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Ora! Ora! Ora!

An Apocalypse-Engine JoJo RPG

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Making a New ​「STAND」User


1. Think of a concept.
2. Choose a name
3. Choose a look
4. Choose a blood type
5. Choose a quirk and pose
6. Determine your parameters. You have 10 points to increase your parameters. Highlight a
parameter. Add in secondary stats. Add +2 comradery for one PC, -1 for another PC,
and +1 for all others.
7. Add 3 specialties
8. Add two moves.
9. Choose a ​「STAND」type.
10. Determine your ​「STAND」​ parameters.
11. Choose​ an appropriate number of 「STAND」moves, minus the “upgrade” option
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1. Think of a Concept

Think about who and what you want your character to do, and what sort of 「STAND」
powers they should have. You might want to make a character whose concept clashes with their
「STAND」. For instance, a small, intelligent man with a close-range 「STAND」that’s
good at direct combat.

Think about who your 「STAND」user was in their life, what they did before they developed
their powers, and how they fit into the world. This will depend much on your first session, when
everyone in the group agrees on the basic setting and concept of the world.
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2. Choose a Name
Names in JoJo are often references to music, especially to band names, artists, and (less
commonly) album titles. However this is not a guarantee. Almost all names in ​Diamond is
Unbreakable ​are simply names, most of the names in ​Vento Aureo ​are (hilariously) derived from
randomly mixing Italian names with Italian food terms, ​Stone Ocean ​is a mixture of fashion
designers and music names, ​Steel Ball Run​ has a lot of names come specifically from individual
songs [D-I-S-C-O being one of the more extravagant], and ​Jojolion​ has names from playing card
suites, geographic features from the Sendai region, and the movie ​Dolomite ​for some
goddamned reason.

「STAND」names, following ​Stardust Crusaders,​ are always named after songs, bands,
albums, or artists. Write their name in All-Caps in between these two weird dongles: 「」. Or
don’t, I can’t stop you.
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3. Choose a Look
Characters in JoJo typically fall into two categories:
1) Ridiculously Attractive
2) Hideously Ugly
Usually main characters are in the first category. Male characters in the first three storylines
tended to be bulky, musclebound, and fit. From story four to modern-day, the protagonists
slimmed down, culminating in the thin, pretty-boy androgynous characters of V ​ ento Aureo​.
A 「STAND」fits into a few different categories in terms of how it looks:
1) Natural Humanoid.​ Generally look like a person (sometimes they even look like the
User) with arms and legs, a head with a face, etc.
2) Artificial Humanoid.​ Still humanoid, but with artificial-looking features like metallic body
parts, missing or non-human facial features, and/or unusual body structures.
3) Natural Non-Humanoid. ​Reminiscent of natural creatures or lifeforms such as plants,
fungi, animals and, in one memorable case, a rainbow.
4) Artificial Non-Humanoid.​ Resemble instruments, tools, machines, and other
mechanical objects.
5) Other.​ Some things are just really weird, man. These are usually bound to some part of
the body, an invisible field around someone, or even attached to a person’s soul. They
often don’t have any kind of specific look to them.
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4. Choose a Blood Type


Japan is sometimes a bizarre and inscrutable place, with its own traditions and cultural values
you might not understand. One of these is probably the idea that Blood Type influences your
personality. Now, most of the characters in JoJo are not Japanese. However, they were made
by a very Japanese man, and several of the main characters have canonical blood types
anyway.Think of your blood type as like an alignment: it’s a general guideline to how your
character acts, and gives you a Move you can perform.
Choose a blood type from the following list:

● A: ​You have a relatively calm personality and deep-rooted inner strength. You’re earnest
to a fault and even stubborn at times. Example: Jonathan Joestar, Noriyaki Kakyoin.
○ Blood Ability: Righteous vengeance.​ Whenever an ​Innocent Bystander is
Killed​, gain +2 Forward against whoever killed them.

● B: ​An individualist, a driven personality. Tends towards cheer and optimism. Tends
towards selfishness or unreliability. Example: Joseph Joestar, Jotaro Kujo.
○ Blood Ability: Hot-Blooded.​ When an enemy ​insists on his own superiority​,
gain +1 Forward against them.

● O: ​Confident, energetic, extroverted, and social.They tend towards starting projects but
never finishing them. Examples: There are no Jojo characters with this blood type. Out of
Jojo, Sailor Moon, Terry Bogard from Fatal Fury, and Barrett from FFVII.
○ Blood Ability: You seem like a cool dude. ​When you​ speak frankly with
someone​, you can ask their player a question from the list below. They must
answer it truthfully, then they may ask you a question from the list (which you
must answer truthfully).
■ Whom do you serve?
■ What do you wish I would do?
■ How can I get you to ______?
■ What are you really feeling right now?
■ What do you most desire?
● AB: ​Rational, adaptable, and intelligent, but critical and aloof. Most ex-villains are AB.
Examples: Giorno Giovanni, Jean-Pierre Polnareff, Muhammad Avdol.
○ Blood Ability: Calm and collected. ​When you ​Defy Danger with Willpower​,
gain +1
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5. Choose a Pose & a Quirk


Describe your character’s distinctive pose. You will probably do this a lot so make it good.

Additionally, give your character some unusual act they can perform or odd behavior. This has
no inherent mechanical aspect. I just like it.
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6. Determine Your Parameters


Power -​ A measure of raw physical strength. Determines your damage die.
Speed -​ How fast you can move.
Durability -​ How much damage you can take.
Precision - ​Physical dexterity and accuracy when using certain weapons/abilities
Cunning -​ Intelligence and quick thinking
Charisma -​ Your ability to talk to people, lie, and get them to do what you want.
Willpower - ​You mental power. Affects your ability to control your ​「STAND」​and avoid
mental attacks.
All parameters are rated on a scale from E to A, with E as the lowest and A as the highest. All
parameters start at E. For every point you add to a parameter, increase its ranking. The
rankings have the following effects:
A: Excellent. +3 on rolls.
B: Good. +2 on rolls.
C: Same level as a normal human. +1 on rolls.
D: Weak. 0 on rolls
E: Very Weak. -1 on rolls
Highlight one of your parameters. When you roll on that parameter, mark one XP.
Secondary stats
Growth:​ represents your potential. Begins at A. Whenever you perform a Manly Fighting Stunt,
reduce the rank by 1.
HP:​ 10 + 4xDur. When your Durability rank increases, add +5 to your HP.
Armor: ​Subtract this from all damage rolls against you.
Comradery:​ Your relationship with your fellow ​「STAND」​Users. Whenever two characters
have a special scene together, or when they work together particularly well, their scores go up
by 1, and they mark one XP.
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7. Add 3 Specialties
​ uessing
Specialties are non-specific things you think your character would be good at. Such as g
your opponents​’​ moves​, ​driving cars​, and ​resourcefulness​.

They have no mechanical value until they interact with your player moves, however.
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8. Create Two Player Moves


These are Moves custom-fit by you (with some input by the GM) for your character. In general
you can make a player move based on the following templates:
● When you do something relating to [specialty], add +1.
● You have a [thing]. When applicable, it adds +1 to [stat] and [stat].
● You have the ability to [do some sort of active effect]. It counts as a basic move using
[stat].
● When you do [specialty], mark XP.
● Add +1 rank to a parameter
One more available at character creation, and if taught over the course of the game.
● Gain access to the Hamon playbook
If you have a move referencing each of your Specialties, you may take a new specialty instead.
You cannot take the same move template twice, until all other moves on the list have been
taken.
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9. Choose a ​「STAND」Type.
The following types of ​「STAND」exist in JoJo:

● Close-Range ​「STAND」
○ Your range has a maximum of C rank. You have 7 points to add to you 「STA
ND」parameters, and one free point you must place in Speed, Durability, or
Power.
● Long-Distance 「STAND」
○ Your Power has a maximum of C rank. You have 7 points to add to your 「ST
AND」 parameters, and one free point you must place in Speed, Durability, or
Precision
● Automatic 「STAND」
○ This ​「STAND」​ can function on its own will under extremely specific
parameters. Essentially a programed set of responses, they lack the ability for
creative thinking or precision of a normal ​「STAND」​. You have an automatic
range of A, and once used your ​「STAND」​ does not lose Power based on
distance, but your precision has a maximum rank of C, and you only have 6
points to add to your ​「STAND」 parameters.
● Bound 「STAND」
○ This 「STAND」is attached to the user’s body or to an object they can hold.
These are especially unusual. Their durability is automatically A, and the user
never takes damage from damage the 「STAND」takes. Additionally you
start with two extra 「STAND」powers. However, your 「STAND」starts
with C Growth, and you have 6 points to add to your 「STAND」parameters.
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10. Determine Your 「STAND」Parameters


Power - ​The power of the ​「STAND」​’s offensive abilities. Determines the ​「STAND」
damage die.
Speed - ​How fast your ​「STAND」​ is.
Range -​ How far your ​「STAND」can travel from you.
Durability - ​How much punishment your ​「STAND」can take before it affects the user.
Precision - ​The ability of the​「STAND」to perform delicate operations
Growth - ​the potential of the​「STAND」. Usually equal to the user's Growth
Durability: Gives Armor to the PC equal to its rating.
A: 4
B: 3
C: 2
D: 1
E: 0
Range: how far your​「STAND」​can travel
A: 100 meters (little over 328 feet)
B: 50 meters (little over 164 feet)
C: 20 meters (66 feet)
D: 10 meters (33 feet)
E: 2 meters (7 feet)
For every category you exceed your range by, reduce your power by two ranks. For instance, if
your ​「STAND」is ​E Rank in Range and A Rank in power, and it ​travels sixteen meters
away, it is in C-Rank range and its effective power is reduced to E. If its power cannot be
reduced any more, it has reached its absolute range limit. For an A range 「STAND」every
20 meters counts as another range category for determining maximum range.
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11. Choose Your 「STAND」Moves


These are Moves custom-fit by you (with some input by the GM) for your ​「STAND」​. In
general you can make a ​「STAND」​ Move based on the following templates:
● You have the ability to do some sort of ​「STAND」​power. It counts as a basic move
using Willpower.
● Upgrade an existing ​「STAND」​power
● You have some passive ​「STAND」​ power that has a constant effect
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The Rules
The most basic rule of JoJo is that when something tells you to “Roll,” you should roll 2d6. The
basic template of a Move is it will tell you generally when to use that move, what to roll (2d6 plus
the stated stat) and what happens with the results. A 10+ is considered a success, a 7-9 is a
success with some form of downside or caveat, and a 6- is a failure.

Fighting With a ​「STAND」


A ​「STAND」is considered a seperate character for most purposes. You control both, and
your 「STAND」can perform many of the same actions as a player. However if you use the
special power of a 「STAND」it counts as a basic move for both. Any damage done to the
「STAND」is taken from the User’s HP.

The Badass Rule


If you describe the action you are taking in a suitably badass, over-the-top way, you will get a +1
bonus to your roll. This goes from everything from punching someone to sitting in a chair.
Especially sitting in a chair.

XP
When you roll a 6-, mark one XP. When you defeat an enemy 「 ​ STAND」user, mark one XP.
When you use a highlighted stat on a move, mark one XP. If you have a move that tells you to mark
one XP, mark one XP. At the end of the session, mark one XP.

Manly Fighting Stunt


A Jojo character will always pull his new abilities and resources when he is on the verge of
defeat, gaining the power necessary to win. When you are at a quarter HP or the GM declares it
thematically appropriate, the GM will declare that you can perform a Manly Fighting Stunt Move.

Damage Die
The Damage from melee attacks is determined by your Damage Die, based on your Power
rank:
A: d10
B: d8
C: d6
D: d4
E: 1
Evolving a ​「STAND」
You have the option to have one of your upgrades to a 「STAND」 be a new form when
you make a Manly Fighting Stunt Move. If you choose that option, determine the type and
parameters of your new evolved form. It can have a different type from any others, and its
parameters can be of any combination as long as it A) fits within the constraints of the type, and
B) uses the same number of points as the first form. You may then immediately choose another
「STAND」power for that form. Each form cannot perform the 「STAND」powers of the
other forms. It takes a few seconds for your 「STAND」to change forms, so be mindful the
opportunity doesn’t slip away. Each time you perform a Manly Fighting Stunt after this you must
choose which form gets the new power.
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Moves
Character Moves
Basic Moves
Attack
When you attack an enemy in melee, roll+Pwr. *On a 10+, you deal your damage to the enemy
and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself
to the enemy’s attack. *On a 7–9, you deal your damage to the enemy and the enemy makes an
attack against you.

You may perform this action a number of times equal to your Speed modifier [minimum once]
each time it is successful. Reduce the roll by 2 more each time you perform the action. You
cannot perform it again if it is unsuccessful.

Shoot
When you take aim and shoot at an enemy at range, roll+Prc. *On a 10+, you have a clear
shot—deal your damage. *On a 7–9, choose one (whichever you choose you deal your
damage):
● You have to move to get the shot placing you in danger as described by the GM
● You have to take what you can get: -1d6 damage
● You have to take several shots, reducing your ammo by one

You may perform this action a number of times equal to your Speed modifier [minimum once]
each time it is successful. Reduce the roll by 2 more each time you perform the action. You
cannot perform it again if it is unsuccessful.

Called Shot
When you wish to attack a specific body part or object on a person, either roll+Prc+Prc-3, or
roll+Pwr+Prc-3

Defend
When you stand in defense of a person, item, or location under attack, roll+Dur. ✴On a 10+,
hold 3. ✴On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend
is attacked you may spend hold, 1 for 1, to choose an option:
● Redirect an attack from the thing you defend to yourself
● Halve the attack’s effect or damage
● Open up the attacker to an ally giving that ally +1 forward against the attacker
● Deal damage to the attacker equal to your level

Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll.
If you do it…
● …by powering through, +Str
● …by getting out of the way or acting fast, +Spd
● …by enduring, +Dur
● …with quick thinking, +Cun
● …through mental fortitude, +Will
● …using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you
stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

Help or Hinder
When you help or hinder someone , roll+comradery with them. ✴On a 10+, they take +1 or -2 to
their roll, your choice. ✴On a 7–9, they still get a modifier, but you also expose yourself to
danger, retribution, or cost.

Lore
When you consult your accumulated knowledge about something, roll+Cun. ✴On a 10+, the
GM will tell you something interesting and useful about the subject relevant to your situation.
✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The
GM might ask you “How do you know this?” Tell them the truth, now.

Manipulate
When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is
something they need or want. ✴On a 10+, they do what you ask if you first promise what they
ask of you. ✴On a 7–9, they will do what you ask, but need some concrete assurance of your
promise, right now.

Secret Technique
When you urge your comrades to follow your example and run for their lives, burn 1 XP and roll
+CHA: ​✴​on a 10+, each person who runs (including you) takes +1 ongoing until they stop fleeing
from the threat; ​✴​on a 7-9, your allies take +1 forward to whatever they do next.

Suss Out
When you closely study a situation or person, roll+Will. ✴On a 10+, ask the GM 3 questions
from the list below. ✴On a 7–9, ask 1.
Either way, take +1 on your rolls when acting on the answers.
● What happened here recently?
● What is about to happen?
● What should I be on the lookout for?
● What here is useful or valuable to me?
● Who’s really in control here?
● What here is not what it appears to be?
ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ
ゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​

ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​

​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​

Special Moves
Blaze of Glory
If your character is reduced to 0 HP, roll+Will. ✴On a 10+ you are unconscious, possibly
maimed, but alive. ✴On a 7-9 you go down in a blaze of glory. You immediately make either a
player move or an attack. If it is successful, it does full damage, then your character dies after
making a speech of some kind. ✴On a 6- you die unceremoniously.

Complete Ass-pull
When you declare retroactively that you’ve already set something up, burn 2 XP and roll+Cun.
✴On a 10+, it’s just as you say.✴ On a 7–9, you set it up, yes, but here at the crucial moment
the GM can introduce some hitch or delay. ✴On a miss, you set it up, yes, but since then things
you don’t know about have seriously changed.

Manly Fighting Stunt


When you are at XP equal to the amount of Growth ranks missing from your character [C would
be 2] +7 XP or greater, and are at a quarter HP (or the GM declares it thematically appropriate)
you can perform this move.
● Reduce XP by an amount equal to the amount of Growth ranks missing from your
character+7
● Add 1 rank to a parameter
● Add 1 rank to a ​「STAND」​parameter, assuming the 「 ​ STAND」does not have
E-rank Growth.
● Gain two Player Moves from the list, choosing from options you have not already taken.
● Gain a ​「STAND」​Move from the list, choosing from options you have not already
taken, ​assuming the ​「STAND」does not have E-rank Growth
● Reduce Growth parameter by 1 rank
● Reduce「STAND」 Growth parameter by 1 rank, if possible.
● Your character instantly heals 5 HP
● Evolve your ​「STAND」to its new form (if applicable)
● Take an action. It must be the new move gained from your ​「STAND」​, or if you
gained a passive, an attack. Regardless, you get +2 to the roll.

Recover
When you do nothing but rest in comfort and safety after a day of rest you recover all your HP.
After three days of rest you remove one debility of your choice. If you’re under the care of a
healer (magical or otherwise) you heal a debility for every two days of rest instead.

Sentry
When you’re on watch and something approaches roll+Will. ✴On a 10+, everyone you can alert
takes +1 on their next roll. ✴On a 7–9, you react just a moment too late; your companions are
awake but haven’t had time to prepare. They have weapons and armor but little else. ✴On a
miss, whatever lurks has the drop on you.

Yare Yare Daze


When you take a moment to pose and consider your opponent’s inadequacies, roll+nothing.
✴On a hit, get a +2 Forward to Defy Danger or Attack. ✴On a 10+ they will be completely
paralyzed with fear, and your next move automatically succeeds as if you had rolled 10+

ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ
ゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​

ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​

​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​

「STAND」Moves
Attack
When you attack an enemy in melee, roll+Pwr. *On a 10+, you deal your damage to the enemy
and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself
to the enemy’s attack. *On a 7–9, you deal your damage to the enemy and the enemy makes an
attack against you.

You may perform this action a number of times equal to your Speed modifier [minimum once]
each time it is successful. Reduce the roll by 2 more each time you perform the action. You
cannot perform it again if it is unsuccessful.

Called Shot
When you wish to attack a specific body part or object on a person, either roll+Prc+Prc-3, or
roll+Pwr+Prc-3

Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll.
If you do it…
● …by powering through, +Str
● …by getting out of the way or acting fast, +Spd
● …by enduring, +Dur
● …with quick thinking, +Cun
● …through mental fortitude, +Will
● …using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you
stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

Defend
When you stand in defense of a person, item, or location under attack, roll+Dur. ✴On a 10+,
hold 3. ✴On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend
is attacked you may spend hold, 1 for 1, to choose an option:
● Redirect an attack from the thing you defend to yourself
● Halve the attack’s effect or damage
● Open up the attacker to an ally giving that ally +1 forward against the attacker
● Deal damage to the attacker equal to your level
This is the default move of ​「STAND」​s, and they will perform it without the user’s input in
the case of sudden attack.

Help or Hinder
When you help or hinder someone , roll+comradery with them. ✴On a 10+, they take +1 or -2 to
their roll, your choice. ✴On a 7–9, they still get a modifier, but you also expose yourself to
danger, retribution, or cost.

Sentry
When you’re on watch and something approaches roll+Will. ✴On a 10+, everyone you can alert
takes +1 on their next roll. ✴On a 7–9, you react just a moment too late; your companions are
awake but haven’t had time to prepare. They have weapons and armor but little else. ✴On a
miss, whatever lurks has the drop on you.
ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ
ゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​ ​

ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​
ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​ ゴ​

​ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ゴゴ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ゴゴ​ ​ ​ ​

Narrative Principles of JoJo


Here are the guiding principles of JoJo’s Bizarre Adventure. JoJo is:
1. Horrific.​ The villains are often vampires, super-vampires, serial killers, Schizophrenic
gang leaders, ghosts, zombies, etc.
2. Brutal.​ A woman eats her own baby, a character commits suicide by swallowing a gag,
several violent dog-killings, dismemberments, maimings, and cut into discs.
3. Funny.​ An entire episode that’s just gay jokes provoked by magnetism, a baby eating its
own shit, ​whatever in the actual fuck this is.
4. Badass.​ It’s full of fighting dudes punching each other, shooting at each other, ​engaging
in epic bromance​, and ​posing as a team ‘cause shit just got real​.
5. Unpredictable.​ Within three seasons there was one vampire, then a team of super
vampires, and then everyone had ghost powers, up to and including dogs, a hawk, and a
boat. JoJo will never take the obvious route if there is somewhere much less likely to
happen.
6. All of the previous, but at the same time.​ Jojo is like ​witnessing a fever dream ​plucked
from the mind of someone truly descended into the sort of lunacy only genius creates. A
zombified Jack the Ripper ​bursts out of a decapitated horse’s head stump​. A cyborg
Nazi officer ​shoots a vampire with a machine gun mounted in his stomach.​ An
Orangutan ​peeping on an 11 year old girl in the shower.​ A rock-paper-scissors ​match to
the death.​ Whatever that turtle shit is in Vento Aureo. It is camp on a level mere mortals
can only hope to ascend to. If your GMing instincts tell you “back off, this is silly, no one
will believe this” you must push through and hope to God you’ll see your players on the
other side.
How​「STAND」s ​work:
● A ​「STAND」​protects its user, like a guardian. The name comes from "standing by"
the user, sometimes using their powers without direct orders in order to protect the user,
and by extension, themselves.
● A person can have only one ​「STAND」​(though their ​「STAND」​ may evolve
(e.g. Echoes)).
● 「STAND」s​ can be inherited.
● A ​「STAND」​ is part of its user, and damage is usually reflected between the two.
Usually, if a ​「STAND」​'s leg is cut off, its user will lose their leg as well. If the ​「S
TAND」​ is not exactly humanoid, they may reflect damage to their user's body
relative to the area of the ​「STAND」​ that was damaged, or are an exception.
● 「STAND」​s may only be seen by ​「STAND」​ users; the exception being ​「S
TAND」​s bound to physical objects (e.g. Strength; attached once to a boat).
● A ​「STAND」​can only be directly damaged by another ​「STAND」​.
● A ​「STAND」​'s energy or power is inversely proportional to their operating range.
The further a ​「STAND」​ is from its user, the weaker it becomes – Long-range ​「S
TAND」​s and/or ​「STAND」​s' long-range abilities are simpler in mechanism.
● 「STAND」​s are usually bound to their user's body, but exceptions abound; Wheel
of Fortune being bound to a car, and The Fool being bound to sand.
● When a​「STAND」​ User dies, their ​「STAND」​ typically disappears with them.
However, exceptions do exist, such as Anubis, who stayed in the sword he was bound
to, and Stray Cat and Notorious B.I.G., who both only activated after their User's death.
● When a​「STAND」​ is defeated, their user is either knocked unconscious or killed,
depending on the level of injury.
● 「STAND」​s have names referencing Western Music. This was not always true in
the early days of the Manga but it’s a hard and fast rule for this game.

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