JoJo’s Bizarre Adventure Heroic Roleplaying: Stardust Crusaders Adventure Book

By Lonesome Blues DM (feat. Blue Man)

1 JJBAHRP - Draft 0.0.9b - We’ll Do It Live Edition

JoJo’s Bizarre Adventure Heroic Roleplaying: Stardust Crusaders is a fan creation based on the 1987- “JoJo’s Bizarre Adventure” series written, illustrated, and created by Hirohiko Araki.

All images and names of characters, locations, and Adventures, unless expressly stated are TM and (c) Hirohiko Araki, Shonen Jump, Shueisha, and Subs. Used without permission.

All references to people, places, and things including titles, lyrics, and other media are the property of their respective copyright holders. Used without permission.

This game material references the Cortex Plus¨ game system, available from Margaret Weis Productions at www.margaretweis.com. Cortex¨ and Cortex Plus¨ and all associated logos and trademarks are solely owned by Margaret Weis Productions, Ltd. and are used with permission. Margaret Weis Productions, Ltd. makes no representation or warranty as to the quality, viability, or suitability of the purpose of this product.

Stands contributed by Deepo, elementsguy, Ozzy Crowley, and Anon.

Stand Creation Rules are a highly modified form of those found in JOJO’S BIZARRE TABLETOP. All rights reserved.

Special thanks to Zealot Vedas and all of / SSS/ and /WWW/. Stay fabulous, my friends.

Text by Lonesome Blues DM (aka TK Nyarlathotep) and Blue Man (aka J Frost).

Support the creation of JoJo’s Bizarre Adventure Heroic Roleplaying by going to https://www.patreon.com/ TombOfNyarlathotep

2 ADVENTURE: STARDUST CRUSADERS Transition: Enya’s Hospitality…Pg. XX Preparing for the Adventure…Pg. Action: Justice…Pg. XX XX Action: "Geb" N’Dour…Pg. XX Terminology…Pg. XX Action: “Khnum” Oingo and “Tohth” Structure of the Adventure...Pg. XX Boingo…Pg. XX To Jo or Not to Jo?…Pg. XX Action: Anubis…Pg. XX Incorporating Music…Pg. XX Action: “Bastet” Mariah…Pg. XX Transition: Relax At An Inn…Pg. XX The Stardust Crusaders Sourcebook…Pg. Action: D’Arby the Gambler…Pg. XX XX : A Guide to Stands, ACT THREE: DIO’s World…Pg. XX Stand Users, and Standing Tall…Pg. XX Transition: Beautiful Cairo…Pg. X Stand Power Sets…Pg. XX Action: Deadly Duo!…Pg. XX Roundabout: The Joestar Family Transition: Find DIO’s Manor…Pg. XX Line, The Speedwagon Foundation, and Action: Pet Shop at the Gates of Hell…Pg the Ripple…Pg. XX XX Around the World: A Traveler’s Transition: The Mysteries of DIO’s Guide to the World’s Exotic Locales…Pg. Manor…Pg. XX XX Action: The Mist of Emptiness, Vanilla Falling Off the Edge of the World: Ice…Pg. XX Dio and His Bloody Ambition…Pg. XX Transition: Learn the Secret of DIO’s Going Off the Rails: Shuffling Your Stand…Pg. XX Stardust Crusade…Pg. XX Action: End of THE WORLD…Pg. XX Adventure Milestones…Pg. XX Action: Save a Hero’s Life…Pg. XX Transition: The Long Journey Ends…Pg. ACT ONE: The Man With the Star…Pg. XX XX Scene Structure…Pg. XX Action: Destroy DIO’s Body…Pg. XX Hooks…Pg. XX Doom Pool…Pg. XX HERO Rap Sheets Action: A Man Possessed…Pg. XX Jotaro Kujo…Pg. XX Transition: Jailhouse Blues…Pg. XX …Pg. XX Action: Get Out of Jail Free…Pg. XX Muhammad Avdol…Pg. XX Action: The Terrible Invader…Pg. XX Noriaki Kakyoin…Pg. XX Action: DIO’s Curse…Pg. XX Jean Pierre Polnareff…Pg. XX Transition: The Evil Spirit’s Identity…Pg. Hol Horse…Pg. XX XX Iggy…Pg. XX Transition: The Thing on the Plane N'Dour…Pg. XX Action: Insect Attack! Boingo…Pg. XX Transition: Seek An Alternative Route

ACT TWO: The Stand Warriors…Pg. XX Transition: A Stay In a Nice Hotel…Pg. XX Action: The Devil…Pg. XX Action: Yellow Temperance…Pg. XX Action: Emperor and the Hanged Man… Pg. XX Transition: Research DIO’s Assassins… Pg. XX Action: Local Flavor…Pg. XX

3 King Crimson or just advances the end of the universe in seconds with Made In Heaven. STARDUST CRUSADERS You could even be doomed to just replay the Adventure over and over again with Killer Stand proud, warriors! This is a full- Queen. Point is, don’t play RPGs with bad blown Adventure for the Cortex Plus Heroic guys. Roleplaying system based on Part 3 of Hirohiko Araki’s JoJo’s Bizarre Adventure, You might get inspired by the Rap titled Stardust Crusaders, with additional Sheets, scenes, and other elements to material referencing Pts. 2 (Battle Tendency), continue past the three Acts, and that’s cool 5 (Aureo Vento/“”), and 6 (Stone too! Your story doesn’t end just because the Ocean). Future supplements will be based on book did. Heck, you might not even use all Parts 1 and ( and Battle the scenes in this book, or you might add Tendency), the Apocrypha of Pt. 3 (The some after using them all, or whatever! The Genesis of the Universe, The 7th Stand User, future Phantom Blood + Battle Tendency and and more) and Part 6 (Stone Ocean) and will Stone Ocean supplements will add even feature further material from their respective more fun stuff for you to use, so your sources. campaign can run as long as Anubis’ life (which is a few thousand years, give or take). In this Adventure, you’ll be playing as someone with phenomenal powers, be it the Everything in this Adventure is meant of the Ripple or Spin, mighty martial arts for the Emcee’s eyes only, but they might infused with the power of the sun or the throw you a bone and let you see some stuff golden rectangle, a Stand, a ghostlike entity before, during, or after in the Sourcebook that hovers behind you and can affect your section. Ask and ye shall (probably) receive. opponent or the environment with a variety of Also in order to play this, you WILL NEED bizarre effects, or even another power EITHER a copy of Marvel Heroic Roleplaying entirely (there’s vampires!)! When the course Basic Game or the Premium versions of of your life is radically altered by the either Annihilation or Civil War, or the Cortex machinations of a vampiric madman named Plus Hacker’s Guide which contains the rules Dio Brando, you and a group of other for Fantasy Heroic Roleplaying a differently likewise-affected warriors must race against focused game with all the rules you’ll need. Dio’s assassins to the city of Cairo, Egypt to There may or may not be a forthcoming put an end to DIO’s bloody ambition once version of the Heroic Roleplaying rules, but and for all. Will you and your fellow Stardust that’s between you and Margaret Weis and is Crusaders put an end to DIO, or will he fuse beyond the scope of this game. once and for all with the stolen body of his ancient arch-rival and bring an age of darkness to the world like none ever seen before?

Stardust Crusaders works best as an Adventure for 4 to 6 players (but more or less are welcome and even encouraged! Do what you want, Heaven’s Door hasn’t written “I will only run with 4 to 6 players.” in the margins of this Adventure), and can take an absurdly long amount of time to play or could be over in seconds if someone removes time with

4 PREPARING FOR THE ADVENTURE changed (see below), so make sure your players are privy to that too. Like most adventures, Stardust Crusaders requires some prepwork before TERMINOLOGY you inflict it on your helpless players. Here’s To better fit the mood and feel of what you’ll need: JoJo’s Bizarre Adventure, I’ve modified some of the terminology a little. Anything that’s Read over the whole Adventure and ̣ unchanged means what it means per Heroic become familiar with the three Acts and Roleplaying, but otherwise the differences the way the scenes flow in each Act. are listed as follows: Familiarize yourself with the sourcebook * Adventure: Replaces Event. The so you won’t be caught flat-footed if your overall journey your player characters go on, players do something tricky (which they and the campaign you’re playing in. should, it’s JoJo’s after all). Print copies * Emcee: Replaces Watcher. Your of the Sourcebook if you think your loving GM. players will dig it! * Pose: Replaces Push. Adding a d6 When your group meets up for the first ̣ to your dice pool. session, each player should choose a * Rap Sheet: Replaces datafile. hero from the Rap Sheets provided, make Basically the character sheet. their own with help from the STAND * Style Points (SP): Replaces Plot PROUD chapter, or even convert a hero Points (SP). The narrative currency of the from another Cortex Heroic game line game. entirely and re-fluff them as a Stand User * Emcee Character: Replaces or with some other incredible power! Watcher Character. The NPCs, good, bad, Be sure you have enough dice (d4, d6, ̣ or otherwise. d8, d12, and d12), Style Point tokens

(D’arby the Elder prefers poker chips!), and some kind of action order token for each player (maybe a Major Arcana tarot card). You can also include miniatures, maps, and anything like that. You may also benefit from taking note of each hero’s Affiliations and what Milestones they’ve chosen. Keep this list near you during the game. ̣If your group has never played a game of Cortex Heroic Roleplaying, you should introduce your players to the basic rules and go over their Rap Sheets with them, or help them construct or convert their Rap Sheet. The rules of this are virtually unchanged from Marvel Heroic Roleplaying, so if you think it would help, hand out copies of a Cheat Sheet as well. I recommend both the Hero’s and Watcher’s Cheat Sheets from Nerd NYC, which can be found rather easily via Google or your search engine of choice. Obviously the terminology will be

5 the player to extract the most important parts STRUCTURE OF THE ADVENTURE of the character and put them onto a Rap Sheet. For help, I suggest going to the Stardust Crusaders is a 3-Act character’s page at the JoJo’s Bizarre Adventure. Each Adventure should provide Adventure Wiki at http://jojo.wikia.com. Pay ample opportunities for your players to be extra attention to the Stand Rankings and tricky, mess up enemies with their incredible note what each means to help make a powers, and show off their impeccable style. character mechanically. The Emcee should have equal opportunity to keep the action funky fresh with an exciting Finally, if your players want to play as selection of bad guys and other Emcee original heroes, or a mix of original and the characters. provided Heroes, help them make a —Act 1: The players should be character sheet utilizing the next chapter, introduced to the concept of Stands, learn of STAND PROUD: A Guide to Stands, Stand the mad ambition of DIO, and even fight a Users, and Standing Tall. If the group couple of enemies themselves before they consists of all original heroes, I highly leave for Cairo. recommend including at least one party —Act 2: On the road to DIO’s hideout member related as friends, family, and/or by in Cairo, the heroes have found themselves blood with the Joestar family line. It’ll make pursued at every possible corner by DIO’s their conflict with Dio more personal, and give loyal assassins, other Stand Users who wish Dio a reason to be especially careful with the to kill the Stardust Crusaders (that’s the party on his tail. adventuring party) to prevent them from learning DIO’s secret and possibly even …OR NOT TO JO harming their master. —Act 3: Having learned the lengths If you don’t want to use the DIO is willing to go to to prevent the heroes pregenerated Rap Sheets but you do want to from reaching him, the heroes finally arrive in retain a little authentic JoJo’s flavor, I Cairo. There they must find the location of recommend making up your party in a slightly DIO’s hidden base and put an end to his specific way. In JoJo’s Bizarre Adventure, reign of terror once and for all. there’s typically a fairly thematic way that the main characters’ party is set up, with the TO JO… protagonist, usually a JoJo, a friendly rival, a straightforward ally, and a mentor. This This Adventure, as-written, assumes dynamic typically gets mixed up for variety, you’re playing as the Stardust Crusaders but it’s tried and true more often than not. provided in the HERO Rap Sheets provided starting on Pg. XX. However, I understand if In Part 3, the party makeup goes as that might not be your players’ style. Maybe follows: they don’t like the heroes of Part 3, they want Protagonist/JoJo: Jotaro Kujo to play as their own heroes, or they might Friendly Rival: Kakyoin Noriaki, Iggy even want to play as heroes and characters Straightforward Ally: Joseph from a later (or even earlier!) part of the Joestar, Jean-Pierre Polnareff series. Mentor: Mohammed Avdol This party makeup typically works for For characters from the earlier parts most parts, so when composing your party, I of JoJo’s Bizarre Adventure, they will be recommend your group work together to build covered in the later Pt. 1: Phantom Blood and a dynamic similar to this one. Remember that Pt. 2: Battle Tendency sourcebooks. For just because the Protagonist is, well, the characters to play from later parts, work with

6 Protagonist, doesn’t mean he gets the spotlight. In the original Stardust Crusaders manga, Polnareff gets in as many victories and chapters as Jotaro and grows just as much as a character. Everyone gets to shine, whether they’re the JoJo or the Friendly Rival. One last word of advice on this dynamic; Always name thematically. If someone wants to be a JoJo, make sure they’re a JoJo, even if they come up with a name that tows the line a little (Giorno Giovanna and Josuke Higashikata are excellent examples; look up some Japanese to see why “Higashikata” counts as a “Jo”.) They don’t necessarily have to be a Joestar, but a name like Joseph Jones, Joe Jonovan, or Georgette Jolson would fit a JoJo nicely. If someone wants to be the friendly rival, make a name that’s cool as ice, like Caesar Zeppeli or Okuyasu Nijimura. Over-the-top and ridiculous fits in just fine. Also, you can never go wrong with a celebrity reference name. Actors, musicians, fashion designers, authors; Name your character after stuff you like! This goes so far that there’s even a character named Funny Valentine at one point. Don’t be afraid to ham it up. Finally, there’s also the matter of converting datafiles from Marvel Heroic Roleplaying (remember, they’re Rap Sheets now!) into existing characters. This is perfectly fine and will even be discussed a little bit more in-depth in the STAND PROUD chapter. The long and short of it is, if you make a Stand User out of Wolverine, remember that the character themselves isn’t inherently made of metal, extremely adept at healing, and capable of producing claws; all those powers come from their Stand. Come up with a whacky name (probably music- based!), a cool Stand design, and the Stand User’s relationship with their power and you’ll be golden!

7 Pool. The same rules as above apply, adding INCORPORATING MUSIC a d8 Pose or d10 Stunt to their dice pool for cool description and general evil-osity. Now we’re in the thick of it. One of the most important things to the JoJo’s Bizarre Adventure franchise, besides posing, using SIDEBAR: Super Sounds of the Stardust your wits, and being fabulous is the music. —In addition to all of the previous Even in the silent manga form, music plays information, I’ve included 1 - 3 character an essential part in the story and setting, themes for each Emcee Character statted ranging from characters having obscure out, as well as on the Rap Sheets at the knowledge of Weird Al to human beings with back of the book. These are the furthest names like “Robert E.O. Speedwagon”. After thing from mandatory possible, and you Part 3, nearly every Stand is named after a can feel more than welcome to change band, album, or song, and several humans themes, only use one or two, or even before, during, and after Part 3 are named scrap the whole thing and ignore the after band members. music bit. It’s all in you and your players’ hands! To this end, I highly suggest incorporating music into your Stardust Crusaders campaign!This will add flavor to an encounter, make character more awesome, and generally add excitement and fun!

As far as rules go, I suggest doing this… ̣Each character has 1 - 3 theme songs. The GM controls the soundboard/playlist/ etc. and may play these themes whenever he feels it appropriate. ̣These theme songs play during critical moments such as a 3 or 10 XP Milestone, a particularly awesome showing in a scene, or just a really good description. ̣If your theme song plays during an Action Scene, the player has assumedly Stunted and does not need to pay the Style Point to gain the benefits of a Pose or Stunt on the first turn after the theme started. They just get a d8 or d10, depending on impressive description.

These rules don’t apply for Emcee Characters, whose themes usually play when they first appear and during their battle. If you’d like for it to apply, perhaps pick an exciting few generic battle themes, and play the Emcee Character’s main theme when you spend a d10 or higher out of the Doom

8 ̣A Stand’s power is directly inverse- proportional to their range. The further STAND PROUD: A Guide to Stands, Stand away a Stand gets from its wielder, the less Users, and Standing Tall powerful it gets (or, in the case of some super short-range stands, it dissipates The Limits of Destiny: Rules of Stands entirely and returns to the user). Long- range Stands and/or Stands with long- Now it’s time to learn about your range abilities work far more simply, special abilities, your hero’s Stand. While the basically being powerful up to their form, function, and features of every Stand maximum range or, y’know, just plain being vary wildly from person to person (or rat to projectiles. A bullet doesn’t hurt any less algae to corpse with an unstoppable flesh- until it’s exceeded its maximum range, a eating mold thing), most of them are either fireball or a gemstone fired from a Stand bound by the rules or defined by their odd probably doesn’t either. exception to them. So here we go! ̣Stands are usually bound to their User’s body, but like with every other rule, there is Your Stand is like your guardian angel, ̣ always an exception. Iggy’s Stand, The sworn to protect you. The name comes Fool (See Pg. XX) is bound to sand and from the fact that Stands “stand by” their nearby dirt instead of himself, while Wheel user, sometimes using their powers without of Fortune (See Pg. XX) is bound to a car. their owner’s direct order in order to protect When a Stand User is killed, their Stand the user and, as a result, themselves. ̣ vanishes with them. Conversely, when a An individual may only have ONE Stand, ̣ Stand is dealt a fatal blow, its user dies and although the stand can evolve, such as a the Stand vanishes. What constitutes a Stand that creates sound evolving into one fatal blow varies from Stand to Stand that can create the effects of that sound, or (some have higher durability, after all), but a Stand that can create life becoming a generally if an injury happens to the Stand Stand that can cancel the effects of any that would kill the User, chances are good action. Just go with it. both are dead. ̣Stands can be inherited down a family line. Weirdly, this one is less common in the manga than you’d think. Categorizing the Impossible: Stand Types ̣A Stand is a part of its user, so any It’s worth noting that while every damage taken is shared by both. Thus, if a Stand is unique, Stands can often be filed stand breaks its arm, the user’s arm will under a Stand Type. There’s a limited also break. Some Stands, such as those number of types that cover a wide range of with armor or increased durability, are abilities, and the typical Stand Types are as immune to this effect (See Silver Chariot follows: (Pg. XX)). ̣Stands may only be seen by other Stand ̣Close-Range Stands: Mama say knock users, except for Stands bound to physical you out. These Stands are typically objects (Such as a Stand attached to a devastating close combat fighters, such as sword or a ship. See Anubis (Pg. XX) and Star Platinum (Pg. XX) and Silver Chariot Strength (Pg. XX).) (Pg. XX), or just have generally close- ̣Stands can only be directly damaged by ranged attacks, such as Magician’s Red other Stands. There’s not really a whole lot (Pg. XX) and Cream (Pg. XX). These guys else to this one, but if you wanna have will mess you up in a heartbeat, so keep mooks or something be slightly dangerous, your distance. have them go for complications or ̣Long-Range Stands: Long Range Stands Emotional or Mental stress. are a little trickier. As the name implies,

9 they mostly attack from long ranges, and living wart-tumor-thing, The Empress (Pg. unlike the typically exclusively-fighty Close- XX). Range Stands, Long-Range Stands tend to ̣There are also Stands known, respectively, have a variety of strange abilities, from as Combined Stands (which are Stands object or person possession (See: The that are a mix of the above abilities, such High Priestess, Pg. XX; The Lovers, Pg. as Weather Report) and Evolved Stands XX) to tendrils (Hierophant Green, Pg. XX) (Stands that have the inherent ability to or even remote damage (See: The Lovers evolve and become stronger, such as again, Ebony Devil, Pg. XX). Long-Range Whitesnake, pg. XX but to be covered in Stands may seem more powerful, but they much more detail in the Stone Ocean are generally unable to defend themselves Supplement.). These are beyond the scope once someone finally gets close enough to of Stardust Crusaders and will not be them, with advantage, to beat the snot out covered in this book, but will take some of them. focus in the Stone Ocean Supplement. ̣Bounded Stands: Some Stands are ̣Finally, there are stands who don’t fit under bound to physical objects that can be seen any of the previous categories but have by others, hiding their true form as special categories and abilities all their own. These objects in the shape of the mundane. Their are called Special Stands. The only real abilities vary wildly, but their ability to Special Stand in Stardust Crusaders (to develop is often middling-to-lacking due to start with) is The World (Who has Universal the fact that they often can only do certain Range, see Pg. XX), but by spending XP, predetermined things. Examples include your players can unlock a potential Special Strength (Pg. XX), Thoth (Pg. XX), and Stand ability for their character to use in Horus (Pg. XX). Act Three: DIO’s World. ̣Ability Stands: These Stands are typically invisible to everyone, including other Stand Now I Know My A-C-E’s: Stand Statistics users, but manifest as a supernatural ability the Stand user possesses bound to their Stands are governed by a set of own body. They typically are the toughest Statistics that dictate what they can do. Stands in terms of durability because the These are Power (Sometimes called Stand IS the ability, and is thus unlikely to Destructive Power), Speed, Range, be broken easily. The only real example of Durability (Sometimes called Staying), an Ability Stand in Stardust Crusaders is Precision, and Potential (Sometimes called Khnum (Pg. XX), with others to be be Development Potential or Learning). Each covered in the Stone Ocean supplement. of these defines a different aspect of the Stand’s abilities, and are ranked on a scale of ̣Automated Stands: These are nuts. Get this: Stands that work on their own. They A > B > C > D > E, with the only ranking typically have a simple objective without lower than E being None, and the only thing directly obeying any orders from their user, higher than A being Infinite. Both None and but some can be preset to follow orders Infinite are extremely rare, with only a following their activation. The user doesn’t handful of stands exhibiting either throughout have to be around for the Stand to work, the series. and their range is often near-infinite just The following rules are for starting cuz they’re running on automatic. new Stands and for adapting pre-existing Furthermore, if they take any damage, the ones BASED ONLY ON THEIR STATISTICS. user typically does not because the Stand Special abilities, circumstances, and other is a separate being altogether, such as the exceptions will be up to you, the Emcee, to self-aware sword Anubis (Pg. XX) and the decide on a case-by-case basis, but you will be able to look at the pre-made Stand power

10 sets later in the book for inspiration. Note This means it’s on the level of a grenade your Stand’s Statistics on your Rap Sheet as or other explosive, or a large-caliber a baseline to keep these rules in mind. bullet. It can gain Weapon, Strength, and/ Finally, all Stands have the Conscious or any Blast or other destructive powers Activation Limit: starting at d8 (but no higher), and does Limit: Conscious Activation. While not need to spend XP to gain them, only stressed out, asleep, or unconscious, to improve them. shutdown STAND POWER SET. Recover ̣At A, your Stand’s destructive power is POWER SET when you recover that stress Excellent. Think C4 or an elephant gun or or wake up. If you take Mental trauma, a blade that can cut through tanks. It can shutdown STAND POWER SET until you gain Weapon, Strength, and/or any Blast recover that trauma. or other destructive powers starting at d10 (but no higher), and does not need to ̣Destructive Power spend XP to gain them, only to improve them. This is how hard your Stand can hit. It ̣At Infinite, your Stand’s destructive doesn’t just apply to a Stand’s brute force, power is, well, Infinite. It can destroy however. It also applies to all their abilities anything. This basically means it’s like a put together. neutron, nuclear, or atomic bomb - just really spectacularly destructive. It can ̣To portray Destructive Power gain Weapon, Strength, and/or any Blast mechanically, use the following rules: or other destructive powers at d12, and ̣At None, your Stand has no destructive does not need to spend XP to gain them. power AT ALL. It cannot gain Weapon, Additionally, it may gain the following SFX Strength, and/or. Give it the following if appropriate to your Stand: Limit: ̣SFX: Infinite Power. Step up or double ̣Limit: No Power. A pool containing any attack power for one action. If the dice from STAND POWER SET cannot action fails, add a die to the doom pool be used to inflict Physical stress. equal to the normal rating of your power ̣At E or D, your Stand’s destructive power die. is Very Weak or Weak, meaning less to much less powerful than an average ̣Speed human. It can gain Weapon and/or any Blast or other destructive powers, but This is how agile your stand is, how fast it each starts at d6 and costs XP to gain. can move, and how quickly it can perform Furthermore, the cost to buy an attack its super-cool function. ability at d6 is doubled if your Stand’s ̣To portray Speed mechanically, use the destructive rank is E. following rules: ̣At C, your Stand’s destructive power is ̣At None, when activated, your Stand Average, at the same level as a normal cannot move. Period, end of story. Give it human’s. This means it’s as good as, say, the following Limit: a knife or a bullet from a small pistol, but ̣Limit: Immobile. Earn 1 SP when your not much greater. It can gain Weapon, Stand’s inability to move becomes a and/or any Blast or other destructive complication for you. powers starting at d6 (but no higher), and ̣At E or D, your Stand’s Speed is Very does not need to spend XP to gain them, Weak or Weak. This means it’s as slow only to improve them. as a snail or a tortoise or something else ̣At B, your Stand’s destructive power is really slow. It can gain Speed, Reflexes, Good, meaning above human average. and/or Flight in its power set, but each

11 starts at d6 and costs XP to gain. ̣To portray Range mechanically, use the Furthermore, the cost to buy a movement following rules: ability at d6 is doubled if your Stand’s ̣At None, your Stand can only really Speed rank is E. manifest at you, ground freaking zero. ̣At C, your Stand’s Speed is Average, and This probably means it’s limited to touch- can move at the speed of a normal based attacks the user personally makes. human. It can gain Speed, Reflexes, and/ Give your Stand the following Limit: or Flight in its power set starting at d6 ̣Limit: Zero Range. While facing an (but no higher), and does not need to opponent you are unable to physically spend XP to gain them, only to improve reach, change any STAND POWER them. SET power into a complication and gain ̣At B, your Stand’s Speed is Good. It can 1 SP. Activate an opportunity or remove run as fast as an olympic runner in peak the complication to recover the power. physical condition, and possibly even ̣At E or D, your Stand’s Range is Weak or faster. It can gain Speed, Reflexes, and/ Very Weak. It can’t go much further than or Flight in its power set starting at d8 you, only able to extend 2 meters (or 7 (but no higher), and does not need to feet) at Very Weak, or 10 meters (33 feet) spend XP to gain them, only to improve at Weak. It can gain Stretching, Teleport, them. and/or Senses, but each starts at d6 and ̣At A, your Stand’s Speed is Excellent. It costs XP to gain. Furthermore, the cost to can move as fast as a jet (or fast as a buy a movement ability at d6 is doubled if shark if you wanna get all metalhead with your Stand’s Range rank is E. it) and its speed is truly incredible. It can ̣At C, your Stand’s Range is Average, so gain Speed, Reflexes, and/or Flight in its 20 meters (66 feet). It can go reasonably power set starting at d10 (but no higher), far, at least far enough to spy on and does not need to spend XP to gain someone or something neat like that. It them, only to improve them. can gain Stretching, Teleport, and/or ̣At Infinite, your Stand’s speed is truly Senses, starting at d6 (but no higher), godlike, and can more than likely violate and does not need to spend XP to gain chronological restrictions and possibly them, only to improve them. even timeline causality. This thing is fast. ̣At B, your Stand’s Range is Good, 50 It can gain Speed, Reflexes, and/or Flight meters (a little over 164 feet) in any in its power set at d12, and does not need direction! That’s a helluva range, but not to spend XP to gain them. Additionally, it quite the best ever. It can gain Stretching, may gain the following SFX if appropriate Teleport, and/or Senses, starting at d8 to your Stand: (but no higher), and does not need to ̣SFX: Infinite Speed. Double a spend XP to gain them, only to improve movement power for one reaction to an them. attack action. If that reaction fails, add a ̣At A, your Stand has Great Range, able die to the doom pool equal to the to travel up to 100 meters (a little over normal rating of that power die. 328 feet). Holy crap! You could probably grab the tips of skyscrapers or something ̣Range at that range. It can gain Stretching, Teleport, and/or Senses, starting at d10 Range tells you how far the stand can (but no higher), and does not need to move spatially, how far from the user its spend XP to gain them, only to improve powers can influence, and how far away it them. can physically appear. Range’s rules are ̣At Infinite, your Stand has just that: slightly different from the other abilities. Infinite Range. It can go anywhere you

12 can visualize (and possibly even places Stands (Disclaimer: Your Stand is you can’t, but it can), almost like it’s got a immune to tanks. You are not.). It can life all its own. It can go all over, man. It gain Durability, Stamina, and/or any can gain Stretching, Teleport, and/or Resistance power in its power set starting Senses at d12, and does not need to at d8 (but no higher), and does not need spend XP to gain them. Additionally, it to spend XP to gain them, only to improve may gain the following SFX if appropriate them. to your Stand: ̣At A, your Stand’s Durability is Excellent. ̣SFX: Infinite Range. Add a d6 and Wow. Your Stand could probably take the keep an additional effect die for each tank round, then the tank dropped from a additional target. skyscraper, then the explosion of the tank. Jeeze. It can gain Durability, ̣Durability Stamina, and/or any Resistance power in its power set starting at d10 (but no This is how tough your stand is, how much higher), and does not need to spend XP endurance it has, and how well it can resist to gain them, only to improve them. getting beat up. It can also measure how ̣At Infinite, nothing hurts your Stand. Not. well it can stick to other objects, if that’s A. Thing. The only thing keeping your your Stand’s bag. stand from taking on every other Stand ̣To portray Durability mechanically, use the from here to Cairo is, well, the fact that following rules: you don’t have Infinite Durability. It can ̣At None, your Stand is absolutely the gain Durability, Stamina, and/or any weakest of the weak, in terms of resisting Resistance power in its power set at d12, damage. I don’t think it could even beat a and does not need to spend XP to gain pigeon. Give it the following Limit: them. Additionally, it may gain the ̣Limit: No Durability. Earn 1 SP to step following SFX if appropriate to your up Physical Stress inflicted by physical Stand: attacks by +1. ̣SFX: Infinite Durability. Spend 1 SP ̣At E or D, your Stand’s Durability is Very to ignore Physical Stress or Trauma Weak or Weak. It can’t hold up to most unless dealt to the Stand User solid punches. Poor thing’s just kinda themselves. puny. It can gain Durability, Stamina, and/ or any Resistance power in its power set, Precision but each starts at d6 and costs XP to ̣ gain. Furthermore, the cost to buy a ̣Precision measures a Stand’s accuracy in resistance or staying ability at d6 is terms of hitting things, as well as how well doubled if your Stand’s destructive rank is its abilities can influence or affect a specific E. target. A relatively simple ranking. ̣At C, your Stand’s Durability is Average, ̣To portray Precision mechanically, use the at the same level as a normal human. It following rules: can take a good solid punch from a tough ̣At None, your Stand can’t hit the opponent, but not a whole lot more. It can broadside of a barn (but it could gain Durability, Stamina, and/or any in its potentially nuke a bunch of other barns power set starting at d6 (but no higher), that you were desperately hoping to and does not need to spend XP to gain avoid). Give it the following Limit: them, only to improve them. ̣Limit: No Precision. Change any ̣At B, your Stand’s Durability is Good. It STAND POWER SET power into a could probably take a tank round with complication and gain 1 SP. Activate an only minimal damage, if tanks could hurt

13 opportunity or remove the complication have room to hit everyone on the nose on to recover the power. its way back. It can gain Reflexes, and/or ̣At E or D, your Stand’s Precision is Weak Senses (or upgrade them if already or Very Weak. It could potentially affect a gained by Range), and any other range of things, but not very well and not precision or control-based powers in its very accurately. It can gain Reflexes, and/ power set at d12, and does not need to or Senses (or upgrade them if already spend XP to gain them. Additionally, it gained by Range), and any other may gain the following SFX if appropriate precision or control-based powers in its to your Stand: power set, but each starts at d6 and costs ̣SFX: Infinite Precision. Shutdown XP to gain. Furthermore, the cost to buy a your highest rated STAND POWER resistance or staying ability at d6 is SET power to step up another STAND doubled if your Stand’s destructive rank is POWER SET power by +1. Recover E. power by activating an opportunity or ̣At C, your Stand’s Precision is Average. during a Transition Scene. It has normal human eyesight, aiming, and so on, basic 20/20 vision stuff. It can ̣Potential gain Reflexes, and/or Senses (if not already gained by Range), and any other Potential is unique among statistics for precision or control-based powers in its being less literal, less concrete. Instead of power set starting at d6 (but no higher), measuring a specific physical or mental and does not need to spend XP to gain trait, it measures the possible functionality them, only to improve them. of the Stand, how it can utilize it’s abilities and powers, and how it can advance and ̣At B, your Stand’s Precision is Good. It’s good stuff, able to pick a precise target or become smarter and more powerful. even a handful and hit them hard. It can ̣Mechanically, it works somewhat inverse of gain Reflexes, and/or Senses (or upgrade the other Statistics, with None being a peak them if already gained by Range), and state, but the most limited, and Infinite any other precision or control-based being the weakest, but least limited. To powers in its power set starting at d8 (but portray Potential mechanically, use the no higher), and does not need to spend following rules: XP to gain them, only to improve them. ̣At None, your Stand is at its most powerful, the greatest it will ever be. It ̣At A, your Stand’s Precision is Great. Really world-class and truly talented, you could even be nearly omnipotent. It starts can target any part of any dozen people with 8d8 in Power Traits. These can be at once, or even different parts on a can be combined one step at a time to a bunch of folks, or really anything you can maximum of d12, subtracting a die each put your mind to. It can gain Reflexes, time (8d8 —> 7d8 + d10 —> 6d8 + d12 and/or Senses (or upgrade them if —> 5d8 + d10 + d12, etc.). It begins with already gained by Range), and any other four SFX. precision or control-based powers in its ̣At E, your Stand’s Potential is Very power set starting at d10 (but no higher), Weak. It has precious little room for and does not need to spend XP to gain mobility. It can do plenty, but it can’t learn them, only to improve them. much. It starts with 6d8 in Power Traits. These can be can be combined one step ̣At Infinite, nothing can resist your Stand and its incredible effects. This Stand at a time to a maximum of d10, could target the individual eyelashes of subtracting a die each time (6d8 —> 5d8 you, your entire extended family, and + d10 —> 4d8 + 2d10, etc.) It begins with everyone they talked to today, and still four SFX.

14 ̣At D, your Stand’s Potential is Weak. Not Building the Perfect Beast: Stand Creation a lot of room for growth, but it hasn’t 101 mastered itself yet either. It starts with Next up, actually creating and statting 6d8 in Power Traits. These can be can be out a Stand. The rules above are great for combined one step at a time to a conversion, but what if your Stand doesn’t maximum of d10, subtracting a die each already exist? You’ll need to make it, of time (6d8 —> 5d8 + d10 —> 4d8 + 2d10, course so here’s how! etc.) It begins with three SFX. ̣At C, your Stand’s Potential is Average. It Your Stand’s Statistics have a Power knows about as much about itself as any Level and a matching Point Value. (Note: fully-grown adult, but it can always learn Many of the Stands in JoJo’s Bizarre how to do more. It starts with 5d8 in Adventure and in this book itself do not Power Traits. These can be can be match the power levels or point values - combined one step at a time to a these are strictly for character and Stand maximum of d10, subtracting a die each creation use ONLY.) time (5d8 —> 4d8 + d10 —> 3d8 + 2d10, etc.) It begins with four SFX. ̣At B, your Stand’s Potential is Good. Low Power: 30 points Medium Power: 45 Your Stand is pretty fresh, but has had to points kick a few asses and take a few names. High Power: 60 points FABULOUS: 75 points It’s got so much more it can do, however. It starts with 5d8 in Power Traits. These can be can be combined one step at a time to a maximum of d10, subtracting a The Power Level’s point value can be die each time (5d8 —> 4d8 + d10 —> used to buy ranks in your Stand’s Statistics. 3d8 + 2d10, etc.) It begins with three The Emcee may assign your Stand a power SFX. level or you may be allowed to select one of ̣At A, your Stand’s Potential is Very your choice. As stated, with your Stand’s Good. Wow, this Stand can do whatever Power Level selected, you take the assigned its master wills, it just needs to be able to amount of points and use them to buy ranks do it based on ability and its master’s in your Stand’s Statistics as follows: willing to teach it. It starts with 4d8 in Power Traits. These can be can be combined one step at a time to a E: 1 point D: 3 points C: 6 points maximum of d10, subtracting a die each B: 10 points A: 15 points time (4d8 —> 3d8 + d10 —> 2d8 + 2d10, etc.) It begins with three SFX. ̣At Infinite, I have two questions. One, is there anything your Stand CAN’T do? The ranks None and Infinite are Two, how the hell did you manage to get specialty circumstances and cannot, by this!? Either your Stand is brand, brand default, be selected at character creation. new, fresh out of the box as they say, or When all your ranks are assigned, use the your Stand is somehow actually an infant. Statistics rules on Pgs. XX - XX to determine It starts with 4d8 in Power Traits. These how your Stand will be made. can be can be combined one step at a time to a maximum of d10, subtracting a die each time (4d8 —> 3d8 + d10 —> 2d8 + 2d10, etc.) It begins with two SFX.

15 SIDEBAR: But What if I WANNA Start With IS. Milestones are what your character wants None and Infinite? (or doesn’t want) TO BE. As for Affiliations, What, None and Infinite? For a just figure how your character works best - in Starting Stand? That’s kind of odd. I mean, it a Team, with a Buddy, or Solo by themselves. can work, sure, but it’s kind of odd, I mostly Now for Specialties, characters 29 and Under just included None and Infinite for use in get 2d8, which can be combined to d10 just converting Stands. like the Stand’s Potential. Characters 30 - 55 get 3d8, which can be combined to a maximum d10. Characters 56 and over get I guess if it means that much to you, 4d8, which can be combined to a maximum then a rank of None costs 0 Points, while a d12. d8 is Expertise in a subject, they know a rank of Infinite costs 21 points. That seems lot, d10 is Mastery, they’re probably a highly suitably expensive to me. Don’t like it? That’s regarded expert on the subject, and d12 is cool, you can have your own rules for None Grandmastery, meaning they’re probably and Infinite at character creation! You can THE greatest in the world. even contact and tell me about what you did if you want. Bang, zoom, done. Now get off my back. Hold the Phone, Slick. Where’s My Powers? Stand Power Sets That’s a mighty interesting question, Now here’s some goodies for you: and by “My” powers, I assume you mean the Stands and Stand Power Sets to help inspire, Stand User’s powers. Well I’ll tell you - look motivate, and even shamelessly give you at your favorite character’s Rap Sheet. your own Stands and Stand Power Sets. Characters start with Affiliations, how good These can be stapled to a character of your they work in a team, Distinctions, which are own, modified to fit a character, or even be little phrases and things that describe them used as the base for a similar Stand all your and their abilities, Specialties, which are own. Sky’s the limit! areas of knowledge and expertise the Stand user personally has, and player Rap Sheets have Milestones, which are things the PC Make It Easy: Alternative Stand Power can do to game some XP. Those are all the Sets things your character can do. Those are the Don’t like the more concrete powers? User’s abilities, so just pick anything that Then there’s an easier way to do power sets. makes sense. After spending points on your Statistics, as on Pg. XX, keep any given SFX or Limits Waitaminute, I Ain’t Done With You. What from the from Now I Know My A-C-E’s (as About Mechanics? well as the number of SFX from Potential), write out a short descriptor of what, Oh, you want some mechanics to go specifically, your Stand can do, then make with that? Alright, fine, pushy. Jeeze. Figure your Statistics themselves into your Power out your character’s age in three categories - Set. That way, instead of specific powers, you 29 and Under, 30 - 55, and 56 and Over. Is list your Statistics. The statistics have the your character young and small or old and following dice: frail? That’s a Distinction. Does your character wanna be a grown-up or find a way to age more gracefully (by any means necessary)? That’s a Milestone. Think stuff like that. Distinctions are what your character

16 D, E, and None: d4 Range + Precision, etc. etc.). When your C: d6 character tries something new they’ve never B: d8 done before, they can add Learning to their A: d10 Dice Pool as well, regardless of whether or Infinite: d12 not there are already two dice in the pool. If their roll succeeds, they may add a new SFX This will require some tweaking from based on the cool new move they just did. your Emcee, but what I would recommend is that you roll each stat, obviously, when it And that’s that! Simple and clean, becomes relevant, adding up to two of the die although not as good for specific powers. types to your dice pool based on relevance. Still, if you want even less crunch and even (So punching hard enough to break a stone closer to the “rules” of JJBA, that might do it wall would be Power + Durability, hitting a for ya. very specific part of an opponent would be

17 A Sampling of Stands Over the next few pages we have a sampling of Stands from the straightforward to the bizarre, powers and limits fit for a true Stardust Crusader. You may use the following Stand power sets in conjunction with the character creation rules on previous pages or use them as inspiration for entirely new Stands.

̿Turn the Lights Off̀: ̿Turn the Lights Off ̀ creates an eery mist that can be used to inhabit the minds of others. When inhabiting others, it takes their greatest fears and insecurities and gives them arms and teeth, and traps them in a pocket dimension from which they cannot escape. It manifests as an eery mist with a frightening eel-like creature that swims through it. —Intangibility d10 —Mind Blast d10 —Telepathy d10 —Enhanced Senses d8 —SFX: ̿Bend the Nightmarè. Add d6 and step up effect die by +1 when using ̿Turn the Lights Off̀powers to inflict Emotional stress. —SFX: ̿You Control It̀. Use two or more ̿Turn the Lights Off̀ powers in a single dice pool at -1 step for each additional power. —SFX: ̿Taken for Turns̀. Step up or double your ̿Turn the Lights Off̀ powers for that Scene, or spend 1 SP to do both. Take second-highest rolling die of each subsequent action as Emotional Stress. —SFX: ̿Calm & Wild̀. Step up or double any ̿Turn the Lights Off̀ power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. — Limit: No Power. A pool containing dice from ̿Turn the Lights Off̀ cannot be used to inflict Physical stress. —Limit: Immobile. Earn 1 SP when your Stand’s inability to move from its fixed spot becomes a complication for you. —Limit: No Durability. Earn 1 SP to step up Physical Stress inflicted by physical attacks by +1. —Limit: Everybody Complicate It. Change any ̿Turn the Lights Off̀ power into a complication and gain 1 SP. Activate an opportunity or remove the complication to recover the power. —Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown ̿Turn the Lights Off ̀. Recover ̿Turn the Lights Off ̀ when you recover that stress or wake up. If you take Mental trauma, shutdown ̿Turn the Lights Off ̀ until you recover that trauma.

̿The Future is Medieval̀ ̿The Future is Medieval̀ is an incredible mechanical humanoid with a highly futuristic design, complete with visor with the glowing back and forth light thingy, and wielding a fearsome-looking laser blade. It can reduce the complexity of any physical object presented to it (swords to simple clubs, a pistol down to a flintlock, a laptop down to an older model, etc.) until it begins breaking down for various reasons, then further until it’s in its simplest form (i.e. swords

18 —> Iron ore, a pistol —> a hunk of metal and some wood, a laptop —> gasoline and unrefined diamonds). THIS SPACE CUT IN HALF BY ̿THE HAND̀(formatting in Pages is hard) —Cyber Senses d6 —Sword Blast d6 —Enhanced Durability d8 —Weapon d8 —Superhuman Speed d10 —Superhuman Reflexes d10 —Supersonic Flight d10 —Transmutation d10 —SFX: ̿Heard it Break̀. When including Transmutation as part of an attack against armed or equipped targets, add d6 and step up effect die by +1. —SFX: ̿It Ends With Nothing̀. Add a d6 and step up your effect die by +1 when inflicting object reduction-based complication on a target. —SFX: ̿Howlaround Armor̀. Spend 1 SP to ignore Physical stress or Physical trauma unless caused by electric attacks. —SFX: ̿Coming Up for Air̀. Shutdown Enhanced Durability power to step up another ̿The Future is Medieval̀ power by +1. Recover power by activating an opportunity or during a Transition Scene. —Limit: Conditional. When struck with electric-based attacks, change any ̿The Future is Medieval̀ power into a complication and gain 1 SP. Activate an opportunity or remove the complication to recover the power. —Limit: Gear. Shutdown a Weapon or Enhanced Durability powers and gain 1 SP. Take an action vs. the doom pool to recover. —Limit: Limited Utility. Transmutation may NOT be used to inflict Physical stress or trauma. —Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown ̿The Future is Medieval̀. Recover ̿The Future is Medieval̀ when you recover that stress or wake up. If you take Mental trauma, shutdown ̿The Future is Medieval̀ until you recover that trauma.

̿The World’s Address̀ ̿The World’s Address̀ is an expensive-looking, emerald-green pen that can teleport an item anywhere written on the object - as long as the user clicks the pen afterwards. The catch is that it relies on specificity - it can go terribly wrong if you just write “Into Dio’s House”, but if you write “Into the bedroom of Dio Brando the vampire’s lair at 616 Khoshekh St.”, success is more guaranteed. Of course, one must know information that specific AND have the time to write it out. —Teleport d10 —SFX: Copernicus Was Wrong. When using Teleport in your dice pool, redirect Physical stress to Emotional stress at no cost. —SFX: Hear This Song. Step up or double Teleport for one action, then step back to 2d at -1. Recover power by activating an opportunity or during a Transition Scene.

19 —SFX: Leaves Me Depressed. Add a die to the doom pool equal to your current Emotional stress to add that Emotional stress die to a pool including a ̿The World’s Address̀ power. —Limit: A Sadder Mess. Earn 1 PP when your lack of knowledge of a location becomes a complication for you. —Limit: Not Already Guessed. When you have only a limited amount of time to write a message, change any ̿The World’s Address̀ power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power. —Limit: Gear. Shutdown a ̿The World’s Address̀ power and gain 1 SP. Take an action vs. the doom pool to recover.

̿Double Dutch Bus̀ Resembling a bizarre cross between man and bug, this diminutive stand is the strongest stand in the entire world. It could outrun Made in Heaven, unfreeze The World, and outwit Ro- han Kishibe. It can heal things better than Crazy Diamond, break things better than Star Plat- inum, and mess up the plot better than Gold Experience Requiem. Except it can’t do any of those things, it’s pretty run of the mill. Unless, of course, you convince your opponent it CAN do those things, then it can. But only to them, and anyone else convinced it can totally mess them up. If they have any reason to believe it’s weak, though, the walls come crumbling down… —Superhuman Stamina d10 —Mimic d6 —SFX: ̿Movin’ Pretty Fast̀. Step up or double any̿Double Dutch Bus̀ power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. —SFX: Double Down. Add a die to the doom pool equal to your current Emotion- al stress to add that Emotional stress die to a pool including a̿Double Dutch Bus̀ power. —SFX: Off the Bus. Use your current Emotional stress die as your effect die, then step up your Emotional Stress by +1. —SFX: Illusory Power. Add d6 and step up effect die by +1 when using ̿Double Dutch Bus̀ powers to inflict Emotional stress. —SFX: Gutsy Move. If a pool includes a̿Double Dutch Bus̀ power, you may replace two dice of equal size with one die +1 step larger. —Limit: Missed My Train. On an attack that deals Emotional stress, change any ̿Double Dutch Bus̀ power into a complication and gain 1 PP. Activate an opportunity or re- move the complication to recover the power. —Limit: I’ll Be Darn. Earn 1 PP to step up Emotional or Mental stress inflicted by opponents calling your bluffs by +1. —Limit: Ain’t Got No Car. Count 1s and 2s on dice as opportunities when using a̿Double Dutch Bus̀ power. —Limit: Conscious Activation. While stressed out, asleep, or unconscious, shut- down ̿Double Dutch Bus̀. Recover Double Dutch Bus when you recover that stress or wake up. If you take Emotional trauma, shutdown̿Double Dutch Bus̀ until you recover that trauma.

20 ̿Crazy Traiǹ ̿Crazy Traiǹ looks like a strange mechanical mask that covers its user's face, sealing it off from the elements. When in use, its edges unfurl into bubblegum pink fabric that fuses to- gether into a seamless protective suit, covering its user and anything they’re riding on. ̿Crazy Traiǹ allows its user to enter the exotic, many-folded structures known as Calabi-Yau mani- folds. These esoteric figures have six dimensions, exist at every point in space, and are an im- portant component of modern string theory. ̿Crazy Traiǹ has little power of its own, but en- tering these figures allows it to exploit their properties in many ways, like slowing the relative flow of time, folding space, or using their inherently destructive properties as an attack. Anything exposed to Calabi-Yau space suffers the simultaneous effects of extreme heat, cold, and radia- tion, but when employed, ̿Crazy Traiǹ protects its user from these conditions. —Godlike Speed d12 —Superhuman Durability d10 —Mimic d10 —SFX: ̿Going Off the Rails̀. Use two or more ̿Crazy Traiǹ powers in a single dice pool at -1 step for each additional power. —SFX: That’s How It Goes. Add a die from the doom pool to one or more attack actions. Step up the doom pool die by +1 for each action; return it to the doom pool when you’re done. —SFX: Versatile. Split Godlike Speed into two dice at Ð1 step, or three dice at Ð2 steps. —Limit: Uncontrolled Forces. Change any ̿Crazy Traiǹ power into a compli- cation and gain 1 PP. Activate an opportunity or remove the complication to recover the power. —Limit: Gear. Shutdown a ̿Crazy Traiǹ power and gain 1 PP. Take an action vs. the doom pool to recover.

̿Diamond Dog̀ ̿Diamond Dog̀ resembles an emaciated guru, its skin a rough patchwork of expen- sive-looking fox and mink furs and cheap cheetah-print cloth. Its head resembles a coyote's, and the patches of its fur are "buckled" together by diamond-encrusted silver spoons, embed- ded in the Stand's flesh and bent into uselessness. ̿Diamond Dog̀ knows the precise time, location, and manner of its user's most probable death. They have access to this knowledge, and can use it to evade nearly any attack. The Stand can also read its opponents' eyes and body language with superhuman skill, thanks to its A-rank Precision. ̿Diamond Dog̀ also has the ability to see subtitles. This includes subtitles of internal dialogue, effectively allowing it to read minds and predict its enemies' actions. This also lets its user understand any language. —Psychic Reflexes d10 —Psychic Senses d10 —Mind Reading d8 —SFX: ̿Future Legend̀. Spend 1 PP to add Psychic Reflexes (or step up by +1 if already in your pool) and reroll all dice on a reaction. —SFX: ̿Big Brother̀. Add a D6 and step up your effect die by +1 when using ̿Diamond Dog̀ to create assets.

21 —Limit: Exhausted. Shutdown any ̿Diamond Dog̀ power and gain 1 PP. Re- cover power by activating an opportunity or during a Transition Scene. —Limit: Conscious Activation: While stressed out, asleep, or unconscious, shut- down ̿Diamond Dog̀. Recover ̿Diamond Dog̀ when you recover that stress or wake up. If you take Emotional trauma, shutdown ̿Diamond Dog̀ until you recover that trauma.

̿Hysterià ̿Hysterià is a mass of constantly contorting, black tentacles that can erupt from the user's body at will. ̿Hysterià's tentacles are adorned with gold bangles with the user’s nick- name or initials etched all over them. ̿Hysterià can be used to enter the minds of the user’s enemies. If ̿Hysteriàcan successfully make contact with a creature's head, the user can ac- cess their mind to read, edit, erase, repeat, rewrite, scramble, splice, or steal their short term memory. They are left open to attacks while using ̿Magical Mysterià, their consciousness becoming disconnected from their body while it is active. When using ̿Magical Mysterià on an unconscious or consenting target, the user can access long term memory as well as short term memory. Given enough time, ̿Hysterià can also access memories taken from inani- mate objects or electronics. This may or may not involve their destruction. Finally, ̿Hysterià's high Speed and Precision allow it to perform multiple small tasks at a rapid pace. It can also perform rapid whips in the place of the standard ORA ORA ORA attack. —Superhuman Reflexes d10 —Superhuman Speed d10 —Enhanced Durability d8 —Enhanced Strength d8 —Telepathy d8 —Tentacles d6 —SFX: ̿Magical Mysterià. Add a d6 and step up your effect die by +1 when inflicting memory-based complications on a target.. —SFX: ̿Retro Activè. Add a d6 and step up your effect die by +1 when using ̿Hysterià to create memory-based assets. —SFX: Healing. Add Telepathy to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's Emotional stress or step back your own or another's Emotional trauma by -1. —SFX: ̿WRYYYYYỲ. Spend 1 PP to add Tentacles (or step up by +1 if al- ready in your pool) and reroll all dice on a reaction. —Limit: Conditional. When using Telepathy on a conscious or unwilling oppo- nent, change any ̿Hysterià power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power. —Limit: Conscious Activation. While stressed out, asleep, or unconscious, shut- down ̿Hysterià. Recover ̿Hysterià when you recover that stress or wake up. If you take Emotional trauma, shutdown ̿Hysterià until you recover that trauma.

22 ̿Soupy Georgè ̿Soupy Georgè is a full can of soup with a string attached, that you wear on your head. The can is wholly unremarkable but, bizarrely, changes to whatever brand of canned soup is most popular in the country you’re in, seeming completely common except for the string strap looped through it. Anyone who wears the soup can on their head with the strap in place is sub- ject to the effect ̿Soup On Your Head̀, which causes literally hundreds of eyes to manifest all over their body. Bizarrely, these eyes are extremely resistant to physical AND mental attacks, and give the user an incredible sense of sight - able to pick out even the smallest details of a situation with an almost zen-like sense of situational awareness. The eyes are invisible to non- stand users, the soup can is not, and it makes the user look frankly ridiculous. —Psychic Resistance d10 —Superhuman Durability d10 —Superhuman Senses d10 —Shapeshifting d8 —SFX: ̿Who’s That Man?̀. Spend 1 PP to add Superhuman Senses (or step up by +1 if already in your pool) and reroll all dice on a reaction. —SFX: Focus. If a pool includes a ̿Soupy Georgè power, you may replace two dice of equal size with one die +1 step larger. —SFX: Regeneration. Spend 1 PP to recover your Physical stress and step back your Mental trauma by -1. —Limit: Gear. Shutdown a ̿Soupy Georgè power and gain 1 PP. Take an ac- tion vs. the doom pool to recover.

̿Big Time Operator̀ ̿Big Time Operator̀ is the ultimate thief. It resembles a thin woman with extremely long arms and a face consisting of one, big, suspicious-looking eye. Her chest is actually hinged, and pops open to produce a hanging closet of keys. The user instinctively knows which key they need, while non-users who aren’t told which key to grab are left metaphorically fum- bling in the dark. These keys can unlock anything, /anything/, and allow the user to steal one item from the space they opened before the surface closes again. The keys are one-use and regenerate after time. Items that can be unlocked are anything from doors to security cases to vaults to human bodies. Items that can be stolen are limited to one, but can be anything and come loose as if unsecured by anything - up to and including bundles of cash from a vault, a person from a prison cell (lifted by the stand as if weightless), and a human heart or lung from their body. The keys open a space in the “door” large enough for at least the user’s to fit through, with space for their whole body if the unlocked surface is large enough. After taking one item, the portal seals and ̿Big Time Operator̀ teleports you out, or you remain inside if you so choose. Perhaps most bizarrely, items vital for the thing being robbed to function contin- ue to function as if they're still attached unless the item is permanently destroyed - a human heart continues beating and the person keeps living, a clock continues to operate if its main gear is taken, a security camera keeps working if its internal power source is taken out, etc. —Superhuman Senses d10 —Superhuman Reflexes d10 —Intangibility d8 —Transmutation d8 —Stretching d6

23 —Teleport d6 —SFX: ̿Blacklisted̀. Add a d6 and step up your effect die by +1 when inflict- ing door, portal, and unlocking-based complications on a target. —SFX: Boost. Shutdown your highest rated ̿Big Time Operator̀ power to step up another ̿Big Time Operator̀ power by +1. Recover power by activating an opportuni- ty or during a Transition Scene. —SFX: ̿Motivatioǹ. Add a d6 and step up your effect die by +1 when using ̿Big Time Operator̀ to create door, portal, and unlocking-based assets. —SFX: Focus. If a pool includes a ̿Big Time Operator̀ power, you may re- place two dice of equal size with one die +1 step larger. —Limit: One Small Error. Count 1s and 2s on dice as opportunities when using a ̿Big Time Operator̀ power. —Limit: Limited Utility. ̿Big Time Operator̀ powers may not be used to inflict Physical stress, only Emotional and Mental stress as well as complications. —Limit: Conscious Activation. While stressed out, asleep, or unconscious, shut- down ̿Big Time Operator̀. Recover ̿Big Time Operator̀ when you recover that stress or wake up. If you take Emotional trauma, shutdown ̿Big Time Operator̀ until you recover that trauma.

̿Dance Commander̀ ̿Dance Commander̀ resembles an authoritative, pulp space opera take on a ship’s captain, with blue skin and metal features around his body including a pair of silver sunglasses, a steel nose and mustache that seem to have been bolted on, shiny metal elbow pads, knee pads, and metal hands with shiny bolts on each finger joint from the knuckles down with the phrase “P A R TY!” spelled out over the heads of each bolt. (P for one finger, A for another, T for the third, etc.). ̿Dance Commander’s̀ user knows the fate of every person it looks on, but only if their fate is tragic, boring, or harmful to others. ̿Dance Commander̀ can manipulate the fate of such people, moving pieces into place in the exact way to make the most fun out- come - usually a party of some kind. However, this fun outcome is usually only a diversion - if the person accepts and has a good time, their fate is averted. If they refuse, they continue on their fate - but now it is even worse, with a grim outcome for a formerly-boring fate, a truly horri- ble one for someone suffering a tragic fate, and a catastrophic danger awaiting the victims of someone whose fate was to harm others. It is also very strong and can fire its fists as a weapon, but this is typically only used as a last resort due to its slow speed and its control powers being more powerful. —Destiny Control d10 —Mind Control d10 —Enhanced Durability d8 —Enhanced Strength d8 —Weapon d8 —SFX: ̿Let’s Get This Party Started Right̀. Add a d6 and step up your effect die by +1 when using ̿Dance Commander̀ to create partying and fun-related assets.

24 —SFX: ̿Dance Commander, We Love Yoù Add Destiny Control to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's Emo- tional stress or step back your own or another's Emotional trauma by -1. —SFX: ̿Radio Message From HQ̀. Spend 1 PP to add Destiny Control (or step up by +1 if already in your pool) and reroll all dice on a reaction. —Limit: Too Slow. When making or reacting to a physical attack action change any ̿Dance Commander̀ power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power. —Limit: Partied Out. Shutdown any ̿Dance Commander̀ power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. —Limit: Conscious Activation: While stressed out, asleep, or unconscious, shut- down ̿Dance Commander̀. Recover ̿Dance Commander̀ when you recover that stress or wake up. If you take Emotional trauma, shutdown ̿Dance Commander̀ until you recover that trauma.

25 ROUNDABOUT: The Joestar Family Line, he is accosted by a gang led by a man the Speedwagon Foundation, and the named Robert Edward O. Speedwagon, who Ripple detects the kindness and sense of purpose in Jonathan’s heart and agrees to help him find the poison dealer, and the proof of Dio’s The Joestars crimes. This is the story of an incredible bloodline destined to save many lives - Buzzsaw Hat destined to save the world. This is the story —Weapon d8 of heroism and heartbreak, or triumph and —SFX: Painful. Add d6 and tribulation. This is a story that begins in the step up effect die by +1 when using Buzzsaw 19th century and continues to this very day. Hat powers to inflict Physical stress. This is the story of the Joestar family line. —Limit: Gear. Shutdown a In 1868, a truly remarkable young POWER SET power and gain 1 PP. Take an man was born: Jonathan Joestar, son of action vs. the doom pool to recover. George and Mary Joestar. While shopping in London, Mary and George purchase a stone mask and crash their carriage on the way After capturing the poison dealer, home, killing the driver and Mary. George Wang Chan, and bringing him and the police Joestar, however, is found and “saved” by a back to Jouster Mansion with the proof they poor man named Dario Brando - really a need to arrest Dio Brando. Dio kills George vagabond who was intending to loot George Jouster with a knife and puts on the Joestar’s body for his valuables. Fooled by mysterious stone mask, transforming him into the man, George Joestar formed a a terrible creature after he is shot by the “friendship” with this man, and arranged for police. Dio slaughtered the police and battled Dario’s son, Dio, to stay with the family in the with Jonathan, who took severe damage event of his death. during the fight but managed to bury Dio When Dario died in 1880, murdered under the burning rubble of his former home. by his own son, Dio moved in with the Some time later, Jonathan meets an Jouster family. He and Jonathan refused to eccentric man named William Anthonio get along, with Dio relentlessly bullying and Zeppeli, who has heard of Jonathan’s plight. beating Jonathan. This rivalry culminated in He tells Jonathan that his enemy, Dio, had 1881 with a competition for the affections of become a vampire, and teaches Jonathan Jonathan’s beloved friend, Erinna Pendleton, the power of the Ripple, or “Hamon”, a that ended with Jonathan finally beating Dio powerful martial arts revolving around in an out-and-out brawl after he stole a kiss controlled breathing and harnessing the from the young lady. In retribution, Dio killed power of the sun. Jonathan learns this power Jonathan’s pet dog, Danny. With no proof of and destroys his first vampire, Jack the Dio’s crimes, Jonathan and Dio had Ripper, and together he and Zeppeli learn something of a cold war stalemate between that Dio survived the mansion in the duel and the two of them. fled to Windknights, where he intends to raise Seven years later, in 1888, George an abominable zombie army. Jouster falls sick. Jonathan discovers a letter After defeating many foes, mastering from Dio’s father, implicating Dio in a plot to the Ripple, and losing friends and allies to the assassinate George Joestar for the family’s insidious Dio, Jonathan finally battles and fortune. He also finds a poison which Dio destroys the body of Dio Brando. Thinking used to kill his own father and was presently him dead, he leaves with Speedwagon and poisoning George Joestar with. Traveling to Erinna. Speed wagon destroys the cursed Ogre Street, where the poison was bought, stone mask, and in 1889 Erinna and

26 Jonathan are married, Erinna pregnant with Jonathan’s child. While on a cruise heading The Ripple for America, however, the severed head of —Enhanced Stamina d8 Dio Brando arrives, intending to steal —Enhanced Strength d8 Jonathan’s body for himself after perpetrating —Stretching d6 a zombie massacre of the entire cruise ship. —Sun Influence d6 Jonathan dies saving Erinna’s life, and —SFX: Extra Effective. When Erinna saves the life of a baby on board the including Sun Control as part of an attack ship, floating to safety. against undead targets, add d6 and step up Erinna moved to America with her son effect die by +1. and daughter, never remarrying. By 1910, —SFX: Ripple Empowerment. Robert Speedwagon became extraordinarily Add a d6 and step up your effect die by +1 wealthy after finding a large amount of oil, when using The Ripple to create sun- leading to the founding of the Speedwagon empowered object-based assets. Foundation. —SFX: Overdrive. If a pool Years later, in 1938, Jonathan’s includes a The Ripple power, you may grandson, Joseph Joestar, started one of the replace two dice of equal size with one die +1 greatest adventures of his life. The details of step larger. this adventure are much wider-spanning than —Limit: Breath-Based. When even Jonathan’s, but suffice it to say Joseph your ability to breathe is inhibited in any way, defeated a truly grand evil the likes of which change any The Ripple power into a would scarcely be seen again for many complication and gain 1 PP. Activate an years. The details of Jonathan AND Joseph opportunity or remove the complication to Joestar’s Bizarre Adventures will be covered recover the power. in more detail in JJBAHRP Origins: Pt. 1 —Limit: Exhausted. Shutdown and 2 Sourcebook. any The Ripple power and gain 1 PP. Recover power by activating an opportunity The Ripple or during a Transition Scene. In brief, the Ripple is a martial art, also known as “Hamon” or “Sendo”, that al- The Speedwagon Foundation lows the wielder to use the energy of the The Speedwagon Foundation is a sun’s rays through breathing and empower- philanthropic and scientific organization ing their body with “ripples” of solar energy. which, in addition to its various human rights While it is especially effective against the un- activities, develops numerous scientific dead, it can also be used to empower non- advances and vehicles. It also contains the living objects, which become more danger- Supernatural Research Department, which ous through the solar energy pumping studies things from vampires and other through them, and can be implemented near monsters to Stands and how they are flawlessly with the user’s own unique style. created. They are sworn to provide the The power is extremely versatile and is able Jouster family and its descendants with to be channeled through almost anything, anything they need. from swords, to hammers, to a specially- made scarf or even spaghetti noodles and ̣ Association with the Speedwagon hair. However, the martial art can be either Foundation and the Jouster partially or fully inhibited by exhausting the Family can be an excellent source opponent or cutting off their breathing. It was of Assets and Resources for the Ripple that defeated Dio Brando the first player characters. If the PCs time, as well as the terrifying Pillar Men, in- seem stuck, there’s also always a cluding Kars, the Ultimate Life Form. Speedwagon representative with

27 critical information of some kind or another and access to a telephone. ̣ PCs with the Ripple can also have Stands, although having more than two Power Sets is uncommon, and having more than three is right out. ̣ In addition to the Ripple, there’s an alternate universe counterpart in Part 6 known as The Spin. The Spin’s differences from the Ripple are numerous and bizarre (appropriately enough), but it can largely be replicated using the Ripple Power Set above. However, the Spin can also develop into a Stand as its ultimate technique. Keep this in mind when developing a character with it. Furthermore, since the Spin is technically an alternate universe concept, it might seem hard to implement into canon, but if your players really want it, they can always have learned it from someone brought over via the clever use of Dastardly Actions Performed At A Premium (it’s dimension travel. D4C is dimension travel).

Name: Speedwagon Foundation Field Agents Affiliations: Team 3d8 Distinctions: Helpful As Can Be, Loyal To the Joestars, Cannon Fodder Security Equipment: Durability d6, Weapon d8 SFX: Area Attack. Add a d6 and keep an addi- tional effect die for each additional target. Limit: Mob Cohesion. Defeat affiliation dice (with D10 stress) to reduce mob. Each affiliation die is treated as a separate target for Area Attack SFX. Specialties: Science Expert d8, Vehicle Expert d8

28 AROUND THE WORLD: A Traveler’s Guide Teenage Thugs looking to cause to the World’s Exotic Locales trouble. ̣ A city jail, where most petty criminals are kept under Lock Throughout their travels to destroy and Key. The Befuddled Guards Dio, the heroes will go to exciting places, are as likely to help as to hinder meet new people, and kick the crap out of as they “see” the clash of Stand evil. This is far from comprehensive, and is in Users. There’s also the prison fact reasonably limited (a full guide to the yard, which is Open But world’s locales would be beyond the scope of Contained. this book and, besides, you’re reading an The city streets, which are almost RPG supplement, not a damn travel guide). ̣ always Crowded and Busy, the Regardless, this guide should be useful in streets constantly bathed in the fleshing out locations throughout the world City Lights and between cars, your heroes are likely to visit, as well as trams, and foot-traffic, are providing inspiration for creating your own frequently Louder Than Thought. environs on your journey to Cairo. Furthermore, chances are good the portrayal may not be the most detailed. Or nuanced. ̣ Hong Kong Or overall accurate. Overall I’m aiming for the Hong Kong is one of the richest, most action movie version of the locales rather highly-developed, most crowded cities in the than a real guide to these actual places. Any entire world. Filled with scheming triads, information not found within the pages of trade of all kinds, and beautiful sights to see, JoJo’s Bizarre Adventure I found, instead, on it’s a major hub of transportation and the world’s most popular font of free, user- communication to and from nearly every part editable knowledge. Forgive me for not of the world. renting book after book for this one chapter, Locales you’re likely to find and burn but I’ll really try my best to make things at down in Hong Kong are… least not-cringe-inducing. ̣ Fine szechuan restaurants, with Noisy Kitchens, Copious Cutlery, and Unfazed Locals. ̣Japan ̣ The beautiful (and sadly Japan is a good starting place for a demolished in the real world in campaign, being the home of Jotaro Kujo and 1998) Tiger Balm Garden Hong Noriyaki Kakyoin. It has a long history of Kong, itself A Model of Decorum tradition, honor, and folding steel a trillion and Tranquility, filled with times to forge weapons that are DEFINITELY Beautiful Plant Sculptures. more powerful than a bastard sword People rarely visit the Tiger Balm (Weapon d10 AT LEAST). Kidding aside, Garden during business days, so Japan is a beautiful haven of technological it is usually Peaceful and Serene. advancement as well as plenty of ancient and ̣ Gloucester Road, a veritable Trap natural beauty. For Rich Tourists. Here amid a Boy we are not doing so hot on tremendous supply of car avoiding cringing. dealerships, the rich buy and the Locales you’re likely to find and fight poor pose for photos with the in in Japan are… Automobile of Your Dreams (d8 ̣ Public High Schools, which are Scene Asset). The streets are often Sparsely Monitored and always busy and Choked With crammed to the gills with Traffic as cars new and vintage Gossiping Students and Petty come and go.

29 Singapore be subjected to some ̣ Rather Gruesome Sights. Singapore is the absolute If that’s not your thing (or definition of a tourist’s dream. With a your heroes don’t land thriving economy placing it in the lap during the first full moon in of luxury, tourist destinations abound, Jan/Feb), there’s the light and food described by some as festival of Deepathai, “legendary”, it was once described by which is far more Cheery famed science fiction writer William and Festive. Gibson as “Disneyland with the death Wow, did I get into the penalty.” ̣ Singapore section. Moving Gibson has a really weird beef on. with Singapore for very weird reasons. Look it up. ̣ Calcutta In Singapore you’ll dine, Welcome to the capital of West dance, and kick ass in… Bengal, India. The name was changed to ̣ A luxurious hotel. You’ll 2001 to Kolkata to match the Bengali probably have The Most pronunciation, so if your players prefer that, Comfortable Bed in the use that instead. As the largest city in West World with India AND the biggest urban agglomeration in Accoutrements That literally all of India, this place is packed - so Costs More Than Your let’s get into it. House. Whoever you’re Places you’ll be charmed, conned, traveling with probably and confronted in in Calcutta include… doesn’t cover incidentals, ̣ The city streets, Teeming so Keep Your Ass Out With People and the Minibar. Overwhelmingly ̣ Marina Bay, the luxury Crowded. Here is a good district dominated by the place to add all kinds of massive Marina Bay strange and different Sands integrated resort. scene complications. There you’ll be Shoulder ̣ Some dusty ruins, made of To Shoulder With the Stone and Mud and Rich and Famous, be reminiscent of an age long able to see Marina Bay’s past. Often these places famous theme parks with will attract tourists, which their Massive Ferris comes with its own set of Wheel, and their Rabble and Rousers. Expensive Toys. These places are also ̣ Little India, the center of frequently Dusty To A Singapore’s large Indian Fault. community. While ̣ A busy bazaar, filled with impressive, it’s a Outlandish Deals and Sanitized Version of the Surprising Steals. Your Real Thing, but with a average bazaar is also A distinct identity all its own. Haven For Swindlers, if it The most “extreme” thing isn’t Heavily, Heavily one can do is visit during Guarded. the Thaipusam festival, where your Crusader will

30 Varanasi bargaining is the name of the ̣ game. The holy city of Varanasi, sacred to Beautiful storefronts, filled with the Hindus and Jains. For centuries this has ̣ Expensive Consumer Goods been a place of prayer - and of severe culture and Selective Clientele. These shock for the uninitiated. places with often be Monitored Places to be shocked, shaken, and Closely, and thieves dealt with surely amazed in Varanasi include… with a little frontier justice. The River Ganges, a place where ̣ Old churches, many of which were the dead are burned and waste is ̣ Built By Foreign Disciples to be spilled - making it Stinking and as Sturdy and Beautiful as Rotten - but also a place of prayer possible. Many non-Christian and salvation, giving it an Air of secularists view them as an Solemnity as well. Still, when eyesore, however, and they are viewed from a distance the scene sometimes the site of Unseemly can be Breathtakingly Beautiful. Activity. ̣ Winding alleyways, which cross the Ghats (steps leading into the River Ganges) in a Deeply ̣ Egypt Complex Web. The sights and Likely to be the final destination on smells are beyond likely to trip up your perilous journey, Egypt has many the unwary, so the place is likely locales contained within itself - so many that to be Seriously Distracting. In to go over even all the ones contained in addition, one must always be wary Stardust Crusaders itself would be a huge of Greedy Opportunists looking undertaking (Ooh, the exciting four to lighten a foreigner’s load ever paragraphs about Abu Simbel, a town so so slightly. small only its temples have a Wikipedia ̣ Chunar Fort, a 2,000+ Year Old article!). I’ll include some of the major, larger Fortress. Amid the Crumbling settlements as their own entries, but lesser But Sturdy brickwork is a Wealth destinations (as lesser as visiting the freaking of History and Knowledge — Temple of Ramsis II can be) will be kind of and possibly some weapons that lumped in here. would be fun as well. Places to in Egypt include… Karachi ̣ Ancient temples, Incredible in ̣ Size and Scale. They are often Karachi - the commercial, transport, Teeming With Tourists or else and political hub of Pakistan. The place is a Lonely and Desolate. positively, ah…eclectic mashup of styles both Small town and villages which traditional and ancient as well as modern and ̣ offer some Welcome Relief from metropolitan. This ever-growing city is a the Oppressive Heat. Always be monument to Pakistan’s forward momentum on the watch for Friendly Locals into a major player in the global scene. if you encounter any difficulty. Places to wine, dine, and destroy in Lodges, inns, and cafes which Karachi include… ̣ offer Delicious Food and A food marketplace, where you’ll ̣ Refreshing Beverage, as well as have to Sing For Your Supper. some Games of Skill and There will often be Proud Chefs Chance for the daring (or foolish) and Pushy Peddlers, and traveler.

31 Luxor Endless Legends and Lore. ̣ Beware, of course, of Obstructive The premier travel destination in Guards who will imperil and Upper Egypt, this small but extensive town threaten the security of anyone has MUCH too offer a traveler - whether caught taking photographs or staying or just passing through. Containing a generally acting take-advantage- wealth of ancient tombs and temples, of-able. beautiful desert and river scenery, and a refreshingly modern way of living, this lovely little town is a great place to get ambushed ̣ Cairo by an enemy Stand User and possibly be Oh Cairo. Oh you are so big. So killed! absolutely huge. You might think it’s a long Places of royalty, riches, and rumbles way down the block to the pharmacy, but in Luxor include… that’s just peanuts to Cairo. I mean. Damn, ̣ The East Bank, centered on the it’s a miracle just navigating the place, much legendary Temple of Luxor and less finding a 120+ year old vampire hidden the Temple of Karnak, still shows in one building. But your players can do it, I how people lived for millennia - believe in them! So I’m just gonna do a broad and continue to do so today. The overview of Cairo here, and leave more temples are host to some Scene Distinctions to the relevant scenes Towering Obelisks likely to be when your PCs are actually IN Cairo. dramatically toppled, Open Air Capisce? Capisce. Museums filled with beautiful Places to get lost, found, and lost ancient artifacts that may or may again in Cairo include… not be MacGuffin-worthy, and at ̣ The Pyramids of Giza and the night the temples can be Eery Sphinx, The Last Wonders of the and Still, with less visitors and World, as well as the Egyptian tourists around to spoil the mood. Museum, featuring a Host of ̣ The West Bank, considered Egyptian Artifacts. Maybe even largely to be the land of the dead, some anti-vampire stuff? Who is even more of an archaeological knows? These places are usually treasure trove than the East. From Full of People, so take care and the Simple and Spartan Tombs watch your stuff. of the working class, to the ̣ One of Cairo’s beautiful parks, Ancient and Extravagant Tombs which are often Sunny and of the ruling class, this is truly a Idyllic. These places often have place not to be missed. Most hiking trails and locations good for impressively of all is the towering climbing, making them Ideal for tomb of King Rammeses II the Observation. Some of the parks Great, which inspired the famous even have underwater areas, poem Ozymandias. Needless to which can make for a cool place say, this massive tomb is Regal to kick back and get wet in the and Intimidating. Underwater Coves. ̣ The Valley of the Kings, the most ̣ Various clubs, opera houses, and famous tomb in all of Egypt. Home other cultural centers that are to the famous Tomb of often Alive With Music. Most of Tutankhamen, a tomb Steeped in these are located Downtown, Mystery and History. The lesser where the Cabs Don’t Stop. In tombs are no less impressive, addition, anything you can dream themselves home to Near- of is On Sale For A Price.

32 There are plenty of other places throughout the world to voyage to, visit, and violence upon. There’s no right way to beat a vampire, so your journey to Cairo might take you anywhere in the world! Places you might stop include…

̣Naples, Italy Naples is home to much crime, such mysteries, and many secrets. Wow. It’s a Busy Coastal City that’s Swarming With Mafia Activity, but that can be easily sweep a hero away in its Romantic Atmosphere.

̣ Florida, USA Florida is a Hot and Humid state in North America famous for its Colorful Populace and its many correctional institutions (the two are not unrelated). In the 80s, Florida was much like Naples, attracting a lot of crime and vice to it due to its prime beachside location. Cocaine Is King, and everyone else is merely its paupers.

̣ London, England London, England is the home of the late Jonathan Joestar and the birthplace of Joseph Joestar. It’s a Rainy, Cloudy Land, typically often stereotyped as stuffy and officious. In truth, the people who live there are a Varied and Curious Folk, but the nation is suffering under some Severe Financial Trouble.

And many more! Don’t be afraid to make your heroes’ journey to Cairo your own.

33 FALLING OFF THE EDGE OF THE WORLD: Dio’s Bloody Ambition

<==To Be Continued |\|

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