JOJO’S BIZARRE ADVENTURE FATE

 FATE Core Jojo’s Bizarre Adventure FATE Jojo’s Bizarre Adventure FATE is an expansion on the rules of FATE Core that allows players to take part in the fantastic and fabulous word of Jojo’s. If you are new to FATE powered games we strongly recommend that you read FATE Core before attempting to GM this game. However, to help we have included a FATE Core rules quick reference at the end.

 New Mechanics Skill Ladder This game renames the first four steps of the skill ladder. Mediocre is now E (+0), Average is now D (+1), Fair is now C (+2), Good is now B (+3), and Great is now A (+4).

Zones In this game unique, static measurements are used to define the distance between an object or character from you. There are five zones used to describe distance and location: E Rank (2 Meters), D Rank (10 Meters), C Rank (25 Meters), B Rank (50 Meters), and A Rank (100+ Meters) away. There are no static zones in game, but the distance between you and any object or character can be describe in terms of a zone, with the E Rank Zone being melee range and the A Rank Zone being the effective range a sniper might have.

Move Move is a new action type that allows a character to move one or more zones toward an object or character. Characters do not get a free move as they do in FATE Core. A character or their Stand makes a skill roll against a passive opposition determined by the zone they are entering, usually using athletics or speed, but other skills and parameters could be used. The opposition is Average (+1) to Move to the D Rank zone, Fair (+2) to Move to the C Rank zone, Good (+3) to Move to the B Rank zone, and finally, Great (+4) to Move to the A Rank zone. When you fail on a Move action, you move one zone closer to your intended destination and your turn ends. When you tie or succeed on a Move action, you enter the new zone and may immediately take another action; the move is essentially free. When you succeed with style on a Move action, you enter the new zone, may immediately take another action, and get a boost representing your good positioning or excellent speed.  Character Creation Aspects Your character has five aspects: a high concept, an ability, a trouble, and a goal that describes your character’s motivation for the campaign. Your ability aspect describes the supernatural abilities your character has. It may list any combination of stand user, ripple user, spin user, vampire, zombie, pillar man, or rock human.

Skills Your character has one B (+3) skill, two C (+2) skills, and three D (+1) skills. Use the default FATE Core skill list when selecting your skills.

Stunts Your character can have a maximum of five stunts, purchased during character creation; these stunts can apply to either your own actions or the actions of your stand. When you, or your stand, fail a skill roll, take a consequence, or are put into an otherwise dramatic and climactic situation (at your GM’s discretion), you can spend a fate point and permanently reduce your potential by one to gain a new stunt. This change is permanent.

Extras You have a budget of thirteen potential to spend during character creation; you also have an additional four potential to start the game with, however you may choose to spend this as well. This buys access to a plethora of stunts or extras that allow you to use the supernatural abilities found in Jojo’s Bizarre Adventure.

Stunts & Stunt Extras Normal FATE Core stunts that use your character’s skills may be purchased for one potential each. However, you may also purchase stunts that take advantage of your stand’s parameters or skill extras like ripple; the rules for these stunts are slightly different than normal. You still can only have a maximum combined total of five stunts and stunt extras. Stunt extras are an excellent way to show mastery over a supernatural ability as a signature move. All stunt extras you buy must correspond to your ability aspect. A stunt extra is similar to a FAE stunt, and is written in much the same way. There are two types of stunt extras. The first gives you a two shift bonus to a specific skill roll with your extra (like a stand parameter) when you use a specific technique or signature move: [When I make an Attack with my Ora Ora Ora! I get a +2 to my power parameter] or [When I succeed an attempt to heal a consequence with my Forced Ripple Breathing I can reduce it one step further]. The second lets you ignore a rule or make something true once per game session or when you pay a fate point (these are also generally worth 2-shifts if that is relevant): [Once per session, I can Activate a Hidden Bomb and deal a mild consequence] or [When I pay a fate point, I can clash with a stand using my ripple skill for each exchange with my Ripple Beat Technique].

Potential Your character starts the game with four potential, unless some or all of it was spent during character creation. This mechanic works similarly to refresh, but has a few additional uses tied to it. However, just like refresh, your character starts each session with a number of fate points equal to their current potential.

 Stand User Creation Buy If you have a stand user ability aspect, you must buy a stand extra for one potential. It has one ability, one flaw, and an E (+0) Rank in every parameter. You can buy an additional rank in any parameter for one potential each, however you cannot buy any additional abilities during character creation.

Genre Aspects In Jojo’s Bizarre Adventure all stands follow a few basic rules. Only stand users and other supernatural entities can see stands; for normal humans they are invisible, incorporeal, and virtually non-existent. When a stand is injured, its user also suffers the same injury; for the purposes of the game stands and their users share the same stress and consequence tracks. In this game, vampires, ghosts, pillar men, zombies, and users of the ripple or spin, are assumed to be supernatural entities capable of seeing stands without being users themselves. For the purposes of this game, all stands are always considered to have the aspects: [Invisible to Normal Eyes] and [Empathic Damage Link]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary.

Abilities All stands have unique and powerful abilities, or supernatural powers they can use. An ability is an aspect that describes that supernatural ability, such as [Heal with Diamond Fists]. Most importantly, an ability describes what you can do without rolling dice. If you have the ability to [Heal with Diamond Fists], you will never need to roll to see if you can heal an injured character; you just do it, period. All stands start the game with one ability for free.

Flaws For each ability your stand has, it also has a flaw. When you create an ability the GM will choose a flaw to accompany it. You can [Heal with Diamond Fists], but your GM adds the flaw [I Cannot Heal Myself or the Dead]. Just like an ability, a flaw is an aspect that can be invoked or compelled. Once again and most importantly, a flaw is absolute and cannot be overruled by rolling dice.

Parameters Instead of skills, all stands use parameters, which work similarly to approaches. There are four primary parameters used when rolling: power, speed, precision, and durability; these are rated from E (+0) up to A (+4); lastly, there is one special parameter not used for rolling: range. All stands have an E (+0) in each parameter by default, but any parameter can be raised one rank per one potential spent, during character creation. Speed is used in place of notice and precision is used in place of empathy, for determining turn order among stands.

Range The range parameter is used to define the maximum range a stand can be away from its user; this also applies to objects created by the stand. This parameter uses the five zones to measure maximum distance, with an E Rank being 2 meters and an A Rank being 100 meters. In some cases, an ability may allow a stand to have infinite range; if this is the case, there is no need to buy any ranks in the range parameter, just buy the ability. However, like all abilities it will come with a flaw.

Actions Your stand can take actions just like your character. You still only get one action per turn, which you can have your character use or your stand use, however you can move both your character and their Stand when you take the Move action, making separate skill rolls for each. When your stand takes an action your GM will determine what parameter will modify its roll. Power would be fitting to make a physical attack, speed could catch up to a speeding car with overcome, precision could be used to hide to create an advantage, and durability could defend by shrugging off a blow. Keep in mind, any parameter can take any action so long as the narrative justifies its use.

Potential When you, or your stand, fail an action, take a consequence, or are put into an otherwise dramatic and climactic situation (at your GM’s discretion), you can spend a fate point and permanently reduce your potential by one to create a new ability (and flaw) or increase the rank of one of your parameters by one. This change is permanent.

Acts During character creation, you can optionally choose to buy an act, instead of spending potential on parameter ranks as you would normally. An act is an entirely new form your stand can assume with a unique ability and increased parameter ranks; your stand begins at act 1 and progresses to act 2, then act 3, and so on gaining strength and new abilities along the way. Buying an act costs five potential, and you may only purchase up to four acts. However, these acts have no effect until you later activate them. When you, or your stand, fail an action, take a consequence, or are put into an otherwise dramatic and climactic situation (at your GM’s discretion), you can choose to activate your next act. Your newly activated act gives your stand access to a new form. You gain five potential to spend on a new ability and stand parameter increases, for your new act. Once you have chosen your new ability and new parameters, that choice is permanent. You can change your stand between act 1 and act 2 or any other act with a Move action against an E (+0) Opposition. A fail results in changing acts and ending your turn. A success results in changing acts and immediately taking another action, and succeeding with style results in changing acts, immediately taking another action, and creating a boost representing the sudden surprise. Each act only has access to their own ability and parameters. Lastly, keep in mind, all stand parameter increases are cumulative.

Clash When two stands test their combat abilities against one another or when two abilities directly contradict one another (such as an [Immovable Object] stand ability coming into contact with an [Unstoppable Force] stand ability), it creates a clash. A clash can be started like a compel both the GM and the player characters can use. At the start of their turn a character, may bid a fate point to challenge another character to a clash. The challenged character may either refuse the clash, and give a fate point to the challenger or accept and begin the clash. A clash works like a contest in FATE Core; it is separated into a series of exchanges, where the first participant to achieve three victories wins the clash. Each exchange both characters select a parameter they have not selected before in this clash, and make a skill roll to determine the victor. If you succeed with style, mark two victories. If you succeed, mark one victory. If you both tie, both participants mark one victory. If you fail, mark no victories. If the challenger wins the clash, he is returned the fate point he bid and he can inflict a moderate consequence on the losing participant. If the challenged wins the clash, he is given the fate point bid by the challenger and can inflict a moderate consequence on the losing participant. If the clash ends in a tie, the challenged participant is given the bid fate point and the clash ends.

 Ripple User Creation

Buy If you have a ripple user ability aspect, you must buy the ripple skill at D (+1) for two potential, at C (+2) for four potential, at B (+3) for six potential, or at A (+4) for eight potential. Characters without a ripple user ability aspect cannot buy ripple stunt extras, and are not considered to have the ripple genre aspects.

Genre Aspects Hamon, or the ripple, is the mastery and control of life force energy through training and martial arts. The energy it produces is identical to the sun, and as such, is incredibly lethal to zombies, vampires, and pillar men. Most importantly, you cannot use the ripple unless you can breathe; the technique becomes useless without this. For the purposes of this game, all ripple users are always considered to have the aspects: [Ripple the Sun’s Energy] and [The Ripple Requires Breathing]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary.

Skill The ripple skill represents a user’s mastery of the ripple and has a wide variety of uses from healing, athletic feats, ripple attacks, and more. The skill functions like a wide approach that allows a character to solve most problems with just one skill; even mental attacks in the form of ripple commands are completely plausible. Characters with an E (+0) ripple skill do not have access to the ripple outside of its most rudimentary forms and only if a trained teacher is present. The ripple skill is intended to be used in a wide variety of situations as a ripple user’s standard plan of attack; however the GM has full ability to, and is encouraged to, create drama and unexpected consequences by compelling the ripple’s genre aspects. Hamon can quickly become useless when the user is deprived of oxygen in anyway, from a choking grapple by a vampire to suffocating gas from an explosion. The ripple also has trouble overcoming metallic substances like steel, although certain techniques can circumvent this issue. While certain stand abilities can overrule the usual mechanics for healing consequences, moving through zones, and creating aspects, the ripple skill is a normal skill and follows all the rules skills normally abide by. Finally, the ripple skill can be used to determine turn order in place of either notice or empathy.

Overdrive An overdrive is a sudden and climactic release of ripple energy into a full power technique; the results are usually incredibly destructive or otherwise impressive. Any character with a D (+1) ripple skill may choose to turn any action using their hamon skill into an overdrive action, once per scene. When you make an overdrive action, replace a number of dice with marked or differently colored overdrive dice. All Overdrive dice that come up (+) add 2-shifts each to your roll instead of the normal 1- shift.

 Spin User Creation

Buy If you have a spin user ability aspect, you must buy the spin skill at D (+1) for two potential, at C (+2) for four potential, at B (+3) for six potential, or at A (+4) for eight potential. Characters without a spin user ability aspect cannot buy spin stunt extras, and are not considered to have the spin genre aspects.

Genre Aspects The Spin is a technique that seeks to manipulate the forces of rotation. The energy it produces can be used to create a myriad of effects, from high impact forces, flattening objects, manipulating the body’s muscles, and much more. However, you cannot use the spin without functional, well calibrated spin tools; the technique is limited to manipulating water without such items. For the purposes of this game, all spin users are always considered to have the aspects: [The Spin Requires Tools]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary.

Skill The spin skill represents a user’s mastery of the spin and has a wide variety of uses from manipulating someone's body, detecting vibrations, making spin attacks, and more. The skill functions like a wide approach that allows a character to solve most problems with just one skill; the spin has limitless application, and the player should be given leeway to justify and attempt these feats. Characters with a Mediocre (+0) spin skill do not have access to the spin outside of its most rudimentary forms and only if a trained teacher is present. The spin skill is intended to be used in a wide variety of situations as a spin user’s standard plan of attack; however the GM has full ability to, and is encouraged to, create drama and unexpected consequences by compelling the spin’s genre aspects. A spin user can quickly be put in a pinch when the user loses access to their spin tools. The spin also has trouble being used to its full extent when the user is put into a situation where they can’t find the golden rectangle, like being in a lifeless tundra or in a man-made building with no windows. While certain stand abilities can overrule the usual mechanics for healing consequences, moving through zones, and creating aspects, the spin skill is a normal skill and follows all the rules skills normally abide by.

The Golden Rectangle The spin derives heightened power from the golden rectangle, a naturally occurring ratio. If the user can find the golden rectangle around him, in trees, animals, or other naturally entities, they can use it to boost the effectiveness of their spin. Any character with a D (+1) spin skill or higher, gets a 3-shift bonus instead of the normal 2-shift bonus whenever they invoke the aspect [The Golden Rectangle]. A spin user can discover this aspect with a successful Create an Advantage action; doing so amidst a lush forest might be at a D (+1) opposition, but trying to find it in a lifeless, icy tundra or inside a building could be at an A (+4) opposition.

Perfect Rotation The spin’s greatest secret is the perfect rotation. By perfectly synchronizing their golden rectangle with a mount, such as a horse, they can unleash an unstoppable form of spin. Any character with a D (+1) spin skill may attempt a perfect rotation action if they have learned about the technique, are riding a willing mount, and are using spin tools; any aspects or boosts may be invoked as per normal on this roll. The character rolls using their spin skill against a Legendary (+8) opposition. If they roll lower, they fail to capture the perfect rotation and nothing happens. If they tie or roll higher, they capture the perfect rotation and unleash an unstoppable spin attack; they may immediately remove or destroy any static obstacle in front of them, or take a character out of the scene.  Zombie, Vampire & Pillar Man Creation Buy If you have a zombie ability aspect, you must buy the vampire skill at C (+2) for two potential. If you have a vampire ability aspect, you must buy the vampire skill at B (+3) for seven potential. If you have a pillar man ability aspect, you must buy the vampire skill at A (+4) for twelve potential.

Zombie Genre Aspects The hideous, rotting minions of vampires are known as zombies. Most are simply insane monsters obsessed with killing, but a select few rise above their peers in intelligence and ferocity. The creatures feel no pain and are resilient to damage, shrugging off what would be lethal attacks to normal humans. However, they are extremely weak to the powers of hamon. Even the lightest of ripple attacks is often enough to melt a zombie to a red mush. For the purposes of this game, all zombies are always considered to have the aspects: [Feel No Pain] and [Weak to the Ripple]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary.

Vampire Genre Aspects The stone mask has the ability to turn even the most timid and clumsy of people into the blood thirsty killing machines known as vampires. This new form pushes the body to incredible feats of physical prowess and grants the vampire a host of insidious abilities. Namely, they are incredibly resilient and the loss of limbs or even decapitation is not enough to kill them. A mild consequence for a vampire could easily be an [Impaled Sword] and a severe consequence might be [Decapitated]. However there are some important weaknesses in their abilities, most prominent, that being in the presence of the sun will instantly kill them. Considering its relation to the power of the sun, it’s no surprise that hamon is the bane of all vampires, and even a touch of it is enough to heavily damage the creatures. For the purposes of this game, all vampires are always considered to have the aspects: [Inhumanly Resilient], [Sunlight is Deadly] and [Weak to the Ripple]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary.

Pillar Man Genre Aspects The Pillar Men are an ancient race of extremely powerful humanoids that created the stone mask a millennia ago. They are extremely intelligent, superhumanly fast and strong, and have the ability to absorb living creatures through their skin and contort their bodies in extreme ways. Their only true enemies are the sun and the ripple users that gain strength from it. Any exposure to the sun turns them to stone, immobilizing them, but will not kill them. Most attacks bounce harmlessly off them, guns are completely ineffective and even when they are somehow injured, lost limbs and grievous lacerations matter little to them. A mild consequence for a pillar man might be a [Lost Limb] and a severe consequence might be [Completely Destroyed], leaving only a small amalgamation of bone and flesh left, but still moving. In addition, mundane humans are simply unable to defend themselves against the pillar men; when attacked by a pillar man they cannot use the defend action and are at their mercy. While they are weak to the ripple, it only protects against their absorption attacks and more easily injures them, not reducing them to melting flesh and bone like zombies and vampires. For the purposes of this game, all pillar men are always considered to have the aspects: [Nearly Invincible], [Unstoppable], [Sunlight is Deadly] and [Weak to the Ripple]. These aspects do not need to be written on your character sheet, but they can be invoked or compelled if necessary. Skill The vampire skill represents the range of superhuman abilities available to zombies, vampires, and pillar men. The skill functions like an approach that covers a character’s strength, speed, athleticism, movement, senses, durability and close combat abilities. Characters that do not have the zombie, vampire, or pillar man ability aspect cannot attempt to use the vampire skill. The vampire skill automatically fails if actively opposed by a character using the hamon skill. Finally, the vampire skill can be used to determine turn order in place of either notice or empathy. While certain stand abilities can overrule the usual mechanics for healing consequences, moving through zones, and creating aspects, the vampire skill is a normal skill and follows all the rules skills normally abide by.

Stress & Consequences Vampires are incredibly resilient monsters who shrug off even the most gruesome of injuries. On top of the genre aspect [Inhumanly Resilient], all vampires have five physical stress boxes. Pillar Men are almost entirely invincible and incredibly difficult to kill. On top of the genre aspect [Nearly Invincible], all pillar men have five physical stress boxes and an extra mild consequence box.

Bloodsucking & Absorption Vampires and Pillar Men have the ability to feed off their victims for nourishment and energy. When you attempt to feed on a victim using the attack action against someone in your E-rank zone and take them out of the scene, you may create a boost called [Empowered].

Vampiric Feats Vampires are able to take advantage of a myriad of powerful abilities, from resurrecting zombies to implanting flesh buds to take over the minds of their victims. You can buy a vampiric feat for one potential each during character creation. When you fail a skill roll, take a consequence, or are put into an otherwise dramatic and climactic situation (at your GM’s discretion), you can spend a fate point and permanently reduce your potential by one to gain a new vampiric feat. This change is permanent. By spending a fate point, your character can activate a vampire feat they have instead of taking an action on their turn. However, the [Implant Flesh Bud] vampire feat cannot be activated normally and must be activated under the special circumstances listed below.  Regeneration – You may pay a fate point to make an Overcome action using your Vampire skill to remove a consequence you have.  Space Ripper Stingy Eyes – You may pay a fate point to make an Attack action using your Vampire skill with a 2-shift bonus, against any character or object within your A-rank Zone. This attack may be actively opposed by the ripple skill, ignoring the [Weak to the Ripple] genre aspect.  Vaporization Freezing Technique – You may pay a fate point to create a [Frozen] aspect on a character within your E-rank Zone. As long as they have that aspect, they cannot move their body or take any physical actions. Another character may use heat or fire to remove the aspect with an Overcome action against a C (+2) opposition.  Animate Zombie – You may pay a fate point to create a zombie NPC with one aspect, a C (+2) vampire skill, two physical and mental stress boxes, a mild consequence, and a moderate consequence. You do not directly control the zombie, but it is intelligent and will generally assist you.  Implant Flesh Bud – You may pay a fate point when you make an attack action that takes a character out of the scene. If you do, you create a [Flesh Bud] aspect on that character and they survive your attack, albeit unconscious. As long as they have that aspect, they bend to your will and act in your best interest. Another character may surgically remove the flesh bud with an Overcome action against an A (+4) opposition.

Vampiric Feat Mastery Learning to control their many new abilities can take time for a Vampire to fully master, but once they do, their hordes of horrific zombies minions and unstoppable combat abilities make for truly terrifying foes. You can buy a mastery of any vampire feat you have during character creation for one potential each. Anytime you would spend a fate point to activate a vampiric feat you have mastery with, you may instead immediately make an Overcome action with your vampire skill against a C (+2) opposition. If you fail, the vampiric feat does not activate. If you succeed, the vampiric feat activates.

Pillar Man Regeneration Pillar Men can learn to use the extreme control they hold over their body to rapidly regenerate; all pillar men have the regeneration vampiric feat with mastery.  Character Advancement Milestones As player characters progress through the campaign, key moments of plot progression and emotional flourish, known as milestones, will mark opportunities for character advancement. These milestones are identical to the ones presented in FATE Core, but character advancement has been adapted to the new extras available and potential system. After reaching a milestone and ending the session, each player will have an opportunity to re-allocate their skills or buy new extras, similar to during character creation. However, different types of milestones will offer different opportunities for players.

Minor Milestones Minor milestones occur at the end of each session and allow players to make small changes to their characters to reflect adapting to the current situation. During character advancement, you may choose to do one of the following alterations.  Switch the ranks of any two skills or replace a D (+1) skill with a new skill at D (+1); skill extras like ripple or spin cannot be replaced this way.  Replace any stunt you have with a new stunt; stunt extras cannot be replaced this way.  Buy a new stunt or stunt extra.  Rename one aspect that isn’t your high concept or ability.

Significant Milestones Significant milestones occur at the end of a scenario, conclusion of a big plot event, or after three sessions and allow players to make more radical changes to their characters. During character advancement, you may choose to do one of the following alterations.  Any choice from those available at a minor milestone.  Increase one D (+1) or C (+2) skill by one rank, or gain a new skill at D (+1); skill extras like ripple or spin cannot be increased or gained this way.

Major Milestones Major milestones occur at the end of a campaign, the defeat of the main villain, or after three scenarios and allow players to make important and large additions to their characters. During character advancement, you may choose to do one of the following alterations.  Any choice from those available at a minor milestone or significant milestone.  If you have an extreme consequence, rename it to show how you’ve moved past it. You may later gain a new extreme consequence if you do.  Gain one potential and/or buy a new stunt or extra.  Increase one B (+3) skill one rank; skill extras like ripple or spin cannot be increased this way.  Rename your high concept aspect or ability aspect. Narrative Advancement Throughout the Jojo’s series, characters come into contact with rare items that offer sudden and bombastic increases to their power and abilities. Attempting to balance these items with the standard milestone system can be difficult, but essentially they function as one step past major milestones. Gaining access to one of these items could be the final goal of an entire campaign or the main villain’s scheme. The heavy splash of power they add to a party should be tangible and exciting. Ultimately, they are a wild card in the natural progression of characters and attempting to heavily balance them is against their intended function.

The Stand Arrow Average humans with sufficient willpower and determination gain a stand when pierced or cut by the stand arrow, an ancient item said to have been carved from the stone of a meteorite. By its very nature, this powerful item is heavily coveted and all too often the ambition of an evil stand user bent on taking over the world. In truth, the stand arrow holds an even more exceptional ability – when the arrow pierces or cuts a stand user, it gifts them the power of an enhanced requiem stand. When a character without the stand user ability aspect is injured by the stand arrow, they immediately make an Overcome action using their Will skill against an A (+4) opposition. On a fail, they are taken out of the scene and die. On a success, they gain the stand user ability aspect or rename their ability aspect to describe their new stand and gain five potential to buy a stand extra, stand parameters and/or stand stunt extras. When a character with the stand user ability aspect is injured by the stand arrow, they immediately make an Overcome action using their Will skill against an A (+4) opposition. On a fail, they are taken out of the scene and die. On a success, they rename their ability aspect to describe their new requiem stand and gain a requiem stand.

Requiem Stands A requiem stand functions in a very similar way as stand acts, but is much more powerful. Your new requiem stand gives your stand access to a new requiem form, a newly created ability (and flaw), and a five rank increase divided among your parameters as you choose. Once you have chosen your new ability and new parameters, that choice is permanent. Unlike a stand act, a requiem stand has full use of any abilities (and flaws) available to it in its normal form. Your new requiem stand’s ability can and should be much more powerful than an average ability, or if you are using the [Scaled Stand Abilities] optional rule it should be an extreme ability.

The Corpse Parts Hidden across the wilderness, there are said to be nine corpse parts with the power to grant miracles. However, the corpse parts are guarded by fate and the natural world, allowing only the strongest and most determined of people to ever discover their location. Upon coming into contact with a worthy suitor, a found corpse part will merge into their body and make them into a stand user. However, if someone who was already a stand user merges with a corpse part they will not gain anything. When a character is deemed worthy by a corpse part and merges with it, they gain the stand user ability aspect or rename their ability aspect to describe their new stand and gain five potential to buy a stand extra, stand parameters and/or stand stunt extras.

The Stone Mask The Stone Mask is an ancient device created by the pillar men to allow a human to access their full potential. The mask activates when blood is shed on it, causing spikes to erupt out of it and into the wearer’s brain. The process unlocks some form of hidden potential in them and turns them into a vampire. When a character is turned into a vampire by the stone mask, they gain the vampire ability aspect or rename their ability aspect to describe their new vampire abilities and gain seven potential to buy the vampire skill at B (+3).

 Optional Rules

Quick Progression Traditionally FATE Core favors slow and gradual progression, but often characters in Jojo’s exhibit the ability to rapidly improve their skills and abilities. If you prefer a campaign where the heroes more quickly grow in strength and ability you may wish to use the [Quick Progression] optional rule. A minor milestone occurs at the end of each conflict and session. After two minor milestones, a significant milestone occurs at the end of the next conflict or at the end of the session. After two significant milestones, a major milestone occurs at the end of the next conflict or at the end of the session.

Scaled Stand Abilities To assist in balancing the enormous variety of abilities that could be made, you can use the [Scaled Stand Abilities] optional rule. The potential costs of abilities are scaled with effectiveness. Most stands have a moderate ability, with a handful of powerful uses and a handful of notable weakness; examples of such abilities include Crazy Diamond’s ability to [Heal with Diamond Fists] or Magician Red’s ability to [Manipulate Fire]. A stand with abilities that push the limits with a large number of powerful uses and only a few notable weaknesses have powerful abilities; examples include D4C’s ability to [Turn Into a Chair] or Killer Queen’s ability to [Kill Those Who Discover My Identity]. A stand with abilities that make them nigh unbeatable with a myriad of powerful uses and only one notable weakness have extreme abilities; examples include The World’s ability to [Stop Time For 11 Seconds] or King Crimson’s ability to [Erase Time and Consequence]. Any ability as powerful as Golden Experience Requiem’s ability to [Nullify Cause and Effect] is far too strong for cohesive play and is not recommend for use in game. If such an ability has to be used, it would function more as a plot device than an in game ability. When you buy a stand extra during character creation you can buy a stand with a moderate ability for one potential, a powerful ability for three potential, or an extreme ability for five potential. It has one flaw and an E-rank in every parameter. You can buy an additional rank in any parameter for one potential each, however you cannot buy any additional abilities during character creation. Skill Buy Certain characters boast extraordinary and almost superhuman talents or a broad range of talents that cannot be well described in the current character creation limits. If you wish to create characters with a broad range of skills or heightened talents you can use the [Skill Buy] optional rule. You may buy a skill at any rank for one potential. However before you may buy a skill at a chosen rank, you must first have an equal or greater number of skills of the previous rank; skill extras do not apply to this number. For example, to have an A (+4) skill, you must buy a skill at A (+4), a skill at B (+3), a skill at C (+2), and a skill at D (+1) for four potential. You cannot buy a skill a higher than A (+4).

Complex Overdrives If you are looking for a more fine-tuned and balanced, albeit complex, approach to overdrives, you may wish to use the [Complex Overdrives] optional rules in place of the default rules. Any character with a C (+2) hamon skill may choose to turn any action using their hamon skill into an overdrive action, once per scene. If a character has a C (+2) hamon skill, each (+) adds 2-shifts each to your roll instead of 1-shift, and each (-) removes 2-shifts each to your roll instead of 1-shift. If a character has a B (+3) hamon skill, each (+) adds 2-shifts each to your roll instead of 1-shift, and each (-) removes 1-shift each to your roll. If a character has an A (+4) hamon skill, each (+) adds 2-shifts each to your roll instead of 1-shift, and each (-) removes 0-shifts to your roll instead of 1-shift.

Gambit Throughout Jojo’s conflicts are spiced with absurd tactical reversals and dramatic finishes after the hero or villain reveals their hidden plan. Not only to allow for ease of play, but to give players the chance to defeat their enemies with both absurd and clever moments of outfoxing, you may decide to play with the [Gambit] optional rule. Your character may attempt to outsmart an opponent by tricking them or performing a tactical reversal, by paying a fate point to perform a gambit. Explain the trick or reversal you employed against your opponent, then use the Create an Advantage action using your Deceive skill. Your opponent serves as active opposition using their Notice, Precision, Ripple, or Vampire skill with a bonus determined by the complexity of your gambit. A very simple action, such as palming a hidden weapon, gives the active opposition a 0-shift bonus. A moderately difficult action, like leading your opponent into a trap you created, gives the active opposition a 2- shift bonus. A very hard or absurd action, such as somehow discreetly attaching many grenades to your opponent’s back, gives the active opposition a 4-shift bonus. Although you do not directly deal stress and consequences, the addition of aspects like [Hidden Grenade Trap] or [Tangled in Hamon Rope] can quickly end a fight. Be careful though, a poor roll could mean that it was you who were the one who was outwitted!

Alternate Potential Budget The parts of Jojo’s have very different characters that range from powerful warriors to universe ending stand users. If you want to better emulate the power level of a certain Jojo’s part, you can use the [Alternate Potential Budget]. If you are looking for characters with a power level similar to Part 1 or Part 2, use an eight potential budget; your characters will range in cost from 8 to 12 potential and gameplay will involve characters focused on a single purpose like a ripple user or a specialized stand user. If you want a game with a power level close to Part 3 or Part 4, use a thirteen potential budget; your characters will range in cost from 13 to 17 potential and they will have access to a combination of abilities or more powerful stands. Finally, if you want a very powerful game with characters that approach the power and ability of the strongest Jojo’s villains use an eighteen potential budget; your characters will range in cost from 18 to 22 potential. Stands are a mainstay here and multiple A-rank stand parameters with extreme abilities is possible. During your campaign, you should not feel the need to keep your NPC’s within the range of the character’s starting potential budget. Weaker minions can sit far below the starting budget and your villains should usually range five to eight points above it; main villains should be even farther past this range and push the limits of your parties’ wit and tactics.

JOJO’S BIZARRE ADVENTURE FATE

EXAMPLE CHARACTERS & NPCS

[Jonathan Joestar]  Character Aspects High Concept: True Gentleman Ability: Ripple User Trouble: Uncompromising Gentleman’s Code Goal: Stop Dio Brando! Potential: D (1)  Skills A (+4): Ripple [Extra] B (+3): Physique C (+2): Will, Athletics D (+1): Empathy, Fight, Resources  Stunts & Extras [Zoom Punch]: You can use the Ripple to overextend your arm into a lightning quick punch. At the start of a conflict, you may immediately make an Attack action using your Ripple skill on a character in your D-rank zone. [Luck & Pluck]: Bruford’s sword is a devastating weapon with your Ripple. When you fight with it up close and personal, you get (+1) to Attack or Defend with your Ripple skill. [Sunlight Yellow Overdrive!]: “My heart resonates! The heat’s enough to burn!” You get (+2) to Attack with your Ripple skill when you use an Overdrive action.  Total Cost – 11 Potential (8 Budget) Ripple Skill: A (+4) Stunt Extras: [Zoom Punch], [Luck & Pluck], [Sunlight Yellow Overdrive]

[Dio Brando]  Character Aspects High Concept: Vampire Lord Dio Brando Ability: Vampire Trouble: Overtly Arrogant Goal: Be the Most Powerful in the World Potential: C (2)  Skills B (+3): Vampire [Extra], Deceive C (+2): Provoke, Fight D (+1): Rapport, Will, Resources  Stunts & Extras [Muda Muda Muda!]: You may pay a fate point to get +2 to a skill, when you actively oppose or are actively opposed by a character using a skill equal to or lower than the skill you are using. Vampiric Feats: Regeneration Mastery, Space Ripper Stingy Eyes, Vaporization Freezing Technique Mastery, Animate Zombie Mastery  Total Cost – 15 Potential (13 Budget) Vampire Skill: B (+3) Vampiric Feats: Regeneration (Mastery), Space Ripper Stingy Eyes, Vaporization Freezing Technique (Mastery), Animate Zombie (Mastery) Stunts: [Muda Muda Muda!]

[Bruford]  Character Aspects High Concept: Zombified Warrior of Legend Ability: Zombie Trouble: Servitude to Dio Goal: Regain My Honor Potential: B (3)  Skills A (+4): Fight B (+3): Provoke, Notice C (+2): Vampire [Extra], Shoot, Lore, Deceive D (+1): Crafts, Investigate, Rapport, Contacts  Stunts & Extras [Sword of Luck]: Your blade is a deadly weapon in the trained hands of a warrior. When you battle up close and personal, you get (+1) to Attack or Defend using your Fight skill. [Danse Macabre Hair]: In your new form, your hair serves as a supernatural weapon. You may target a character in your D-rank zone, when you make an Attack action using your Vampire skill. [Hair Trap]: You get +2, when you try to create the aspect [Bound by Hair] using your Vampire skill.  Total Cost – 9 Potential (8 Budget) Skill Buy: Contacts, Deceive, Notice, Fight Vampire Skill: C (+2) Stunts: [Sword of Luck], [Danse Macabre Hair], [Hair Trap]

[Young Joseph Joestar]  Character Aspects High Concept: Clever, Tricky Ruffian Ability: Ripple User Trouble: Short Tempered Daredevil Goal: Stop Kars and Protect Granny Erina Potential: D (1)  Skills B (+3): Ripple [Extra], Deceive C (+2): Drive, Provoke D (+1): Athletics, Fight, Notice, Physique  Stunts & Extras [Your Next Line is…]: You get +2 to Deceive, when you use your opponent’s to your gain in a gambit. [The Joestar Secret Technique]: You may pay a fate point, to leave the scene safely. Your enemies may track you down later, but for now you have some time. [Hamon Command]: If you would make an Attack that takes someone out of the scene, you may instead give them the aspect [Controlled] and a physical instruction. They must attempt to perform the physical instruction you chose, and after they do the aspect is removed. [Clacker Boomerang]: Once per session, when you make an Attack action using your Ripple skill and don’t deal any stress, you may immediately deal a mild consequence to the target of the Attack.  Total Cost – 11 Potential (8 Budget) Skill Buy: Physique Ripple Skill: B (+3) Stunts: [Your Next Line is…], [The Joestar Secret Technique] Stunt Extras: [Hamon Command], [Clacker Boomerang]

[Caesar Zeppeli]  Character Aspects High Concept: Last Son of the Zeppeli Family Ability: Ripple User Trouble: I Act Without a Plan Goal: Finish My Ancestors’ Work Potential: B (3)  Skills B (+3): Ripple [Extra], Provoke C (+2): Will, Rapport D (+1): Empathy, Contacts, Resources  Stunts & Extras [Bubble Launcher]: When you fire a bubble barrage, you can make an Attack action using your Ripple skill against a target in your C-rank zone. [Hamon Command]: If you would make an Attack that takes someone out of the scene, you may instead give them the aspect [Controlled] and a physical instruction. They must attempt to perform the physical instruction you chose, and after they do the aspect is removed. [The Final Ripple]: As long as you have a moderate or severe consequence, you get +1 to any action using your Ripple skill.  Total Cost – 9 Potential (8 Budget) Ripple Skill: B (+3) Stunt Extras: [Bubble Launcher], [Hamon Command], [The Final Ripple]

[Wamuu]  Character Aspects High Concept: Honorable Warrior from Ages Past Ability: Pillar Man Trouble: I Will Never Dishonor a Fellow Warrior Goal: Protect and Serve Master Kars Potential: C (2)  Skills A (+4): Vampire [Extra] B (+3): Fight C (+2): Will, Shoot D (+1): Stealth, Lore, Crafts  Stunts & Extras [Holy Sandstorm]: When you unleash a wind powered strike, you can make an Attack action using your Vampire skill against a target in your C-rank zone. This attack may be actively opposed by the ripple skill, ignoring the [Weak to the Ripple] genre aspect. [Wind Suit]: You may pay a fate point, to cloak yourself in reflective wind. For the remainder of the scene you are completely invisible. [Atmospheric Rift]: When you use your [Holy Sandstorm], you may take a mild consequence. If you do, you get +3 to your Vampire skill for that attack.  Total Cost – 15 Potential (13 Budget) Vampire Skill: A (+4) Stunt Extras: [Holy Sandstorm], [Wind Suit], [Atmospheric Rift]

[Jotaro Kujo]  Character Aspects High Concept: Imposing Delinquent with Heart Ability: Stand User Trouble: Draws Attention Goal: Save My Mother’s Life Potential: B (3)  Skills B (+3): Fight C (+2): Physique, Provoke D (+1): Athletics, Deceive, Lore  Stunts & Extras [Ora Ora Ora!]: When in a clash, your stand gets +1 to power, speed, and precision. [Star Finger]: You can make an Attack action using your precision against a target in your C-rank zone. Stand: [STAR PLATINUM] Ability/Flaw: [Stop Time for 5 Seconds], [5 Seconds to Recharge] Power: A (+4) Speed: A (+4) Range: E (2m) Durability: E (+0) Precision: A (+4)  Total Cost – 19 Potential (18 Budget) Stand Ability: Extreme Stand Parameters: 12 Ranks Stunt Extras: [Ora Ora Ora!], [Star Finger]

[DIO]  Character Aspects High Concept: Vampire Lord DIO Ability: Vampire & Stand User Trouble: Overtly Arrogant Goal: Be the Most Powerful in the World Potential: N/A  Skills B (+3): Vampire [Extra], Deceive C (+2): Provoke, Fight D (+1): Rapport, Will, Resources  Stunts & Extras [Muda Muda Muda!]: You may pay a fate point to get +2 to a skill, when you actively oppose or are actively opposed by a character using a skill equal to or lower than the skill you are using. Vampiric Feats: Regeneration, Implant Flesh Bud Stand: [THE WORLD] Ability/Flaw: [Stop Time for 11 Seconds], [11 Seconds to Recharge] Power: A (+4) Speed: A (+4) Range: E (2m) Durability: A (+4) Precision: A (+4)  Total Cost – 26 Potential (Exceeds Starting Budgets) Vampire Skill: B (+3) Vampiric Feats: Regeneration, Implant Flesh Bud Stand Ability: Extreme Stand Parameters: 16 Ranks Stunts: [Muda Muda Muda!] [Johnny Joestar]  Character Aspects High Concept: Star Fallen Jockey Ability: Spin & Stand User Trouble: Crippled From the Waist Down Goal: Get Back to Zero Potential: E (0)  Skills B (+3): Drive C (+2): Will, Notice D (+1): Spin [Extra], Athletics, Rapport, Deceive  Stunts & Extras [Dark Determination]: Once per session, when you decide to complete a task and ignore all danger or cost doing so might cause, you get +1 to all actions attempting to complete that task. [Expert Jockey]: You get +2 to Drive when you attempt to race a horse to its limits. Stand: [TUSK ACT I] Ability/Flaw: [Spin Nails], [Nails Slowly Grow Back] Power: E (+0) Speed: B (+3) Range: E (2m) Durability: E (+0) Precision: E (+0) Stand: [TUSK ACT II] Ability/Flaw: [Spin Nails With Homing Holes], [Nails Take Even Longer to Recover] Power: D (+1) Speed: B (+3) Range: E (2m) Durability: D (+1) Precision: C (+2) Stand: [TUSK ACT III] Ability/Flaw: [Travel Through Spin Nail Holes], [Body Fragments Individually] Power: B (+3) Speed: B (+3) Range: E (2m) Durability: C (+2) Precision: B (+3) Stand: [TUSK ACT IV] Ability/Flaw: [Unlimited Rotation Spin], [Requires Perfect Rotation] Power: A (+4) Speed: A (+4) Range: E (2m) Durability: B (+3) Precision: A (+4)  Total Cost – 22 Potential (18 Budget) Spin Skill: D (+1) Stand Ability: Moderate Stand Parameters: 3 Ranks Act I: Moderate Ability + 4 Ranks Act II: Moderate Ability + 4 Ranks Act III: Moderate Ability + 4 Ranks ACT IV: Moderate Ability + 4 Ranks Stunts: [Dark Determination], [Expert Jockey] [Wekapipo]  Character Aspects High Concept: Exiled Noble Turned Assassin Ability: Spin User Trouble: A Dark Past Come to Haunt Me Goal: Help Gyro & Reunite with My Sister Potential: A (4)  Skills B (+3): Spin [Extra], Notice C (+2): Lore, Rapport D (+1): Athletics, Fight, Empathy  Stunts & Extras [Wrecking Ball]: When you attack an opponent using spin and your Wrecking Ball, that attack also hits all characters within that opponent’s E-rank zone. [Left-Half Ataxia]: You may pay a fate point when you succeed on an attack using your signature Wrecking Ball and place the aspect [Partially Blind] with one free invocation on that opponent.  Total Cost – 8 Potential (8 Budget) Spin Skill: B (+3) Stunt Extras: [Wrecking Ball], [Left-Half Ataxia]

EXAMPLE CHARACTERS & NPCS