Jojo's Bizarre Adventure Fate
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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.