This thread will be for me as I will be using this to create character's and Scenarios using different systems I find across the Internet as your free to take a look at them your self
Jojo Bizarre Adventure System or JBAS
https://docs.google....UKrU/edit?pli=1
https://docs.google....dit?pli=1#gid=0
The information below
CREATING A CHARACTER:
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Basic Attributes
STR
A measure of your raw physical power.
CON
A representation of your health and hardiness
DEX
Your physical agility, speed, and coordination.
CHA
A combination of your willpower, fighting spirit, and ability to communicate with others.
APP
Your physical appearance.
INT
A measure of your cunning and intuition.
EDU
The sum of the knowledge you currently possess
FATE
All player characters are chosen by destiny. This represents your control over that destiny.
Assign the following values to these attributes, one to each: 40, 50, 50, 50, 60, 60, 70, 80.
Next, take the half and fifth value of these scores - divide each by 2 and by 5. For instance, a STR of 60 would have a half value of 30 (60 divided by 2) and a fifth value of 12 (60 divided by 5).
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Secondary Attributes
DAMAGE BONUS:
Your damage bonus is how much extra damage you do with a successful melee attack. It’s determined by adding your STR and DEX together.
STR + DEX
Damage bonus:
2-64
-2
65-84
-1
85-124
None
125-164
+1d4
165-204
+1d6
HP:
Your HP is determined by your CON score. To determine your HP, double your CON score, then divide by 5 and round down to the nearest whole number. For instance, if your CON was 40, you would double it to 80, then divide by 5 and get 16 as a result.
As you take damage, your HP decreases. When it reaches 0, you fall unconscious.
Luck:
In the base Call of Cthulhu game, Luck was a separate stat. Now, you can just use your FATE stat instead.
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Occupation and Skills
You need something to do for a living. First, determine your occupation, then select your skills according to what it is.
You can play a character of any occupation, but try to pick one that will be relevant at some point. I get that you always wanted to be a veterinarian, but it’ll be boring to play and won’t make much sense.
Once you’ve chosen your occupation, choose eight skills from the skill list to be your “Occupation Skills.”
You can now assign points to the skills on your character sheet. Allocate the following training values among your eight Occupation Skills and the Credit Rating skill.
70, 60, 60, 50, 50, 50, 40, 40, 40
Once you’re done with this, choose four Personal Interest skills. These can be any skills that aren’t your Occupation Skills. You gain 20% training in each of them.
Now that you’ve gotten all of this down, get the half and fifth values of these skills and put them on your character sheet as well.
Skill List:
Combat:
-Dodge (Half DEX)
-Brawl (25%)
-Firearms (Handgun) (20%)
-Firearms (Rifle or Shotgun) (25%)
-Hamon (You can’t train in this skill without taking the Ripple Breathing feat.)
Sensory:
-Sense Motive (10%)
-Spot Hidden (25%)
-Listen (10%)
-Navigate (10%)
-Track (10%)
Knowledge:
-First Aid (30%)
-Medicine (01%)
-Law (05%)
-Science (01%)
-Psychology (10%)
-Natural World (10%)
-History (05%)
-Archaeology (01%)
-Library Use (20%)
-Accounting (05%)
-Art / Craft (05%)
Social:
-Inspire (15%)
-Persuade (10%)
-Debate (Half EDU)
-Fast Talk (05%)
-Charm (15%)
-Intimidate (15%)
Subterfuge:
-Stealth (20%)
-Disguise (05%)
-Sleight of Hand (10%)
Athletic:
-Throw (20%)
-Climb (20%)
-Jump (20%)
-Swim (20%)
Other:
-Locksmith (01%)
-Ride (05%)
-Drive Auto (20%)
-Pilot (01%)
-Operate Machine (15%)
-Mechanical Repair (10%)
-Electrical Repair (10%)
-Survival (10%)
-Perform (15%)
-Credit Rating (00%)
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Stands
Stands are mindless companion spirits bound to an individual person. They each have strange and amazing powers.
You may have your character begin the game with a Stand.
First, choose your Stand Type.
Close Range: Your Stand stays by you, and its actions may be often mistaken for yours. It gets +1 to Power, although its Power can’t increase above 4.
Long Range: Your Stand can move away from you or exert influence on a distant enemy. It gets +1 to Range, although its Range can’t increase above 4.
Fixed: You can bind your Stand to an object, or it is bound to an object. It cannot move on its own. It gets +1 to Durability, although its Durability can’t increase above 4.
Combined: Some combination of the above types. If you want to use this type, talk to your GM first and decide which attribute it should get a bonus to.
Note here whether or not your Stand is autonomous. An autonomous Stand operates independently of its user, which can be both a benefit and a drawback.
After choosing your Stand type, generate its Stand Attributes:
Power:
A Stand’s Power is the amount of damage it can deal with direct attacks. Use the dice appropriate for your Stand’s Power when it hits with a direct attack.
0 - the Stand cannot deal damage with direct attacks.
1 - the Stand is weak, and will deal very little damage with direct attacks. (1d3)
2 - the Stand is average, and will deal average damage with direct attacks. (1d6)
3 - the Stand is strong, and will deal severe damage with direct attacks. (2d6)
4 - the Stand is incredibly strong, and can deal lethal damage with one attack. (2d12)
Speed:
A Stand’s Speed determines its movement speed and reflexes. Higher-speed Stands may be able to move and react faster than normal humans can perceive. If you have a high-speed Stand, your body will not increase in speed. However, you will be able to perceive things at a higher speed.
0 - the Stand is incredibly slow or immobile.
1 - the Stand is slower than the average human, with terrible reflexes.
2 - the Stand moves at an average speed, with mediocre reflexes.
3 - a peak human can just barely react to the Stand. It moves at great speeds.
4 - the Stand is faster than the human eye can perceive.
Durablity:
Stands cannot be destroyed in conventional ways. Instead, dealing damage to a Stand will deal damage to its user. Your Stand’s Durability determines how much damage you will be dealt when it is hurt.
0 - the Stand is incredibly fragile, and may be inadvertently destroyed. You take 5x the damage the Stand takes.
1 - the Stand is fragile, and can be easily destroyed. You take 2x the damage the Stand takes.
2 - the Stand has the durability and defenses of an average human. You take 1x the damage the Stand takes.
3 - the Stand is very hardy, and cannot be easily destroyed. You take half the damage the Stand takes, rounded down.
4 - the Stand is very nearly or completely indestructible. You take 1/5th the damage the Stand takes, rounded down.
Range:
Most Stands can only impact a limited area around the user. Your Stand’s range is the maximum distance from you that it can affect. This includes ranged attacks generated by the Stand and the Stand itself moving away from you. However, the Stand may make ranged attacks that use external objects - for example, flicking a marble with the lethal accuracy of a bullet.
0 - the Stand is fixed to your body.
1 - the Stand may only move several feet from your body.
2 - the Stand may move up to ten feet from your body.
3 - the Stand may move up to 100 feet from your body, and may use ranged attacks.
4 - the Stand may move any distance from your body and use ranged attacks.
Precision:
Some Stands are incredibly precise, able to deliver attacks with more accuracy than is humanly possible. How precise your Stand is determines how likely you are to hit with an attack. It may also be used to have your Stand attempt rolls that would require high Dexterity, such as pulling a needle from somebody’s brain without injuring them.
0 - any targets the Stand chooses are completely random.
1 - the Stand is inaccurate, and has a 50% chance to miss its target.,
2 - the Stand is average for a human in terms of precision.
3 - the Stand is above peak human precision. You may roll its attacks twice and use the better result.
4 - the Stand is more precise than the human eye can detect. Its attacks seldom miss. Talk to your GM to determine the impact on its rolls.
Potential:
It is possible for a Stand to evolve and gain new powers. Maybe your Stand can do that - or maybe its powers just take some getting used to. Either way, the higher your Stand’s Potential is, the better it will get over time.
0 - Experience will not improve your usage of the Stand.
1 - You will find your Stand slightly more effective once you are experienced with it.
2 - Your Stand’s power will grow more developed with use.
3 - As you grow stronger, you may discover that your Stand can develop a new power.
4 - Your Stand can evolve and change form, developing new and stronger powers as you gain experience.
You have 15 points to allocate among the six attributes. Choose wisely.
After choosing your Stand attributes, create its ability. This can be anything, but it should work within your Stand’s stats and go with your character concept. Try not to make a Stand that your character would not or could not use correctly. Write a few sentences describing what it can do, then present it to your GM for approval.
Once you’ve decided your Stand’s ability, you need to come up with five skills it can roll for. These skills should be related to its ability and attributes - for instance, a Stand with a ranged attack should have that attack as its skill. Assign the values 90, 80, 70, 70, and 60 to these skills.
The final part of creating your Stand is choosing its name. It’s traditional to name your Stand after a musical artist, group, album, or song. If you don’t want to do that, though, it’s a free country and I can’t stop you.
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Fate Points
You begin the game with Fate Points equal to the fifth of your FATE score. At the beginning of each day, your Fate Points replenish to their starting total.
You may spend Fate Points whenever you make a roll. Each Fate Point you spend decreases the result of that roll by 5 points. If your health is lower than half your starting HP, however, each Fate Point spent decreases the result of that roll by 10 points instead.
You may use the Inspire skill to increase the effectiveness of your allies’ Fate Points by creating a dramatic moment for them to shine in.
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Leveling Up and Feats
Each time you encounter a new Stand, you gain 1 XP. Each time you fight an enemy Stand, you gan 2 XP. Each time you defeat an enemy Stand, you gain 1 XP. You may also gain XP of varying amounts for fighting vampires, zombies, Hamon users, or even normal humans. Don’t go full murderhobo, though, unless your GM’s okay with it.
You level up at 10, 25, 45, 70, 100, and 135 XP. Each time you level up, you get to take one feat.
Feat List:
Ripple Breathing
Prerequisite: 60 or more STR, 60 or more DEX
Effect: You gain 40% training in Hamon. Hamon is a martial arts skill that channels the power of the sun. It creates an energy that can be transferred through fluids or organic material.
“Observe the energy my breathing releases.”
Ripple Mastery
Prerequisite: Ripple Breathing
Effect: You gain an additional 20% training in Hamon. Double the effect of Fate Points you spend on Hamon rolls.
“I know a Hamon coach in Venice. Her name is… Lisa Lisa.”
Hard Work and Dedication
Prerequisite: None
Effect: Increase one of your primary attributes by 10. You may take this feat any number of times.
I Picked Up A Few Tricks
Prerequisite: None
Effect: You gain 20% training in a skill you are not currently trained in. You may take this feat any number of times.
Oh, and I also know what your next line is.
Skill Mastery
Prerequisite: None
Effect: You gain an additional 10% training in a skill you are currently trained in. You may take this feat any number of times, but must choose a different skill each time.
Stand Evolution
Prerequisite: Potential 3 or greater
Effect: Your Stand changes form and gains a new power. If your Stand’s potential is 4, its entire powerset may change. You may take this feat twice is your Stand’s potential is 4.
Inspiring Words
Prerequisite: Trained in Inspire
Effect: Whenever another player uses Fate Points, you may make an Inspire roll. If you succeed, you may spend a Fate Point on that player’s roll.
And you thought Speedwagon was useless.
Effect: Whenever another player uses Fate Points, you may make an Inspire roll. If you succeed, you may spend a Fate Point on that player’s roll.
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Gameplay
Most of Call of Jojo should be simply roleplayed. Say what you want to do, then the GM will reply with what occurs. However, when you wish to undertake a difficult action, you must make a skill roll.
Skill rolls generally only occur during dramatic situations. If you aren’t under pressure, most actions you undertake will be successful to some degree.
Before rolling for a skill, agree with your GM what the goal of your roll is. This is super important. If you think you’re going to do one thing but your GM thinks you are going to do another, the difficulty of your roll won’t be properly determined.
Additionally, when you roll for a skill and succeed, mark the box next to it on your character sheet. You can only get one check per skill at a time. Then, at the end of the scenario (which will be when your GM says it is, don’t argue), your GM will tell you to roll for skill increases.
To do this, roll percentage dice versus any checked skills. if you roll above your skill value, add 1d10 points of training to that skill.
Sometimes, you might want to try something that doesn’t fall under the domain of a specific skill. If this happens, just roll against one of your relevant attributes (at the GM’s discretion, of course).
Your GM will tell you when you need to roll a skill, and if he or she is feeling generous, how difficult the task is. A regularly difficult task just requires you to roll under your skill value with a set of percentage dice. A more difficult task will require that you roll under half your skill value, while an extremely difficult task will require a roll under 1/5th your skill value.
If you can justify it through your character’s actions, you can try to “push” a failed skill roll. Pushing a roll allows you to roll the dice a second time. However, if you fail this one, your GM gets to inflict all sorts of consequences on your hapless character. Remember, pushing rolls too many times will irritate the GM, and by consequence increase the lethality of failure.
Opposed Skill Rolls
If two characters are rolling against each other, or if a character is rolling against an NPC with stats, the GM may choose to require an opposed roll. To resolve an opposed roll, both sides roll and compare the amount they succeeded by. The character with the larger margin of success wins the opposed roll. For example, if a player with Perform 20 were to challenge an NPC with Perform 50 to a rap battle, both would roll Perform. Even if they both succeeded with a natural 10, the NPC would win - having succeeded by 40 versus the player, who only succeeded by 10. (This sounds confusing in hindsight. Is there a better way I can word or format this?)
Bonus Dice
Sometimes, the situation is just in your favor. Sometimes it isn’t. To represent this, the GM will sometimes make you roll an additional bonus or penalty die when your roll for a skill.
For each bonus die, roll an additional d10 in the “tens” place along with your percentage dice. You may then choose the lowest result from all d10s you rolled in the “tens” place.
For each penalty die, do the same, except you must take the highest result instead.
(Note from Emp)
If you can't decide on what kind of power your stand should have you can always click the link http://powerlisting..../Special:Random
But the name soon becomes a problem as well as most stands are named after a band, but your still free to choose whatever you want if interested http://www.bandnamem....com/generator/
Edited by Emporer469, 14 May 2015 - 04:28 AM.