JoJo's WasteLAnd (Recruitment Thread)

Started by LeSane, June 02, 2019, 09:46:53 AM

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LeSane



Background Story

The 1992 Los Angeles riots were a series of riots and civil disturbances that occurred in Los Angeles County in April and May of 1992. The unrest began in South Central Los Angeles on April 29, after a trial jury acquitted four officers of the Los Angeles Police Department (LAPD) for the usage of excessive force in the arrest and beating of a man, which had been videotaped and widely viewed in TV broadcasts. The rioting spread throughout the Los Angeles metropolitan area, as thousands of people rioted over six days following the announcement of the verdict. Widespread looting, assault, arson, and murder occurred during the riots, and estimates of property damage were over $1 billion. With local police overwhelmed in controlling the situation, Governor of California sent in the California Army National Guard.

On the evening of March 3, 1991, two passengers were driving west on the Foothill Freeway through the Lake View Terrace neighborhood of Los Angeles. The California Highway Patrol (CHP) attempted to initiate a traffic stop. A high-speed pursuit ensued with speeds estimated at up to 115 mph (185 km/h), along freeways and then through residential neighborhoods. When stopped, CHP Officers, the two other occupants of the car.

After the two passengers were placed in the patrol car, five white Los Angeles Police Department (LAPD) officers surrounded one of the men, who came out of the car last. They tasered him, struck him dozens of times with side-handled batons, and tackled him to the ground before handcuffing him. One of the Sergeants later testified at trial that the man resisted arrest and that he believed he was under the influence of PCP at the time of the arrest, which caused him to be very aggressive and violent toward the officers. Video footage of the arrest showed that the attacked man attempted to get up each time he was struck and that the police made no attempt to cuff him until he lay still. A subsequent test for the presence of PCP in his body at the time of the arrest was negative.

Unknown to the police, the incident was captured on a camcorder by a local civilian from his nearby apartment. The tape was roughly 12 minutes long. While the tape was presented during the trial, some clips of the incident were not released to the public. In a later interview, the man, who was on parole for a robbery conviction and had past convictions for assault, battery, and robbery, said that he had not surrendered earlier because he was driving while intoxicated under the influence of alcohol, which he knew violated the terms of his parole.

The footage of the man being beaten by police became an immediate focus of media attention and a rallying point for activists in Los Angeles and around the United States. Coverage was extensive during the first two weeks after the incident: the Los Angeles Times published forty-three articles about it, The New York Times published seventeen articles, and the Chicago Tribune published eleven articles. Eight stories appeared on the news, including a sixty-minute special on Primetime Live.

Before the release of the tape, minority community leaders in Los Angeles had repeatedly complained about harassment and excessive use of force by LAPD officers. An independent commission formed after the release of the tape concluded that a "significant number" of LAPD officers "repetitively use excessive force against the public and persistently ignore the written guidelines of the department regarding force," and that bias related to race, gender, and sexual orientation were regularly contributing factors in the use of excessive force. The commission's report called for the replacement of both the civilian Police Commission officers.

Premise of the game

The game will be taking place during the six days of the riots in L.A. with the characters being affected. The characters will know each other and have some kind of connection be it (school, old friends, acquaintances, or otherwise.) None of the characters will have their stand starting out as it will all members will gaining their abilities around the same time. They will be pitted against those who've had Stands amongst the chaos as there are factors at play that are going on during the rioting masses. A group of players, ideally two to six, will take on a campaign involving encounters with a series of opponents, likely Stand Users, in dense, detailed battles that take more than brute strength to win.  I know I'm repeating myself, however, the goal for this game is to facilitate JoJo experiences, so I’ve done my best to keep it simple and easily playable, in the hope that it can be picked up by anyone,
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

LeSane

#1
Much of the material that is being placed is recycled from the interest thread. Though more will be added in the edition.

Playing the game

This RPG is focused on collaborative storytelling more than unpredictability or strict, detailed rulesets. It’s intended to provide the experience of coming up with your own JoJo-styled story, though what this means varies from person to person. Some people are invested in creating a character and building a narrative for them. Others want to punch stuff. Though these rules are simple enough to cover a broad variety of ways to play, GMs who wish to provide a specific experience for their players should feel free to change or add rules to suit their needs.

Rolling to Perform Actions


Rolling in this RPG is generally kept to demanding Actions. As such, basic adventuring or dialogue shouldn’t need rolls. If it’s not something the average person would have any chance of failing, it’s probably not worth it (like tying one’s shoes or lighting a cigarette). Players should be free to narrate their characters’ actions or dialogue at any time the story doesn’t call for a roll.

When you do roll, you’ll need at least six d20s. Each turn will typically only use up to three at a time, but there will be many times when two different characters will have their Stats measured against each other. If you want to play with the expansion, you’ll also need at least two d10s and a d6 for each character that uses the expansion’s rules.

You roll based on four Stats: Power, Durability, Speed, or Precision. Any Action you want to perform will be assigned to one of those Stats, by you or the GM. For example, if you’re about to be hit by a runaway car, and would like to use your Stand to take the hit, you’d use its Durability Stat. However, the same situation could be approached with any other Stat. Dodging the car could involve jumping out of the way, which would be a Speed roll, or you could punch it harder than it can hit you, which would count as a Power roll. The GM has final approval, but it comes down to whether or not you, as a player, can justify using the Stat you want to use.

   GM Note: If you’re having trouble determining what Stat is most appropriate, it can help to think of what the character is trying to accomplish. If someone wants to beat down a door, it’d probably use Power, but if they're going to do it quickly, that might be a Speed roll.

Most Actions can be completed with any Stat, but some will only work with specific Stats. The use of any projectiles will most likely use Precision, and any quick movement will probably also use Speed. Characters will want to choose their Stats according to how their personality is likely to try and resolve problems.

Additionally, using a Stand’s Ability is the same as any other Action. Stand Abilities are almost always as natural to a Stand User as clenching a fist, so there’s no need to treat them like a particular skill, or something with limited usage. They do not always have to be rolled for.

Example: Joanna Joestar is on the roof of a building, and needs to get to the ground. She could:
Use Speed to jump from the ceiling and bounce off the walls to slow her fall.
Use Durability to jump from the roof and use her Stand to absorb the landing.
Use Precision to grab a clothesline and swing for a less painful landing.
Use Power to punch her way down through the floors of the building.


Once you’ve picked an Action that you’d like to perform, and worked out the Stat you’ll use, you’ll roll to determine how successful you were. The specific dice you roll is dependent on the rank you have in the Stat that you’re using, according to the table below. This is true for any variety of roll made that’s dependent on a Stat unless something else directly affects it. In all cases, this dice roll is called the Action Roll.



Ordinary humans (and other ordinary non-Stand beings) are considered to be a D-rank for any rolls made by or targeting them.

Alternatively, if you’re looking for a more accurate representation of different non-Stand entities, then you can use the expansion, Paranormal Beings & Battle Techniques, which outlines rules for creatures above and below ‘ordinary humans.’

Once the result is adjusted based on Momentum, and Conditions, Techniques, Damage, Goals, or Impulses, it’s called an ‘adjusted role,’ and is compared to the table below to get a result.



Anything 10 or below is a Failure, while anything 11 or above is a Success. This is true regardless of the Rank or dice that you roll. A Failure means you did not complete your Action, and a Success means you did. However, there are three types of Success and Failure.

A Definite result merely is failing or succeeding at the Action. Very little happens that wasn’t a direct consequence of the Action.

A Moderate result is a Success or Failure with a complication. A Moderate Success might mean the Action is completed, but something goes wrong, or the final result is not as good as it seemed. A Moderate Failure will still result in an incomplete Action, but there may be an unexpected advantage to the new situation or something to reduce the consequences of Failure. In terms of storytelling, you can think of it as “You succeed/fail, but…”

Example: Joanna Joestar wants to break down a door using her Stand, Knock on Wood, which has a Power Stat of B. She rolls 2d20, and the highest result is 13, meaning the Action is a Moderate Success. The GM decides that the door swings open, but the occupant of the room is alerted, and angry. Had she achieved a Definite Success, the place might’ve been empty. A Failure would’ve left the door unopened since that was the intent of the Action.

A Critical result is a Success or Failure with a bonus. A Success might result in knocking an opponent down or finding something particularly helpful after punching them through a wall. Similarly, Failure could be disastrous. You might break through the same wall, only to find it’s load-bearing, and bring the ceiling down on your head. It’s important to note that the result might not be the best or worst possible at the time. Instead, the situation is in some way, enhanced or made more severe. This could be thought of as “You succeed/fail, and…”

GM Note: Use these as a way to keep an encounter going. They don’t have to control the battle completely, but you have the freedom to let a scene play out organically, or work your direction for the encounter into the results of your players’ Rolls.

Contests: Rolling Against Other Characters

If a player wants to perform an Action on another character, and that character wants to stop them with an Action of their own, the rolls play out differently to standard Actions. These rolls are played against each other, simultaneously, and are called Contests. Only one character can Act at a time, so the player who starts the Contest will have to make the first move, but that move doesn’t have to be an attack. It can be throwing, grabbing, shooting, speeding ahead, or anything else, as long as it’s something your opponent is trying to respond to.

The player targeted by the Contest has the same freedom to approach it how they want. Their counter-Action should be a response to the initiating player’s Action, which can be as simple as blocking, or complex, specific maneuvers. You can also attack the other player back. It doesn’t even have to address the other Action, but the GM will resolve both the Action and counter-Action based on common sense.

Once both players have chosen their Action, and the Stat they’re going to use, they roll the same rank-based dice they would for an Action roll, simultaneously. From there, the results of each adjusted roll are checked; if either are 10 or under, then the Action has failed, the same as a normal roll.

If the initiating Action succeeded and the counter-Action failed, then the initiating player’s Action succeeds, with any consequences: punches land, Stand effects are activated, etc.

If the initiating Action failed and the counter-Action succeeded, the countering player can Contest immediately in retaliation. If they want, they can instead initiate this contest any time later, until they have their next normal Action.

If both players failed, then nothing happens, and the initiating player’s Action is spent.

If both players succeed, then their Actions cancel each other out. This doesn’t necessarily have the same result as both players failing; it depends on the Actions involved.

Additionally, the two rolls are compared to each other. If there’s a tie, nothing else happens. Otherwise, whoever rolled higher gets an increase of +1 to their Momentum. The other player reduces their Momentum by -1. (This is independent of whether or not the Actions were successful.)

Example: Joanna Joestar wishes to attack Bonnie Tyler using her Stand’s Power rank of B. Bonnie chooses to block the attack using her Stand, Total Eclipse, which would use the Durability rank of C. The two enter a Contest. Bonnie rolls a 13, Joanna rolls an 18. The attack connects but is blocked by Total Eclipse. Since she rolled higher, Joanna gains +1 Momentum, while Bonnie loses -1.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

LeSane

#2

Momentum: Shifting the Balance

Fights in JoJo’s Bizarre Adventure tend to have a balance that shifts back and forth, making them more about striking at the right moment with the right tactic than necessarily overwhelming with brute force. To show this, players will need to manage and use their Momentum carefully, changing up their strategy depending on whether or not they’re ahead in the encounter.

Momentum is a constantly changing number that represents how much control a character has over the situation they’re in. It starts at 0, and ranges from -3 to +3, depending on how a role is matching up to their opponents.  Momentum can never be lower than -3 or higher than +3. This value is applied as a penalty or bonus to all Action rolls. Players with higher Momentum also get more control over when they move in a turn, getting priority if they want to run at the same time as someone with less Momentum.

GM Note: Momentum is an organic way to represent who has control over the fight. If the narrative allows it, consider giving out rewards of Momentum for things your players do that aren’t rolled for, or adjust it to represent dramatic changes in the narrative.

In addition to this, when characters have Momentum above or below zero, they also receive an additional ability, depending on whether or not their Momentum is positive or negative.

While you have positive Momentum, you can Predict your opponent’s moves. This means that when a Contest is declared against you, you can interrupt their declaration at the direct cost of -1 Momentum. You then announce a Stat that you Predict your opponent is likely to try to use. If they decide to use that Stat anyway, then you don’t roll, and will automatically win that Contest. The Contest otherwise proceeds as normal. Even if they succeed, you’ll gain +1 Momentum from the Contest, and they’ll lose -1 as if you had rolled higher.

Example: Bonnie has managed to get herself some positive Momentum through winning Contests, but Joanna hasn’t let up yet. As Joanna starts a Contest, Bonnie interrupts it, telling Joanna that she Predicts she’s about to use her Power Stat. This costs -1 Momentum, but now Joanna is forced to choose between using that Stat and losing the Contest, or using a different one.

While you have negative Momentum, you instead have the ability to Feint. This means you can make failed Actions or lost Contests into tricks, intended to bait your opponent. (Whether or not it was is irrelevant.) When you fail a roll, you can immediately roll for a different Action, using a different Stat. You can only do this once per Turn. When the Action you’re Feinting from is part of a Contest, your opponent can also choose a different Action and roll for that instead. If you succeed on the new role, you gain +1 Momentum, even if you don’t win the Contest. If you fail, you take the consequences associated with both Actions.

Example: Joanna’s behind in Momentum, and has just failed her attempt at blocking a hit using her Durability due to Bonnie’s Prediction. To turn things around, she declares a Feint. Her dodge was simply a quick movement to the side, meant to force Bonnie to move closer, where she would step on a rug in the middle of the floor. She attempts a Speed Roll to pull the carpet and trip Bonnie up before she can react instead, to which Bonnie responds with a Speed Roll of her own, to jump off the rug.

Characters with positive Momentum have more control over the fight and can limit their opponent’s options. Having negative Momentum can be a disadvantage, but Feinting opens up opportunities for people who can think on their feet that positive Momentum doesn’t give you.

GM Note: Feints themselves might not always be enough for your players to put themselves back in the fight. While Feinting opens an opportunity for players to get a timely Action in, those Actions need to be possible in the narrative, so you should make sure you’re providing ways for your characters to improvise their way out of trouble.



Ventures: Going All-In With Your Momentum

If you find yourself struggling to break a defensive opponent’s guard despite having plenty of Momentum, or are backed far into a corner, you have the option to go for a Venture. When you have either -3 or +3 Momentum, you can declare that you’re putting everything you’ve got into initiating a Contest or completing an Action.

To use a Venture, start by resetting your Momentum to 0. From here, if you’re attempting a non-Contest Action, it automatically succeeds. If you are trying a Contest, you pick an Action and Stat as usual, but you don’t take any penalties from injuries when rolling. Additionally, your opponent can’t Predict or Feint during this Contest. Then, the two of you roll for the Contest.

If you exceed your opponent’s roll, then their roll is considered a failure. Instead of losing Momentum, your opponent’s Momentum is set to 0, while you gain the normal +1 from beating their roll.

If you don’t exceed your opponent’s roll, you lose a point of Stamina.  Momentum is potentially gained and lost as usual.

The Contest is otherwise resolved as usual.

Example: Joanna’s had just about enough of Bonnie blocking her attacks, and has built up +3 Momentum; enough to perform a Venture. She declares that she’s putting all of Knock on Wood’s strength into hurling a utility hole cover at Bonnie, and sets her Momentum to 0. Bonnie, on the other hand, will use Total Eclipse’s speed to attempt a dodge. Bonnie rolls an 11, while Joanna rolls an 18. Even though Bonnie would frequently have succeeded, Joanna’s Venture was a higher roll, so the dodge is considered a failure.

Clashes: When Ventures Collide

The best way to counter a Venture, if you have the maximum positive or negative Momentum to do it, is to respond with a Venture of your own. When you have +3 or -3 Momentum, and another character declares a Venture against you, you may choose to use your Momentum to start a Clash. Declare an Action that acts as a counter-Action to your opponent, as though it was a Contest. The two Actions will oppose each other repeatedly, over multiple rolls, until one or both characters are worn down.

Both players set their Momentum to +3 to represent the amount of energy they’re putting into their Actions. They then roll for the Actions they’re using simultaneously; whoever rolls lower loses one Momentum. If the rolls tie, both players lose one. The rolls repeat, using the same Action until either player reaches 0 Momentum. The losing player takes the effects of their opponent’s Action, and loses a point of Stamina. The winner keeps however much Momentum they had left.

Example: Bonnie has been taking hits for a while, and has the Momentum for a Venture. She declares one, deciding she’ll attack directly, and Joanna does the same. They set their Momentum to +3, beginning the Clash. Their fists connect over several rolls, with Joanna rolling a 5 to Bonnie’s 14, meaning Joanna loses -1 Momentum, putting her at +2. Joanna takes the next two rolls, saying she has +2 Momentum to Bonnie’s +1. They tie the last roll, meaning that they both lose -1, and Bonnie reaches 0. This ends the Clash; Bonnie takes Joanna’s attack, and Joanna keeps her +1 Momentum.

If a Clash doesn’t seem to be working out in your favor, and you want to back out, you can perform a Clash Break. In exchange for -1 Momentum, you can choose a different Action to perform that would separate you and your opponent, and roll for it. If you beat your opponent’s last roll, then your Action is successful, and you escape the Clash.  Otherwise, the Clash ends as though you’d failed your Action roll.


Gambits: Using an Opponent’s Traits Against Them

Gambits are different from standard Actions in that you don’t necessarily have to roll for them; it depends on the specific Action. Every character made for the system has traits that define their personality, known as Impulses and Goals, which are covered in more detail in the section of the document concerning character creation. These give a bonus or penalty of 3 to their character’s next roll, depending on whether that character is going to satisfy or resist them, respectively. This is known as ‘activating’ a trait.

When a character intentionally does something to activate an opponent’s trait, whether or not they’re confident the attribute exists, then their opponent has to choose whether to satisfy or resist it. If they fulfill the trait, they gain +3 to their next roll, but lose -1 Momentum. If they resist the trait, they suffer a -3 penalty to their next roll, as normal. Any Momentum loss is applied after the roll. To gain Momentum as the result of a Gambit, the trait activation must be intentional and declared by the player.

Example: During their fighting, Bonnie has picked up on one of Joanna’s Impulses; she’s extremely protective of her friends. She’s looking to get the upper hand in the encounter, and this time Joanna has been joined by Mojo “King” Morrison, a beat cop and Stand User she’s been working with. Bonnie decides to take advantage of Joanna’s Impulse. Making a show of it, and waiting until Joanna is there to see it, she attacks Mojo with her Stand, declaring a Gambit. In addition to her Contest, Joanna now has to choose between protecting her friend, for +3 to the roll and a penalty of -1 to her Momentum, or doing something else, at a -3 penalty to the roll, but no Momentum loss.

Other players and the GM are encouraged to point out opportunities to make otherwise-mundane Actions into Gambits that carry emotional meaning for the opponent, but the GM has final say over what can push a traited character’s buttons.

Since a Gambit doesn’t necessarily have to be rolled for, it includes things like breaking a fragile but essential item, taking a threatening step forward, or speech: taunts, threats, bragging, and anything else you can think of to fall under this umbrella. Often, you won’t discover a new opponent’s Impulses or Goals until they activate them, but as you fight and learn more about them, you can start to find ways to use their traits to your advantage.


Turn Order

When the GM needs to start keeping track of the order Actions happen in, like during periods of intense fighting, every character is given a token, or some other kind of marker. Characters can still Act whenever they like, but whenever that character starts an Action, the token is given to the GM. The player cannot do anything else until they get their token back, except for performing counter-Actions (or initiating a Clash) as the target of a Contest. When there are no characters with tokens that want to act, the GM returns all tokens. This marks the beginning of the next Turn.

Characters do not have to Act; tokens will be returned when none of the remaining characters want to. This way, turns can be used to measure a short period of time, which helps keep track of Conditions that have durations. There’s no specific parallel to real-time, but turns in a typical high-pressure situation usually take around six seconds.

If more than one character wants to Act at once, then the priority goes to whoever has the highest Momentum at that time. If more than one character shares the highest Momentum, then they roll using their Speed Stat against each other, including any penalties that affect the Speed Stat or Speed Actions. Whoever has the higher roll gets to move first. This roll only counts for that single Action; afterwards, if multiple characters want to Act at the same time again, it goes back to whoever has the highest Momentum, and so on.

If the roll results in a tie, then all relevant Actions need to be resolved simultaneously. All players who tied will need to write their Action down on a piece of paper, keeping the details hidden from the other players. This includes the GM, if a character they’re playing is involved. Once all the Actions are decided on, they’re revealed to all players simultaneously. The GM then decides how those Actions play out, and all involved characters hand in their tokens.

Range & Movement

A Stand’s Range defines how far it can move from the User. There are no specific rules about where things are positioned, or exactly how far they can move. If you need to know how far apart something is from something else, the GM can give one of three distances. Each of these distances corresponds to a Stand’s Range stat, with the exception of E and A.

Close (within 10m/33 ft., or in the same typical room), D
Mid (within 40 m/130 ft., or in the same typical building), C
Long (within 100 m/330 ft., or in the same typical city block), B

A Stand with a Range Stat of E can’t move very far from their User, if they can at all. Actions using their Stand are only possible if their User is close enough to perform the Action themselves. While they can’t cover as much ground as a character with greater Range, they always have access to their Stand’s Stats for rolls involving the User.

A Stand with a Range Stat of A, on the other hand, has virtually unlimited Range. This often applies to Stands that have specific effects, such as Manhattan Transfer, a Stand that is used in tandem with a sniper rifle to make precise, long-distance attacks. In most situations, their Range won’t limit what they can do, but it depends on the Stand and GM discretion.

Stands can only perform Actions within their Maximum Range, relative to their User, meaning a Stand with a Range of C can Act anywhere within 40 meters of their User, and no further. This Range is a hard limitation for anything created by a Stand, like flames made by Magician’s Red, but doesn’t affect non-Stand objects, like pistol bullets being deflected by Sex Pistols.

Instead of performing an Action, a character or Stand can move from one distance to another, to get closer or further away from something. You can only move from one distance to the next closest, so there’s no movement from Close to Long, or vice versa.

Conditions

A Condition is a tool used by this system to represent anything that affects how a character is performing, whether positive or negative. They can affect the mechanics, or just the narrative, though they’ll typically affect how rolls play out. While they are similar to traditional status effects from other RPGs, their uses are much broader, and players/GMs are encouraged to come up with their own ways to represent their Stand’s unique qualities. To help with this, Conditions can also have a Value, which is a number recorded alongside the Condition, indicating a ‘stack’, or potency, of that Condition.

Example:
[Blinded]: Roll for Precision before attempting any Action, to see if you can attempt it without using sight. If the roll succeeds, roll for your Action as normal. Otherwise, the roll has a -6 penalty.
[Magnetized]: Resisting the effects requires a Power roll to succeed before any Action can take place, to represent the character’s body fighting the magnetic force. This may apply a penalty based on proximity based on Range relative to the magnetized object.
[Burning] 2: This character takes the Value of the Condition in damage every turn, caused by the flames consuming them. The Value is equivalent to the heat/coverage of the flames.

More examples of Conditions can be found in the Examples document.

Since Stands and their Users are connected, most Conditions that apply to one will apply to the other. This includes things like injuries, being restrained and other forced movements.

GM Note: You’re not required to tell the player the effect of Conditions, or whether or not a Condition has been applied at all. This depends on how your specific group of players wants to approach metagame knowledge. Since the flow of information is such an important part of the series’ conflicts, it can be a lot of fun to challenge players to work things out.



Stamina & Damage




Though the goal isn’t always winning through combat, often the simplest way to defeat an opponent is to Retire them. In JoJo, this usually means beating them until they’re incapable of fighting back. To keep track of how close a character is to being Retired, they will have a pool of Stamina, which will usually start out at a maximum of 10.

The damage that a Stand does is based on its Power. This doesn’t mean that Power Actions are the only ones that can cause damage; any Stat can be used to land a hit, but the amount of damage dealt is always based on a Stand’s Power. This amount is tracked in ‘injuries’, which come in three varieties; light, heavy, and major. As a character takes them, they’re stored, and each brings their own penalties that need to be dealt with.

A character’s Durability can help reduce the amount of damage taken. At a rank of C or above, the amount of light injuries dealt is reduced by a flat amount based on that Stat. Since rolls involving a User instead of their Stand are usually set to a D-rank, this means that attacking a User is often a better idea than striking the Stand, if possible.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

LeSane

#3
Jojo' Waste L.A.nd Chracter Sheet                                    
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Speed:                                                
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Precision:                                                
Range:                                                
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'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

pdragon

I don't know. I was really excited for the idea initially, and I like the choice of setting, but I think the plot itself is pulling me out of it. I was imagining something more open, something that would kind of explore the idea of everyday/criminal life in LA with stands, but having it limited to just 6 days during a mostly unrelated riot doesn't really appeal to me as much. I might have to withdraw my interest.
What a thrill...with silence and darkness through the night....

Request Thread

LeSane

There was going to be more too it than the initial six days. I understand your concern but I found the riot-related because of the fact that there were various crimes committed during that if something happened in the span of six days which would assist in aiding in starting that kind of life style.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

Silim

I'd like to officially express my interest in this game. Always been a fan of JoJo. The rules are pretty simple to follow, but for character generation: How do you determine your Stand's starting ranks in their stats?

LeSane

Well, I was going to do a bit of overhaul to the game since it didn't get the reception I had anticipated. Should have been obvious since many of the people on here aren't aware of what JoJo is actually. However, if you are interested then it will take like a day or so for me to do the changes.

'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

Silim


LeSane

So alongside Stands, I was considering ripple and spin users if those interested in pursuing other avenues.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'