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JoJo's Bizarre World
JoJo's Bizarre World
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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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● 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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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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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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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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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.
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.
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?
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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.
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.
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「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.
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