreasonable, you can always allow it with certain restrictions or even outright deny it. Story Master's word is law. "I think that could be interesting, but how does the Stand do that? Perhaps the last thing its right hand touched can be the object that gets fixed and the last thing its left hand touched can be the object it moves relative to." Even though I don't think the idea is unreasonable, I tack on a possible restriction, and a way to activate the ability with it! Activators can be great restrictions. Player: "Yeah, that sounds cool, but what about if the Stand holds a special chain? When the end of the chain touches an object, it latches onto the object, so when both ends of the chain are touching something, it fixes them in place?" SM: "I think that could work, but at that point, your Stand is wielding a weapon. Personally, I think you should reconsider your Stand as a Bound form Stand. If you'd like to hold a chain as your weapon, you can do so as long as you take the Battlemaster Stand feature. However, having your Stand actually BE the chain would allow its ability to be more powerful." Here, I give the player a few options. Bound Stands have some detriments, but they gain bonus Potential Points to upgrade their abilities. However, having a Humanoid Stand has its advantages as well, and fewer disadvantages, so be cautious not to let your players avoid too many restrictions. Eventually, we would settle on some general guidelines for the ability and I would start to fill in the sheet. Ability Effects After the Stand's name, this should be the second box you fill in. Be sure to note any special interactions, and clearly spell out how the ability works. This is mostly a general blurb on the capabilities of the ability, and while it requires care, it isn't as important as the other sections in terms of balance. Be careful about Stand Abilities that directly deal damage. If they do, can it be avoided? It's imperative to remember that maximum health in the game is 12 health points, and it's double the max health points of the lowest in the game of 6. If you do give a player a damaging ability, be EXTREMELY careful with its PP Upgrades. Players should NOT be able to stack ridiculous amounts of damage. They will invalidate the opponents you put them up against, and if they don't they'll blame you for using an overpowered opponent.

Ability Activation Every Stand ability has to be activated somehow. How an ability activates can be a major limiting or empowering factor for a Stand's effectiveness. The most restricting activations would require setup or very specific conditions for the ability to work, such as besting an someone in a contest or tapping a person's head while they're asleep. These can allow you to create powerful abilities that aren't disgustingly broken in combat or utility situations. Most commonly, a Stand's ability activation requires an action, but generally speaking, the easier it is to activate your ability when you want and where you want, the more powerful the ability. Restrictions Every Stand ability, no matter how simple, has its restrictions. The most common restrictions would be targeting restrictions, such as "Cannot be used on the User" or "Can only have 1 target at a time". Most abilities are also immediately dispelled upon leaving the Stand's effective range, which is a good limiter. Another common restriction is to make it so the ability either works on organic or inorganic targets, but not both. The duration of the Stand's ability is another fine balancing point that might be useful as a restriction. The goal with Stand restrictions is to leave the player with weaknesses that they either need to attempt to cover or deal with the consequences of. No Stand should be without a weakness, whether that weakness is a short range, a puny attack, or a specialized ability. Extra Abilities/Phases This section can be used for the different Acts available to an Act Stand, phases of a Stand's ability such as syptoms of infected victims or those under the ability's effects, or just basic side abilities such as a special maneuver or specialized body part. These are part of creating the Stand's abilities themselves. PP Uses PP Upgrades as special unlockable upgrades to your Stand's ability you may purchase with Potential Points (PP), and must be personally designed by the SM. When designing a Stand Ability with a player, keep in mind the various upgrades that may be appropriate for that ability. Every ability should have at least one PP Upgrade worth 1PP and one Capstone PP Upgrade, a powerful or versatile upgrade which cost no less than 5PP. Usually, increasing an effect's duration by an extra minute or round is a good starting place, and generally only need to cost 1 or 2 PP at most. For select abilities, a duration increase can even be a Capstone PP Upgrade, such as doubling the duration. Be careful with damage increases or anything else that could easily get out of hand if it were to be taken repeatedly. When creating a damage increasing PP Upgrade, be sure that it costs no less than 2PP, otherwise it becomes easily stackable for high Potential Stands. A good and interesting PP upgrade is to allow using part of an ability as a Quack. This allows the ability to be used in more interesting and fun ways, but be wary! Some abilities can become overpowered if you allow aspects of them to work on Quacks. I tend never to put these Upgrades below 3PP in cost. Finally, PP Ugrades do not only have to enhance a Stand's ability. I've allowed PP Upgrades such as increasing a Stand's Effective Range, granting the ability to make a ranged attack, and even removing certain restrictions from the Stand. I urge you to be creative and allow your players to do interesting things with their Stands.