Professional Documents
Culture Documents
「Bizarre Adventures D6」 Beta
「Bizarre Adventures D6」 Beta
v.0.72
What Is This?
A Tabletop RPG System, made with the intention of emulating JoJo's Bizarre Adventure,
a popular Manga and Anime series.
The Players create characters (PCs) to play the role as, and lead the story. They are the
active movers and decision-makers in every game, as a group of 3-6 individuals.
The Narrator (GM) controls the flow of the world and NPCs. The GM is also the arbiter
of any decisions relating to the rules, as the rulebook is free for interpretation.
The core conceit of JJBA is the Stand User, a person who wields a manifestation of
their soul (Stand).
For the detailed rules on Stands, read this chapter. Text is read from right to left, as
opposed to a typical book’s left to right.
Needed Materials
A handful of six-sided dice (D6) to roll when needed, and a pencil + paper to write
down stats and maps.
Alternatively, an account on Roll20, a virtual tabletop. Macros will be posted in their
own section.
Rolling
Each character will have a pool of D6s to roll, when attempting to perform an action.
The amount is depicted as Xd6, 5d6 means 5 dice are rolled.
Base Dice are given through Stats, and Extra Dice through Bonuses.
Successes
When any given D6 is rolled, there are two possibilities.
If it's a 3 - 6, that die counts as a Success. This adds +1.
If it's a 1 - 2, that die counts as a Failure. This adds +0.
Add all +1s for Total of Successes.
Urgency
A certain amount of Successes is needed for challenging or pressuring actions.
This amount is represented as Urgency (X). For this example, Urgency 4 for 4 Needed.
Total Successes are what determine outcomes, in relation to the Urgency Number.
Actions
Actions are anything the character tries to do.
The Stat rolled depends on the action. Poise for finesse, Bulk for punching, and so on.
Only one Action is made per turn, and one roll to an Action.
Advantage
Actions that embrace drama and hype gain an extra die for each aspect focused on.
Hits
If an aggressive Action succeeds, it will deal a Hit.
Hits are injuries, which make certain actions impossible.
Hit Limits
A character can only take a certain amount of hits before being Retired.
Retired characters are out of commission for the fight, unable to take further Actions.
An enemy’s retirement is typically the end of their appearance.
Retired players retain the ability to narrate, due to the Speedwagon Effect.
Hits and Retirement are temporary; they reset after a fight concludes.
Reactions
When targeted by an Action, the defender gets their own Action to counter.
This is a contest between the two, fighting each other instead of Urgency.
Stat rolls are purely based on the situation, and chosen by GM discretion.
Reactions don’t need to be taken by the defender, and an ally could React instead.
Examples
If they chose to trick their way out of it, the attacker would roll (Wit) against (Wit) to
determine the outcome of these mind games.
If they chose to dodge, then the attacker would roll (Precision) against (Speed) to hit.
If they chose to block, the attacker would roll (Power) against (Durability) to break
through or overpower.
If they chose to catch them off-balance with a psychological attack, it would be
(Menacing) against (Menacing)
Reactions are not restricted to just this list of examples. If it exists, a stat will match.
If the defender Reacts with an attack of their own, the attacker gets a Reaction to that.
If the Attacker chose to React with another attack, the Defender gets a reaction to that.
This can continue ad infinitum, making a chain of Reactions.
Turn Order
Every Action has a turn for it’s execution. This is a character’s Scene.
A complete rotation of Scenes is a Round.
Turns account for movement and the scene’s setup as well.
The parties get an equal amount of turns, and always alternate between each side.
Example
>(Enemy) Dio (2)
>(Ally) Kakyoin (1)
>(Enemy) Vanilla Ice (2)
>(Ally) Iggy (1)
>(Enemy) Dio (1)
>(Ally) Jotaro (1)
>(Enemy) Vanilla Ice (1)
>(Ally) Joseph (1)
Round End, Refresh.
>(Enemy) Dio (2)
>(Ally) Kakyoin (1)
>(Enemy) Vanilla Ice (2)
>(Ally) Iggy (1)...
And so on…
Urgency Table
# Difficulty Of Task Situation and Example
Stats costs points, and the total amount for Point Buys scales with the setting chosen.
These pay for User Stats, Stand Stats, Abilities, and Properties.
Bulk – How swole you are. Used for strength and taking hits.
Poise - How agile you are. Used for finesse and dodging danger.
Wit - How quick-witted you are. Used to get the upper hand and outsmart others.
Menacing - Your force of personality. Used for willpower and charisma.
Skill (Insert Talent) - The custom stat. Can apply for nearly anything, from a
grandma’s knitting to a bloodhound’s sense of smell. Rolled with the appropriate stat
with applicable, adding the two rolls as one total.
Bios
Every character has personality traits, history, and a life philosophy that defines them.
The Character advantage focuses on this section for it’s references.
One can put as much, or little, detail into their character’s Bio as they desire.
[example space]
Stand Building
E: 1d6 Dice (0 Points). Depressingly low, couldn’t crush a soda can.
D: 3d6 Dice (3 Points). Average human, on-par with a User’s C.
C: 5d6 Dice (6 Points). Peak human, on-par with a User’s A
B: 7d6 Dice (10 Points). Firearm-tier, about as deadly as a shotgun.
A: 9d6 Dice (15 Points). Astonishing, could tear through layers of steel.
None: Automatic Failure (-1 Point). Non-existent, unable to perform any action.
Infinite: Automatic Success (45 Points). Off the charts, capable of doing the
impossible.
S (X): Special (0 - 15 Points). Reserved for abnormalities, defying numerical measure.
Represented as S (X), X being the Point Cost equivalent. Ex. S (C) for a 6 Point Special.
Learning Burn
The Learning stat is a resource, which can be consumed for a boon or growth.
Ranks that are temporarily burned are restored after the session’s end.
Learning Burn ends at 0 Ranks, a grade of None.
These uses of Learning apply to non-Stand power types as well.
-2 Ranks, temporary - After a failed Action, continue with a different Action as if a Tie.
-3 Ranks, temporary - Allows the usage of a new minor Ability, as with Magician’s
Red’s life-sensing fire or Star Finger. Goes away after the session.
Abilities
Stands have a unique Ability, which allows them to bend reality to do the impossible.
An ideal Stand Ability is versatile, esoteric, flashy, and creative.
Properties
Some Stands have unique physical aspects or physiology.
These are neither an Ability or a Stand Type, but a Property.
Properties open the door to otherwise unrealistic actions, or give bonuses.
Properties typically cost 3 - 6 points.
Examples: Hierophant Green’s barriers, Silver Chariot’s armor, Love Deluxe’s rapid
growth, King Nothing’s puzzle pieces, Justice’s fog form.
Ability Point Costs
2 - 3 Points - Weak and one-note, secondary to the Stand’s actual ability.
Examples: Star Finger, Highway Star’s smelling, Magician’s Red’s life-sensing fire .
4 Points - Not very potent, made useful with quick thinking and a suitable scenario.
Examples: Echoes Act 1’s sounds, Hermit Purple’s photos, Harvest’s liquid injection .
Humanoid
A standard Stand type, having a majorly human physiology with limbs.
Examples: Star Platinum, Hierophant Green, Grateful Dead, Crazy Diamond, D4C.
Artificial
As opposed to Humanoid, this Stand has a more mechanical or unnatural body.
Automatic
Stands with simple AI-style behavior, instead of the User having direct control.
Automatic Stands are often detached from their users, and no range limit.
A detached Stand does not share damage with its User, and don’t share damage.
Automatic Stands have an Hit Limit -1 lower than the User’s.
Examples: Sheer Heart Attack, Highway Star, Black Sabbath, Born This Way.
Object
Tools with the Ability tied to them, which can be summoned and withdrawn at will.
These Stands are detached like Automatics, and even survive past the User’s death.
Object Stands have an Hit Limit equal to the User’s.
Bound
A Stand Ability that assimilates itself into another physical, tangible thing.
Non-users can interact with it, as it’s not a Stand-type manifestation.
The enhanced substance is often manipulable, detached, and can not be withdrawn.
Bound Stands have a Hit Limit equal to the User’s.
Examples: Oasis, White Album, 20th Century Boy, Catch The Rainbow, Chocolate
Disco.
Swarm
Swarm Stands are a conglomerate of units, all operated by the User at once.
Power and Durability stats are for the swarm as a whole, and sole units are weaker.
Single-unit death does not harm the User, only substantial amounts of lost units do.
Independent
Cost: 14
Stands capable of sentient thought and action, having a mind of their own.
These Stands get the three mental User stats - (Wit, Menacing, and Skill)
The Pool given for these stats is (Learning Ranks * 5), to a maximum of 25 Points.
Examples: Whitesnake, Cheap Trick, Echoes ACT III, Paisley Park, Anubis.
Integrated
Cost: -7 (Adds points)
These Stands have no or minimal manifestation, and stats apply strictly to the Ability.
Integrated Abilities can be applied by the User directly, without a middleman.
Durability and Range are often of lesser use for this type.
Examples: Khnum, Stray Cat, Mr. President, Tatoo You!, Oh! Lonesome Me.
Act
Cost: Requires C or Higher in Learning
Stands that have alternative forms, each with their own stats and related abilities.
These Stands start at Act 1, and gain Act 2 and Act 3 as the character develops.
Once a new Act exists, the Stand can slide between them at will.
Each Act burns 2 Learning Ranks, so a full Act 1-3 Stand must have an A in Learning and
not burn it for any other upgrades.
Act 1s get 1/3rd of the normal Stand Pool, while Acts 2 and 3 get 2/3rds of the Pool.
If it is a Two-Act Stand, Act 1 is 1/2 and Act 2 is 2/3.
This deduction is after Learning’s cost. (55 - 15 (Learning A) = [40]/3 for the five stats.)
The PCs may create the Acts, but the GM decides when they will become active.
Rule of thumb for progression; Act 1 for Earlygame, Act 2 once Midgame begins, and
Act 3 when Lategame begins.
Special
Cost: Variable
Niche Types that often only apply to one or two Stands.
Other
Cost: Variable
A Stand Type with no prior precedent, being a new category altogether.
Alternative User Types would be a simple exchange of User Pool for it’s benefits.
Only paranormal Users are listed. Animals, Cyborgs, and the like rely on fluff & Skill.
Multiple Power Sources have a -12 Stand Pool penalty for each source.
It is recommended that GMs allow other power types to see Stands, for balance.
These beings can Shapeshift into any non-complex object, of equal or lesser mass.
Aliens have a Sensitivity to high-pitched sound, and may take a Hit at ~7d6.
While exposed to sound, the alien’s form will be unstable, and change rapidly.
Ordinary people can not see Ghosts, but Stand Users and Animals can.
Ghosts can choose to make themselves heard by normal people.
Ghosts have Stand-like selective intangibility and immunity to non-Stand damage.
Ghosts can manipulate objects, but not feel them.
Rock Form is used for months-long hibernation, and resists extreme temperatures.
After hibernating, the Rock Human can stay awake for an equal amount of time.
Rock People can turn their skin into a chosen Mineral, which has a Durability of B.
Rock Humans are allergic to mangoes, and eat a paleolithic diet.
Pillar Men - Cost: 25 User/35 Stand, Vampire Required (See Alternative Powers)
An Aztec bodybuilder ultra-vampire, now-extinct apex predators from millennia ago.
User Stats have Stand-Tier dice scaling. A B that would normally be 4d6, is now 7d6.
Superhuman Body allows for actions that Vampires can only dream of, able to flatten
themselves to paper-thin lengths and rearrange their own and other bodies at will.
Vampirification - As Vampires spawn Zombies, Pillar Men make Vampires instead.
「Alternative Power Types」
Hamon Warriors (Parts 1 - 2)
An ancient breathing technique, Hamon is drawn from the User’s vital energy.
Hamon Users have control over vibrations and wavelength.
A Hamon User must maintain a consistent rhythm of breathing to use Hamon.
Hamon conducts extremely well through organic matter, like oil or flesh.
Users can also infuse objects with this life energy, acting like a battery.
Basic Abilities
Hamon Healing - Hamon is linked to life, and can be used to heal a hit as an action.
Reactions may be made to interfere with the act. -2 Temporary Learning Burn.
Sunlight Sendo - Hamon’s original usage is tuning the User’s breath to the frequency
of sunlight, to counter the Pillar Men and Vampires. Attacks made or infused with
Sunlight Sendo against the undead get double dice. -1 Temp Learning.
Stats
Stats are the properties of the User’s Hamon, and by extension their Overdrive.
Hamon Users also apply these stats directly to themselves, if breath is not impaired.
For example, users A in Power could crush metal with their bare fists.
In a given role, choose the higher stat between User and Stand stats.
Basic Abilities
Rotation - Objects infused with the Spin will rotate. Water would form a cyclone, while
a leg would dislocate joints, and a ball would fly in impossible trajectories.
Kinetic Displacement - Moves kinetic force from one area to another, next to it.
For example, punch a wall to hit the person behind it, or transferring a bullet’s force.
[Brain Damage] could become [Busted Kneecaps] or [Broken Arms] instead.
The Device’s Effect is what is weighted as equivalent to a Stand Ability, for cost.
The only canon example of a Device’s Effect is Wrecking Ball’s Sinistral Ataxia.
Stats
Stats are specific to the Device, and not the User or their Spin Energy.
Attachments are modular pieces to change the way a Device’s Effect manifests, such
as switching a Device from suction to vacuum mode. -1 Perm Learning.
Basic Abilities
Inhuman Body - Vampires cannot be Retired, still acting at 0 and -1 Hit Limit.
Vampires can still die from normal injuries if the death threshold of -2 is reached.
Vampiric minds are enhanced to allow extreme self-manipulation.
Commonly used to control veins, use enhanced senses, and reattach limbs with ease.
Vampiric bodies are weak to Sunlight/Hamon, and only heal those injuries via Blood.
Vampires take a 8d6 Hit from Sunlight, and Sunlight Sendo gets double dice.
Hamon and Sunlight contact will instantly kill at 0 HP or below.
Blood Sucking - Draining a corpse dry of blood, to heal a Hit. -2 Temp Learning.
Vampires can drain blood through their hands, injecting veins within the target.
Space Ripper Stingy Eyes - Vampires can shoot hyper-pressurized liquid through their
eyes, strong enough to cut stone. (7d6 or Precision) -1 Temp Learning.
Stats
The enhanced flesh of the Vampire. Stats are the increased physique of the Vampire.
Basic Abilities
Instant Regeneration - One Hit can be instantly healed. -3 Temp Learning.
Armed Phenomenon can only die once the parasite is killed, or are incinerated.
Sentient Parasite - More than just a bioweapon, they have a mind of their own.
Gains the three mental stats (Wit, Menacing, Skill) at a stat pool of (Range Ranks * 5)
Skills may be used by the Host at any time, as with Baoh’s evil-sensing smell.
Stage 1 - The Parasite awakens. The Host unlocks basic abilities and Phenomenon #1.
Use of any ability requires Possession by the parasite, replacing their consciousness.
Stage 2 - The Parasite matures. Phenomenon #2 is added, and a Morph mode is made.
This automatic transformation improves The Host’s body, stats, and grants a Property.
However, Possession is required to trigger the Morph and all of it’s enhancements.
The only canon example of a Morph property is Ikuro’s Armored Body.
Stage 3 - The Parasite & Host merge. The morph is now permanent, no trigger needed.
Phenomenon #3 emerges, and The Host is always in control during possession.
Stage 4 - The Parasite reaches critical level. It reproduces, and The Host will die.
What happens during this depends on the Parasite’s species, and is unknown.
Stats
The enhanced form of the Host. The first four stats are only accessible when morphed.
Power = The Host’s strength when transformed.
Speed = The Host’s agility when transformed.
Precision = The Host’s accuracy when transformed.
Durability = The Host’s endurance when transformed.
Range = The parasite’s evolution. Used for their point buy and parasite-only actions.
Learning = The parasite’s adaptability. Used for regeneration and inventing abilities.
「Resources」
Example User
Bio & Info Tab
Name: Wendell Sanders
Bio: An overweight shut-in, Wendell was living the Otaku lifestyle, watching time slip
before his eyes. Day after day, another day in a year full of days. As he would shitpost
day-in and day-out, provoking strangers on the internet, the line between genuine
sentiment and irony blurred for him.
Eventually, Wendell decided that life wasn’t worth living, and stabbed himself with an
arrow. This happened to be The Arrow, however, and rather than dying, Wendell
gained a Stand of his own. Renewed by this opportunity, Wendell travels the globe in
search of himself. He currently roams around, searching for ‘islamic terries’ to kill. He
may be trigger happy, but his watchful eye never rests.
Prized possessions: Laptop, Fancy Coat, Katana
Attributes Tab
Hit Limit: [2]/[2]
Bulk: [4]
Poise: [1]
Wit: [3]
Menacing: [5]
Skill: [2]
Example Stand
Bio & Info Tab
Stand Name: 「Power Of Wings」
Ability: 「On The Chainwax」 - This Stand has the ability to lower the efficiency of
anything it hits. This causes the same amount of energy to output less. So a car under
this effect would go 40 miles an hour, when it would normally go at 60. A person’s
blood pressure would drop to dangerous levels, reducing blood flow to the brain. An
electrical cord would transfer less energy, causing electronics to shut off. An enemy’s
punch would be less efficient, making it unable to destroy a wall it could normally
crush. [9 Points]
Design: 「Power Of Wings」 takes a humanoid form, with golden chain watches
weighing it down. Its body surface is shredded, making a pattern of flappy gills on its
limbs. The back has a large crank on it, the end of which is connected to a smaller
crank, and that one connected to an even smaller crank, and that one connected to a
tiny crank. It wears a tie on it’s neck, with a suitcase tied to it’s end.
Type: Close-Range Melee [Natural Humanoid]
Property: Bouncy - The Stand is remarkably similar to stretchy rubber. When hitting a
surface, it will spring back by a certain distance with controlled momentum. [4 Points]
Attributes Tab
LearningRanks: [4]/[4]
RangeInMeters: [8]
RangeRanks: [2]/[2]
Power: [9]
Speed: [3]
Precision: [1]
Durability: [7]
(Text Sheet Template), (Roll20 Sheet HTML), (Reference)
Roll20 Macros
Make sure to have the token clicked while rolling.
MakeRoll
***Rolling Dice...***
UserRolls
?{Which Stat?
|Bulk,
/em : ***"@{selected|character_name}"*** makes 'Roll: Bulk'
[[(@{selected|Bulk}d6>3cs>18cf>22)]] **Successes**
|Poise,
/em : ***"@{selected|character_name}"*** makes 'Roll: Poise'
[[(@{selected|Poise}d6>3cs>18cf>22)]] **Successes**
|Wit,
/em : ***"@{selected|character_name}"*** makes 'Roll: Wit'
[[(@{selected|Wit}d6>3cs>18cf>22)]] **Successes** |Menacing,
/em : ***"@{selected|character_name}"*** makes 'Roll: Menacing'
[[(@{selected|Menacing}d6>3cs>18cf>22)]] **Successes**
|Skill,
/em : ***"@{selected|character_name}"*** makes 'Roll: Skill'
[[(@{selected|Skill}d6>3cs>18cf>22)]] **Successes** }
StandRolls
?{Which Stat?
|Power,
/em : ***"@{selected|character_name}"*** makes 'Roll: Power'
[[(@{selected|Power}d6>3cs>18cf>22)]] **Successes**
|Speed,
/em : ***"@{selected|character_name}"*** makes 'Roll: Speed'
[[(@{selected|Speed}d6>3cs>18cf>22)]] **Successes**
|Durability,
/em : ***"@{selected|character_name}"*** makes 'Roll: Durability'
[[(@{selected|Durability}d6>3cs>18cf>22)]] **Successes**
|Precision,
/em : ***"@{selected|character_name}"*** makes 'Roll: Precision'
[[(@{selected|Precision}d6>3cs>18cf>22)]] **Successes**
|Range,
/em : ***"@{selected|character_name}"*** makes 'Roll: Range'
[[((@{selected|RangeRanks}*2)d6>3cs>18cf>22)]] **Successes**
|Learning,
/em : ***"@{selected|character_name}"*** makes 'Roll: Learning'
[[(@{selected|LearningRanks}d6>3cs>18cf>22)]] **Successes** }
Recent Changes
0.71 => 0.72 (1/9/18)
Finalized distinct Advantage categories (Style/Ruse/Character)
Removed Traits (Replaced with Character Bonus)
Added Second Wind (Post-Retirement desperation)
Re-integrated the voluntary trait penalty option, to restore a burnt rank of Learning.
Armed Phenomenon no longer need to pay for the lowest Phenomenon they have.
Cleaned up several sections, primarily in Hits/Actions/Advantage.
Changed the order in which rules were introduced, for better flow.
Clarified Integrated-type Stands granting points.
Rock Human cost from 8 to 7.
Updated good ol’ Wendell Sanders.
Added links to rudimentary character sheet templates below the Wendell section.
Deleted Legacy Rolls.
Changed title font.