JJBA - The RPG_ Paranormal Beings and Battle Techniques

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JoJo’s Bizarre Adventure - The RPG:

Paranormal Beings and Battle Techniques


v1.2 // Put together by SB

This document is an expansion for JoJo’s Bizarre Adventure - The RPG. Knowing what to do
with the rules in this expansion is dependent on you being familiar with the rules outlined in that
one, so you should read that first if you haven’t already.

There were a couple of requests about adding support for the Ripple, etc, but I didn’t want to
just reskin Stand mechanics. Most people will just play the RPG with Stand Users, so these are
kept separately to avoid increasing the weight of the original rules. As such, these rules can be
cherry-picked to add whatever you feel like including.

Since these rules use different rolls than the original system, you’ll also need a d6 and 2d10 for
each character that uses these rules.

Any feedback or questions can be directed to jjba.the.rpg@gmail.com, or @JojosBizarreRPG


on twitter.

Below is a summary for each character type, for quick reference. It doesn’t contain all the
details, and shouldn’t be used as a substitute for actually reading the expansion.

Build Points Weak to Sun Rolling

Humans - No d10 + d6

Ripple Users 4 No d10 + d6 / d10 with access to Ripple

Spin Users 4 No d10 + d6 / d10 when using Spin + Spin Instrument

Vampires 6 Yes d20

Pillar Men 6 (+4) Yes d20, +d10 when using Mode

Rock Humans 2 No d10 + d6 / d10 for Durability rolls in Rock Form


Humans
This expansion uses standard humans as a baseline for all other characters. It’s important to
note that these same rules can be used for any non-human characters; animals, plankton, or
anything else a player might like to use. Because of this, any use of the word ‘human’ will
actually refer to anything that isn’t explicitly a Vampire, Pillar Man or Rock Human. Our Example
Human is ‘Fleetwood’ Mac, a feared gang enforcer.

Rolling

Rolling as any of the character types presented in this expansion is close to what it is in the
original document. You still decide on an Action, and roll based on Power, Durability, Speed, or
Precision, with the same 1-20 scale used for results. However, the dice that represent your
character's’ abilities are different; you’ll need at least two d10s and a d6 for each character
that uses these rules.

For Action Rolls, all human characters use a d10 + d6 roll. This roll is treated the same as
rolls in the standard document, and the roll result is compared to the same Success/Failure
table. The d10 + d6 is roughly comparable to the lowest 1 of 2d20 that is used for a D-Ranked
roll in the base system, and can be used for any Stand User rolls that involve the User directly.

Contests

Contests play out the same as they do in the


base system, only any human characters roll a
d10 + d6 for their Action. Human characters gain
and lose Momentum as normal, depending on
the species that they’re rolling against.

Example: Mac started a bar fight. His


opponent is attempting a right hook,
and Mac isn’t particularly keen to
bear it, so he’s attempting to block it.
He rolls for his Durability Stat,
making it a d10 + d6. The attacker
also has a d10 + d6, for their Power
roll. Mac rolls an 11, while his
opponent rolls a 7; since the
attacking action failed, and Mac’s
counter-Action didn’t, he wins the
Contest, meaning he takes +1
Momentum and can choose to
immediately retailiate.
Range

Human characters can leave the Range Stat unmarked, since all Actions taken by them must be
performed at Close range, unless projectiles are involved.

Damage

The Damage system is unchanged from the original document, with the exception that non-
Stand User characters have no Damage Reduction; any injuries are applied directly,
regardless of Durability.

All human characters deal 2 light injuries of damage, with normal attacks.

Any mechanics that aren’t listed above are treated as they normally would, including
Momentum, Ventures, Clashes, Conditions, Interruptions, Precision, and Movement.

Building Your Character

Characters in this expansion receive 10 build points, the same as in the regular system.

Human characters are a baseline, and as such, don’t cost anything. If you don’t want your
human character to have a Stand, then you can put the points into Techniques instead. This will
likely leave them severely underpowered compared to any other character type.

A summary of the build point costs of the other types of character listed in this expansion is
shown below. The intent is for these powers to act as substitutes for having a Stand, or to be
partnered with a weak Stand, so if you have a specific vision for a more powerful character,
either giving them more points or abandoning the points system entirely should be considered.

Type of Character Point Cost

Ripple Users 4

Spin Users 4

Vampires 6

Pillar Men 6

Rock People 2
Progression

Non-Stand User characters have no Potential Stat, though there’s no reason a campaign can’t
involve human characters becoming any of the other character types outlined in this expansion,
or even Stand Users. Details on how a character can become a particular character type will be
outlined under this heading for each character.
Ripple Users
The Ripple is an ancient martial art that draws power from the
rays of the sun. The energy is channeled into an electricity-like
form that, with training, can be controlled to achieve superhuman
feats. It is said that only one person in every ten thousand has the
potential to use the Ripple. Those who do develop the technique
do to combat creatures like vampires, zombies, and the
monstrous Pillar Men. In this RPG, it can be a powerful tool in the
hands of players who don’t feel like restricting themselves to the
abilities of a Stand. Though the raw power of a high-ranked Stand
is unmatched, a Ripple User has versatility on their side. Our
Example Ripple User is Giorgio Zeppeli.

Abilities

The Ripple is harnessed through breathing, and a Ripple User will need strict control over their
breathing in order to be effective. While normal breathing is maintained, a Ripple User
operates at a level above that of average humans, highly attuned to themselves and the world
around them. They are also generating enough Ripple to use it freely in any Action.

The exact uses for the Ripple vary wildly throughout the series. It’s linked to the sun, but how
that’s linked to its uses is unclear. Just like a Stand User, the person playing a character that
uses the Ripple has the freedom to describe their Actions and the Stat used, with the GM
having final say. With that in mind, the Ripple is generally capable of the following things.

- Controlling the shape of materials

The most common use of the Ripple is the control of flexible or liquid materials, such as hair,
water, wine and spaghetti. These materials can hold a rigid and dense state, hardening the
softest of materials to the point where they can be used as weapons or tools. It also provides a
useful explanation for other uses if air and flesh are considered suitable materials; its ability to
shield against razor sharp jets of oil and generate bursts of force out of nothing are explained,
as well as the ability to temporarily take control of another person’s body. Hard materials can
also be affected, but bending anything solid beyond its normal flexibility is likely to snap it.

Example: Giorgio Zeppeli, in the middle of a pleasant dinner at a local restaurant,


intervenes in an armed robbery that has interrupted his meal. The gunner is about to fire
a shot towards him, so Giorgio quickly attempts to break the glass of the fish tank next to
him. After achieving a Moderate Success on his Speed Roll, this pushes the robber to
take a few shots at Giorgio, so he uses the Ripple on the water pouring from the tank to
create a firm shield around himself, stopping the bullets with a Successful Speed Roll.
- Healing injuries

Another very useful property of the Ripple is its passive healing properties. While breathing
normally, Ripple Users are capable of passively healing any one light injury per turn. This
is recorded at the end of a turn, after any damage-per-turn affects are applied.

- Travelling through materials

The Ripple can move through most objects without disturbing them. This is limited to Close-
range, relative to the Ripple User, for solid objects, and Mid-range for liquids. Organic material,
like plants or hair, conducts and stores the Ripple very well, and without sustained effort from
the User, but for inorganic material, contact must be held until the Action is done. As an
extension of this capability, the Ripple has the ability to spread through the atmosphere,
meaning a Ripple User can detect nearby life and movement, if the time is taken to concentrate.

- Passive benefits

A Ripple User also has an advantage over most in that the Ripple passively benefits them
simply from being stored in their body. In addition to the passive healing, they will exceed
human capability in all Stats purely through maintaining the power of the Ripple. It enhances
their physical strikes, and reflexively protects them from harm. As such, any contact with a
Ripple User means contact with the Ripple as well.

- Restricted breathing

When a Ripple User’s breathing is restricted, they can no


longer take in energy, so they must rely on the remaining
Ripple that is stored in their body. This Ripple continues to
passively enhance the User’s capabilities, but can only be
collected for use in a single Action. After that, the Ripple User
loses all passive boosts, and the ability to use the Ripple until
they can next breathe again.

Example: Giorgio’s water-shield may have been


shortsighted; the water around him is now preventing
him from breathing properly. He can only use his
Ripple for one Action. In order to restore his
breathing, he’ll need to take down the shield, so on
his next Action, he’ll launch the water forwards and
towards the gunner with a Power Roll.
Since there are no strict rules on the limitations of the Ripple provided in canon, it’s
recommended that the rules provided here aren’t considered more important than the spirit
behind them. Just like in JoJo itself, the goal is to tell a great story, and have fun.

Rolling

A Ripple User has the same basic dice as a human character. However, while they receive the
Ripple’s passive benefits during normal breathing, they instead roll 2 d10 for all Actions.
When these benefits are unavailable, such as during restricted breathing, then they will use the
normal d10 + d6, until they get their passive Ripple benefits again. Actions that actively use the
Ripple, like Stand abilities, are rolled for just the same as Actions that don’t use it.

Example: Giorgio’s repurposed shield worked, and his opponent’s gun went flying, but
they aren’t down yet. They attempt a charging tackle, rolling for Speed, so Giorgio
attempts to defend by kicking a chair at him. Giorgio rolls his 2d10, giving him a total of
16. His opponent, as a normal human, rolls a d10 + d6, resulting in 10. Since Giorgio
wins the Contest, the charge fails with a chair slamming into the thief’s face. Both parties
gain and lose the necessary Momentum.

Overdrives

Instead of Ventures, having the maximum amount of Momentum gives Ripple Users access to
Overdrives. An Overdrive is a powerful burst of the Ripple that can take a variety of forms,
including a rush of punches, an explosion of water, or a flame-wreathed attack. To use this, a
player is required to have either -3 or +3 Momentum, then reset it to 0, the same as is
necessary for a Venture. You can also use an Overdrive to force your opponent to lose a
Contest when you roll higher than them. However, in addition to that, one of the d10 that you
use is set to 10 for the Overdrive Action roll. This bonus applies even if your opponent
challenges your Overdrive with a Clash.

Example: Giorgio has built up enough


Momentum for an Overdrive. The robber pulls a
knife from their pocket, and rushes Giorgio to
begin a Contest. Hoping to finish this quickly,
Giorgio uses the Ripple on the water that has
spread across the floor to create an upwards
burst of force as his Counter Action. Giorgio
declares an Overdrive: Puddle Transparent
Overdrive! His roll is now d10 + 10, ending up
with 16. The Attacking Action Roll only results in
an 8, meaning that the Contest ends with the
assailant colliding with the ceiling.
Damage

Ripple Users do 4 injuries of damage with attacks that are enhanced by the Ripple, and 2
injuries of damage otherwise.

Building a Ripple User

Giving a character control over the Ripple costs 4 build points. The rest can be used on a
Stand, but it’s recommended that a Ripple User have a few Techniques up their sleeve. It’s
worth considering tools that a character could use in order to better control their Ripple energy,
such as Caesar Zeppeli’s soap bubbles, which allowed for small Ripple-coated projectiles, or
Lisa Lisa’s scarf, that conducted the Ripple to extend her reach, among other things.

Example: Giorgio Zeppeli is a Ripple User, which costs 6 build points. In order to stay
quick on his feet. He uses another point on developing a Technique; Giorgio wields an
oil-coated whip, and makes a technique out of using the Ripple to wrap it around a foe
and send a charge through the oil; Ripple Coil!

Development

The requirements for becoming a Ripple User are not entirely clear; what is known is that
approximately one in ten-thousand people have the ability to do so. Even when someone does
have the ability, they have to train hard, and maintain that training in order for the Ripple to be
effective. Some people can use it naturally, but the results are often unwieldy. Though few
specifics are shown in the series, the thing that separates the untrained from the masters is
finesse. Joseph Joestar’s Ripple training was largely focused on concentrating his Ripple into
finer points. Additionally, though it wasn’t successful, Will Zeppeli attempted a Ripple technique
on Speedwagon that, if it’d worked, would’ve ‘kickstarted’ Ripple production in his body.

A Ripple User also has an advantage over most when it comes to getting a Stand; developing
the ‘strength’ to maintain the Ripple can also give someone the spirit needed to maintain a
Stand. It also, surprisingly, doesn’t necessarily preclude one from becoming a Vampire.
However, using Ripple breathing techniques is quickly fatal for Vampires.
Spin Users
Though more modern than the Ripple, and
seemingly similar to it, Spin is much more of a
science. Where the Ripple is shrouded in
mysticism, Spin has been developed and
perfected according to mathematical principles. It
is used primarily in Steel Ball Run, the seventh
part of JoJo’s Bizarre Adventure, acting as a
callback to the Ripple’s function in the story of
Phantom Blood. In this RPG, it works similarly to
the Ripple, but instead of drawing on the
principles of energy, Spin is centered around
physics, and rotation. Players will need to justify
their Actions based on this, making it a unique
challenge. Our example Spin User is Sia Zeppeli.

Abilities

Spin is, somehow, even less clearly defined than the Ripple. The definitions provided here are
an approximation of how Spin works, based on as much evidence as possible.

- Rotation

As the name suggests, Spin is mostly about rotating objects. The technique that separates a
Spin User from the average person is their ability to use tiny movements and an understanding
of the Golden Ratio to apply rotation to an object, without visibly moving. Spinning objects can
be curved through the air precisely, or remain spinning at high speeds despite the effects of
friction. Similar to the Ripple, this can also be used to control the positions of objects; soft or
liquid materials can be shaped and controlled. This works on the human body, meaning clothing
and flesh can be twisted to disable opponents, or made harder to withstand attacks.

- Storage and release of force

The main difference between the Ripple and Spin is that the Ripple is a form of energy, while
Spin is an application of physics. This means we can use the language of physics to explain the
second key aspect of Spin. When an object is spinning, the force acting on it, making it spin in
place, is called ‘torque’. Spin Users are capable of storing energy in an object as torque,
and releasing it later as directed, non-rotational force. This means that the energy being
used to make an object spin in place on an axis can be also used to move that object around
without having to get that energy from another source, like pushing it with a hand.
Because of this, a thrown object ‘charged’ with Spin can hit harder, and the release of force can
be delayed to move the object without the Spin User acting on it again. For example, you can
throw a ball to the ground, have it spin in place to store torque, then launch itself from the
ground and into a target, or back to the User. Also, the degree of precision that an object can be
thrown with is significant enough that the target can receive an effect just as controlled as if the
Spin User had touched it themselves; a projectile colliding with a target’s arm could rotate their
arm sharply enough to divert an oncoming attack back towards the target.

Example: Sia Zeppeli, trained in the use of Spin, has been cornered at knifepoint in an
alleyway. Clutching a marble behind her back, she starts to channel Spin energy into it;
once it has a sufficient amount, she uses her training to let it fall to the ground, then arc
rapidly through the air, colliding with the switchblade and shattering the blade.

Spin Instruments

Though Spin can be used on any object, certain objects are custom-made to receive, carry, and
unleash the force used in Spin techniques. The primary example from the series is a Steel Ball,
but players are encouraged to invent their own. All that’s required is that it be designed for use
with Spin techniques. This makes objects found in the environment, regardless of their shape,
ineligible to be considered Spin Instruments.

Rolling

Spin Users don’t receive the same passive benefits that the
Ripple grants, so the majority of rolls made by them will use the
standard d10 + d6 Action roll. However, rolls made using Spin
receive a d10 instead of a d6, the same as Ripple Users.

Super Spin

Similar to the Ripple’s Overdrives, Spin Users can use the Super Spin. This is Spin at its
purest, modelling the Golden Spiral as closely as possible. In the series, it required
performing Spin techniques while horse-riding, but in this RPG, it isn’t so specific. In order to
achieve Super Spin, a character is required to have -3 or +3 Momentum, and spend it in the
same way as a Venture. They must then be able to find a golden spiral for reference. The
golden ratio occurs frequently in nature; for examples of this, you can start here. However, any
form of the golden ratio will do, or examples of similar ratios/patterns in nature. Once an
example has been used, the same object cannot be drawn from again until the end of the
encounter. This includes separate instances of the same object.
Super Spin is used like an Overdrive, in that one of the 2d10s rolled using the Spin will be
set to 10 before the roll. However, this roll must use Spin, and a Spin Instrument.

Example: Sia Zeppeli feels the need to channel Spin’s purest form, making sure that her
opponent stays down. Her staff is crafted to act as a Spin Instrument, with several ball-
bearings placed through the interior to hold greater amounts of Spin energy. Spotting a
fern with an unrolled frond, she observes the curve of it, finding the naturally occurring
Golden Ratio in it. This gives her a reference point for her Spin technique, and her next
Action, using 2d10, has one of the two dice set to 10.

Damage

Spin Users do 4 injuries of damage with attacks enhanced by Spin, and 2 injuries with all
attacks otherwise.

Building a Spin User

Giving a character control over Spin costs 4 build points. Unlike the Ripple, Spin can be
more difficult to use to its maximum effectiveness, especially given the Spin Instrument
requirement. It’s highly recommended that all Spin User characters select a Spin Instrument for
their character to wield. Selecting a few Techniques associated with this Instrument can also
make it easier to hold your own.

Development

The knowledge of Spin seems very contained in the JoJo’s Bizarre Adventure canon; the only
characters shown to know of it are those associated with the royal family of Naples. This doesn’t
make that knowledge exclusive, however. It may require training to use effectively, but as long
as a character has the determination to do so, it can be learned.

As with all such disciplines, dedication to honing Spin as a craft can be a gateway to developing
a Stand. When demonstrated in the series, the Stands developed were based on the use of
Spin, whether by enhancing existing Spin technique, or granting the User additional ways to
access it, such as Johnny’s fingernails being converted to Spin Instruments.
Vampires
Vampires are a long-lasting symbol in horror fiction,
appearing in JoJo as superhuman monsters fuelled by
blood. They hide from sunlight, but are threatening
opponents in the night, often discarding any empathy
for others in order to sustain their own life, which
dramatically exceeds that of an ordinary human.
Vampires are stronger and faster than humans,
possessing keen senses and the willpower to make full
use of every tool they have at their disposal to achieve
their ends, even when faced with the power of the
Ripple. Our example Vampire is Gillan Price.

Abilities

As well as being beyond the peak of human capacity, vampires also have a set of unique
abilities available to them, learned through instinct soon after their transformation.

- Rapid regeneration

Vampires have an ability to heal injuries that’s beyond that of humans, or even Ripple Users.
Severed limbs can easily be reattached, and wounds can be healed in a matter of seconds.
Vampiric characters are only affected by heavy/major injuries. When a Vampire receives a
heavy injury, they take the Stamina penalty the same as any other character, but at the end of
every turn they passively heal a single heavy/major injury of their choice. The Stamina is
not returned, and major injuries are first ‘split apart’ into two heavy injuries before they can heal.

- Cardiovascular control

As creatures focused on blood, vampires have fine control over their veins and the blood inside
them. Highly pressurized blood can be used as a jet to cut through flesh and stone, rapidly
cooled blood can make a vampire’s hands cold enough to freeze a person solid, and veins can
extend from a wound to reattach a severed arm. They are also capable of drawing in blood
using their fingers or other body parts. Knowledge of anatomy is a powerful tool for any vampire.

Example: Gillan Price has been a vampire for almost a month. In order to discover more
about his condition, he’s attempting to steal a particular book from a bookstore. As it’s
locked overnight, he’s forced to break in. When confronted with a locked door, he
performs a Precision roll to cover the padlock with blood, then rapidly lower his body heat
flash freeze it, making it easy to break with a Power roll.
- Vampiric venom

The inhuman nature of a vampire manifests in their blood as a powerful venom that is capable
of affecting humans in different ways. The venom on its own is capable of creating a ‘zombie’
out of a human; once their blood is drained, the venom takes over the body, making the human
an undead creature loyal to the vampire that created it. If a vampire gives some of their blood to
a living human, that human is made into a vampire as well, instead of a zombie.

- Weakness to sunlight

As always, the sun is dangerous to the body of a vampire, meaning that when the sun’s energy
is channeled into the Ripple, it has the same effect. Every Action that ends with a vampiric
character exposed to direct sunlight (or the Ripple) results in a heavy injury to the exposed area.
Both sunlight and the Ripple interfere with a vampire’s regenerative abilities; as such, injuries
created by either of these sources should be marked with a H. These injuries cannot be healed
using passive regeneration.

Additionally, a Vampire can only be killed in two ways. For this to happen, they need to be
out of Stamina, and the last injury received must either target the head, or be associated with
the Ripple or sunlight.

Rolling

Instead of the d10 + d6 roll that Human characters use, Vampire


characters receive a single d20 for their Action roll. Additionally,
when a vampiric character succeeds at their Action, they’ll always gain
Momentum over human characters, even if they rolled lower. As a
superior species, even minor setbacks from common animals won’t
necessarily faze them.

Damage

All vampiric characters do 4 injuries of damage as the result of their


attacks.

Building a Vampire

Making a character vampiric costs 6 build points. They also have access to Techniques, but
these will probably center on the use of their blood-related abilities.

Development
There are only two known ways for a character to become a Vampire. The first is to wear a
Stone Mask while blood is spilt on it. This Stone Mask is the technology of the Pillar Men, and
several have been unearthed from archaeological dig sites. When blood makes contact with the
mask, several blades wrap around the wearer’s head, penetrating the skull and rewriting their
DNA. This rapidly changes the victim into a Vampire.

The second method is for a Vampire to share their blood with a human. This process is slower
than the Stone Mask, but is still ultimately effective.
Pillar Men
The Pillar Men are a species thought lost to
time, having all but ruled the earth in ancient
history. They have superhuman capabilities, and
are ultimately responsible for the creation of
Stone Masks, and the Vampires spawned from
them. However, they were all but wiped out in
an internal power struggle. This makes them no
less of a threat; even a single Pillar Man
possesses fighting prowess and abilities beyond
humans, and even Vampires. Additionally,
despite the name, Pillar Men do not need to
actually be male. Our example Pillar Man is
Abbah.

Abilities

In addition to possessing incredible speed,


strength, intelligence and technique, Pillar Men have the following powers:

- Complete body control

All Pillar Men have control over every aspect of their body. Flesh, blood, bone and everything
else can be finely manipulated, heated, and more. There are limits to this, so something like a
bone cannot stretch quite like elastic, but their ability to rapidly regenerate means that the
effects of breaking or bending body parts mean nothing to them. This can be used to fit into
small gaps, wield bones as weapons, and more. Pillar Men can even develop a ‘Mode’, which
are specific adjustments based around a theme.

- Absorbing living beings

The Pillar Men are capable of absorbing other life forms on a cellular level. This is as simple as
maintaining contact with the life form in question, and is a surprisingly rapid process. A Ripple
User is capable of rejecting this process, however, simply by having the Ripple in their body.
This is the primary way that Pillar Men sustain themselves.

- Immediate regeneration

Since Pillar Men have complete control over their body, any injury can be healed simply by
shifting the relevant body parts, or replacements for them, back into place. As such, Pillar Men
can instantly heal any injuries as an Action. The exception is injuries that were received as
the result of sunlight or the Ripple, marked with a H. The only defence that Pillar Men have
against the sun’s energy is to turn themselves to stone; a process that takes many years in the
shadows, and appropriate sustenance, to reverse.

Similar to Vampires, the only way to truly destroy a Pillar Man is through sunlight or the Ripple.
For this to happen, they must be out of Stamina, and the last source of damage must be either
from the Ripple, or sunlight. They are protected from this if they can change their body to stone
in time.

Example: Abbah is dealing with a particular pesky member of the Ripple clan. She wants
to finish him off, so she stretches some of her muscle fibre into a thin wire, and uses a
Speed Roll to dash through him. With a successful Contest, she slices clean through his
torso, severing him into two pieces.

Rolling

Like Vampires, Pillar Men receive a single d20 for all


Action Rolls, by default. They also always gain
Momentum over human and vampire characters on
Contest Successes, even when rolling lower than their
opponents. This is due to their superiority over both
species. However, a Mode gives a dramatic advantage to
Pillar Men over just about anything else in the RPG,
outside of A-ranked Stands, making them extremely
challenging opponents.

Mode

A Pillar Man with sufficient experience will develop a


fighting style that makes use of their body control powers
in a way that suits them. This is called a ‘Mode’, and is
unique to each Pillar Man, purchased with build points.
An example from the series is Esidisi’s ‘Heat Mode’,
which is a fighting style that revolves around boiling his
own blood, and using veins as tentacles to weaponize
that blood against opponents.

When a Pillar Man character has developed a Mode, the general theme is recorded to the
character sheet. From then on, any Actions that involve body manipulation revolving
around this theme receive a d10 to add to the d20 being used in the Action.

Example: Abbah, after years of training, has finally settled on a fighting style she can call
her own. Her Mode is the Wire Mode, and is based around using her Pillar Man abilities
to create thin wires that use not only cellular absorption, but razor sharpness to cut foes.
Damage

All Pillar Men do 4 injuries of damage with all attacks. Some damage, if applied through cellular
absorption, might need to be more significant, but it depends on the GM.

Building a Pillar Man

Building a Pillar Man costs 6 build points, while giving them a Mode costs 4. A Mode is
something it takes Pillar Men decades to perfect, and shouldn’t be given lightly.

Development

As Pillar Men are their own species, they are set apart from Humans, Vampires and Zombies.
They cannot normally develop the Ripple, since the sun’s energy burns them. Additionally,
though it is unknown whether or not Pillar Men are capable of having a Stand, there’s also no
known reason why they couldn’t.

When a Stone Mask is combined with the Red Stone of Aja and worn by a Pillar Man, they
become the Ultimate Lifeform, a being at the peak of evolution. In addition to being able to
transform its body, the Ultimate Lifeform can transform itself using qualities and features from all
of life. This includes giving itself wings, spawning animals from its body, and evolving to combat
any threat. Becoming the Ultimate Lifeform means that a Pillar Man is no longer vulnerable to
the sun’s energy, and effectively can’t be killed.
Rock Humans
Rock Humans are one of the more restrained supernatural elements of the series. Though even
less is known about them compared to the others, they do have a significant presence in the
eighth Part, Jojolion. Though largely the same as Human characters, their ability to turn to stone
and high rate of Stand acquisition give them something of an edge.

Abilities

Functionally speaking, Rock Humans are more or less identical to regular humans. The one
exception is:

- Rock form

Rock Humans have the unusual property of entering a state of hibernation every few months in
which their body hardens into a stone form. This process is often spontaneous, and can
occasionally result in ‘growth’, the equivalent of aging six years. For most, this is the extent of it,
but some Rock Humans develop the capacity to control this process, becoming able to
selectively transform themselves into rock. Doing so makes them more durable, but far more
conspicuous.

Rolling

Rock Humans normally have the same d10 + d6 Action roll as normal humans. However, when
in their Rock form, any rolls made for Durability receive a d10 instead of a d6 , similar to
Ripple Users. The [Rock Form] Condition can be used to represent this.

Damage

Rock Humans deal 2 injuries of damage with all attacks, the same as ordinary humans.

Building a Rock Human

Making a character a Rock Human only costs 2 build points. The benefits gained from
being a Rock Human are minor, and most Rock Human characters will likely have a Stand.
Picking this species for your character will probably depend on the story you’re trying to tell.
Development

Rock Humans are a separate species, so it is unlikely that a Human character can develop the
same abilities as a Rock Human.

Although it is unknown if the qualities that separate a Rock Human from other beings are
responsible for it, Rock Humans are extremely likely to become Stand Users, with a rate as high
as 95%.

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