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Disclaimer: This guide only covers the physical aspects of Stands and not their abilities. This means it talks about details like Star Platinum's punching strength and speed and range, details relevant to stats more than creative powers that JoJo is known for. This guide is to be used in case a fist fight occurs in the RP or you're making a very physical orientated Stand. Depending on your Stand's ability, some of these rules might not apply to you.
A = Crazy Diamond/King Crimson tier. Superhuman strength, able to lift cars and cause severe damage to buildings. Can easily damage Stands with an A in Durability that aren't purely defensive.
B = Echoes ACT 3/Killer Queen punches tier. Strong punches that can easily deal severe injuries to humans. Able to lift heavy objects and can damage structures and walls. Can hurt Stands with an A in durability that aren't purely defensive, easily damage those with B and below.
C = Above average human tier. Decently strong punches, comparable to those of a martial artist in training. Able to lift objects too heavy for a single person. Can crack walls and hard objects. Can barely hurt Stands with an A in durability that aren't purely defensive, hurt those with B and easily damage those with C and below.
D = Below average human tier. Weak punches, comparable to a young teen. Able to lift objects any normal human can. Can't do significant damage to structures. Is useless against Stands with A-B in durability that aren't purely defensive. Can hurt Stands with C in Durability and everything else.
E = Incredibly weak. Punches are as strong as weak slaps. Can't lift anything but small objects. Can't damage structures at all. Can't hurt any Stand physically.
A = Crazy Diamond/Star Platinum tier. Reactions and speed as fast as light in close combat. If it has huge range it can travel at the speed of 120 km/h.
B = Highway Star/Killer Queen tier. Reactions and speed are faster than an Olympic level fighter or martial artist in close combat. If it has huge range it can travel at the speed of 60 km/h.
C = Above average human tier. Reactions and speed are those of a martial artist in close combat. If it has huge range it can travel at the speed of 30 km/h.
D = Below average human tier. Reactions and speed are barely those of an adult human in close combat. If it has huge range it can travel at the speed of 15 km/h.
E = Pitiful speed. Reactions and speed are as slow as those of a sloth. If it has huge range it can travel at the speed of 7 km/h.
A = Crazy Diamond/Star Platinum tier. Is vulnerable to attacks from A stat Power Stands, can be hurt by B-C Power Stands and is immune to D and E.
B = Killer Queen/The Hand tier. Is vulnerable to attacks from A-B stat Power Stands, can be hurt by C Power Stands. Immune to D and E.
C = Above average human tier. Is vulnerable to attacks from A-B-C stat Power Stands, can be hurt by D Power Stands. Immune to E.
D = Below average human tier. Is vulnerable to attacks from A-B-C-D stat Power Stands, can be hurt by E Power Stands.
E = Jell-o tier. Is vulnerable to attacks from all Power Stand stats.
Note about precision: Precision usually only affects projectiles and throwing distance. However, when making a Stand with an ability that affects many objects in a specific ways, it is recommended to invest in high precision. An example is Grateful Dead from Part 5. The Stand was able to rapidly age everyone in its range, but its precision was so low it aged everyone, even allies. A similar Stand with higher precision could instead tell which person to target or not.
A = Manhattan Transfer tier. Projectiles innate to the Stand easily hit targets from 120 m and below. Objects thrown easily hit targets from 80 m and below. 60-20 m if Close-range respectively.
B = Ratt tier. Projectiles innate to the Stand easily hit targets from 90 m and below. Objects thrown easily hit targets from 50 m and below. 45-15 m if Close-range respectively.
C = Trained sniper tier. Projectiles innate to the Stand easily hit targets from 60 m and below. Objects thrown easily hit targets from 30 m and below. 30-10 if Close-range respectively.
D = Bad eyes tier. Projectiles innate to the Stand easily hit targets from 25 m and below. Objects thrown easily hit targets from 13 m and below. 15-7 m if Close-range respectively.
E = Mole people tier. Projectiles innate to the Stand easily hit targets from 10 m and below. Objects thrown easily hit targets from 5 m and below. 10-4 m if Close-range respectively.
A = ACT Stand tier. Wide array of uses for its single ability or multiple related abilities (3). Most Stands like this usually have a simple Stand that can use its ability in various ways or a Stand with a "core" power and various sub-powers that compliment it.
B = Crazy Diamond tier. Large array of uses for its single ability or multiple related abilities (2). Most Stands like this usually have a simple Stand that can use its ability in various ways or a Stand with a "core" power and various sub-powers that compliment it.
C = Talented tier. Decent array of uses for its single ability. Stands like this don't have sub-powers, but may be able to effectively combine their ability with others/the environment.
D = Average tier. Mediocre array of uses for its single ability. This type of Stand doesn't have much variety in its uses.
E = Robot tier. Small array of uses for its single ability, sometimes even having only one use. This type of Stand has the least variety of them all.
Disclaimer: This guide only covers the physical aspects of Stands and not their abilities. This means it talks about details like Star Platinum's punching strength and speed and range, details relevant to stats more than creative powers that JoJo is known for. This guide is to be used in case a fist fight occurs in the RP or you're making a very physical orientated Stand. Depending on your Stand's ability, some of these rules might not apply to you.
Close-range Stands are the bread and butter of JoJo along with Long-range Stands. Close-range Stands's traits are usually incredible physical strength and poor range. Because of this it's recommended to invest a lot in Power while making a Close-range Stand designed to fight people head-on since it's the best Stand type for that kind of stuff. Examples of Close-range Stands are Star Platinum and Crazy Diamond.
Power: A Close-range Stand's Power stat is superior to other Stand types in a physical fight, rivaled by only Ability and Wearable Stands(A Close-range Stand with A in Power will beat a Long-range Stand with A in Power).
Durability: A Close-range Stand's Durability stat is superior to other Stand types in a physical fight.
Range: A Close-range Stand's Range stat is inferior to other Stand types. Here are the range limits for each stat.
Beginner friendly: Yes. It is generally recommended you make a Stand with this kind of type if you are new and have no idea about what kind of Stand you want to make.
Long-range Stands are commonly seen in JoJo as well. Their traits are usually incredible range and average strength. It's recommended to invest a lot in Range when making a Long-range Stand since that is its main selling point. Examples of Long-range Stands are Hierophant Green and Echoes ACT 1-2.
Power: A Long-range Stand's Power stat is weaker than Close-range and Ability/Wearable Power stats. They are however stronger than Swarm Stand's Power stats.
Precision: If your long-range Stand utilizes projectiles in any way, it is often recommended to invest in precision to make projectiles faster/stronger or to allow you to do all sorts of clever tricks with them (ricochets, weakpoint, Stand abilities etc.)
Range: A Long-range Stand type's Range stat is superior to all other Stand types. Here are the range limits for each stat.
Beginner friendly: Yes. Like Close-range types, this Stand is easy to use for newcomers.
Automatic Stands are less common and far more tricky to use since usually they abide by their own rules that are beyond the user's control. They usually have high durability, monstrous range and don't transfer damage to the user, but have poor precision and learning. Examples of Automatic Stands are Sheer Heart Attack and Highway Star.
Durability: Most Automatic Stands have high durability, but you aren't forced to make your Automatic Stand have high durability. Most Automatic Stands also do not transfer damage to the user.
Range: Due to their nature, Automatic Stands usually have infinite range.
Abilities and Potential: Automatic Stands usually have poor Learning. This means that they are less versatile than other Stands, mostly obeying a set rule while they're active. Examples of these are the rules SHA abode by, where it only attacked objects and beings that emitted heat and targeted the one with higher temperature. There's also Highway Star which could not attack anyone until they entered its room and it marked them, pursuing them endlessly with only a basic level of intellect. Your Automatic Stand should have similar rules or at least have its main gimmick not completely under the user's control.
Beginner friendly: No. Due to how complex and strange the rules of Automatic Stands are, it's often not recommended for new users to make Automatic Stands on their first sheet, especially if it's for a player character. If you're feeling brave, go ahead, but do not blame us if your sheet is refused for failing to meet standards.
Swarm Stands are very rare in JoJo, but are relatively simple to understand. Instead of having one single Stand, the user has multiple, weaker Stands of the same type that they can summon. Swarms can either be small, formed by only 4-5 Stands, or extremely large with hundreds or even thousands of Stands. However the rule they can never break is each swarm member having an unique power. If you do break that rule, your sheet will usually be rejected unless you provide a good case for why it should be accepted (This is to avoid overpowered jack of all trades Stands, which aren't fun to fight at all!).
Swarm Stands do not transfer damage to the user and usually a single swarm member is extremely weak. Their strength instead relies on numbers. Example of Swarm Stands are Harvest and Bad Company.
Durability: Swarm Stands do not transfer damage to the user unless the entire swarm is destroyed (In which case the user receives severe injuries). Members of the swarm regenerate upon being destroyed. The user may also receive damage if the swarm is repeatedly attacked while the user has yet to regenerate most of their swarm.
Power: The Power stat of a Swarm Stand counts as the strength of the entire swarm and not a single swarm member. The total physical strength stat of a Swarm Stand is still weaker than a Close-range and Long-range Stand stat (Abilities not counted).
Range: The Range stat of a Swarm Stand is equal to the Range stat of a Long-range Stand.
Speed: The Speed stat of a Swarm Stand affects not only its speed, but the speed of its regeneration as well.
Beginner friendly: Yes. Despite their rarity, Swarm Stands are relatively easy to understand, making them excellent for newbies.
Tool/Bound Stands either take the form of an item or object, or are bound to select items and objects. Due to their nature, these Stands are able to be seen by non-Stand users unlike other Stands, but only if they are Bound. These Stands are usually indestructible and therefore have high durability, but due to being limited to objects they have low Learning and can't do as many clever tricks as other Stands when out of their comfort zone. Examples of Tool Stands are Emperor and Hermit Purple. Examples of Bound Stands are Anubis and The Fool.
Durability: Tool/Bound Stands usually have high durability. If you make them breakable, make sure they aren't too easy to break!
Home Advantage: Due to their nature, Bound Stands are usually stronger close to materials they are bound to if they are bound to plentiful objects such as water or sand. However this means that when faraway from objects they are commonly bound to, their strength greatly weakens. This is also related to their low Learning stat since they can't really adapt.
Beginner friendly: Maybe. Tool Stands are definitely easy to use, but Bound Stands are a bit more complicated than them. If you want to make a Stand like this, it's recommended you do a Tool Stand first to test the waters.
Ability/Wearable Stands are unique, because they are directly integrated with the user's body. In the case of Ability, the user's Stand has no physical manifestation while in the case of Wearable the user wears their own Stand like some sort of suit or cloth. Due to this they are considered always active and therefore usually have either high durability if they protect the user or low durability if they don't. Power and Speed are usually their best stats. Examples of Ability Stands are Stray Cat and Earth, Wind and Fire. Examples of Wearable Stands are Yellow Temperance and White Album.
Power: Ability and Wearable Stand's Power stat is superior to most other Stands, only rivaled by Close-range Stands. (An A in Power for an Ability Stand is stronger than an A in Power of a Long-range Stand).
Durability: The Durability of Ability Stand types depends on whether the ability allows for defense or not. If it is purely offensive, then the Stand usually has low durability. Wearable Stands usually have high durability, but exceptions exist.
Range: Ability and Wearable's Stand's Range stat is equal to that of Close-range Stands.
Beginner friendly: Yes. Ability and Wearable Stands are easy to understand and to use, so it's recommended you make one of these two as your first Stand.
ACT Stands are unique, since they can be any type of Stand, but have the special ability to evolve during key parts of the story during the RP depending on how the user wants to handle their development. Because of this they have high Learning at the start, but start off with rather mediocre stats. During every "evolution" however, they are able to gain a new ability as long as it fits their previous's ability theme, a boost to all stats and a loss in Learning. ACT Stands can always evolve as long as they don't have an E in Learning. If they do, that means that all of their potential has been unlocked and they cannot learn anything else. Examples of ACT Stands are Echoes ACT 1-2-3 and Tusk ACT 1-2-3-4.
Ability gain: Whenever an ACT Stand evolves, they gain access to an extra ability. This extra ability however must fit the theme of the Stand (If ACT 1 had a power related to gravity, then ACT 2 needs to have a power related to gravity as well). Whenever the Stand gains a new ability they also get a boost to any stats of their choosing at the cost of Learning. You cannot gain anymore abilities once your Learning stat is E.
All ACTs in sheet: If you're making an ACT Stand, make sure to include all ACTs in your sheet because the mods have to see them all before it can be approved. If you don't like spoiling your future ACTs, PM the sheet to a mod instead and ask if it's fine if you update the sheet as the RP progresses to surprise people.
Beginner friendly: Maybe. ACT Stands are pretty easy and fun to make if you start with basic types, but if you want to make an ACT Automatic Stand or an ACT Bound Stand you should probably wait till you've gained experience first.
These are the rules for character creation.
1. Fill out the character sheet and post it in its own thread in this board.
2. Be original, and be creative! Make a character interesting and original enough that other users will want to interact with them.
3. As stated in rule 2, characters should be original. No characters from JoJo or any other media should be allowed. Characters referencing other media are completely allowed.
4. Canon relations (including Stand Arrows) are generally not allowed, especially those relating to the Joestars, Zeppelis, Brandos, etc.
5. Most characters on the site are likely to be Stand users. Your character does not HAVE to be a Stand user, but it's highly recommended that they are. Your character could have another power, such as Hamon, spin, cybernetic body parts, or some other weird shit. If you decide to go with a non-Stand using character, however, be aware that you will not be able to see or touch Stands and therefore be at a large disadvantage against Stand users, and it will be difficult for Stand using characters to include you in their action. I'd recommend using a Stand bound to the user's body if you really don't like the idea of using a Stand, but ultimately the decision rests with you.
6. Don't make an overpowered character. As fun as it might be for you to make someone with a Stand as strong as Gold Experience Requiem, it'd be a lot less fun for the other users.
7. Have an understanding of JoJo's Bizarre Adventure. Reading the manga is obviously the best way to do this. If you've decided not to read the manga and you're only on Stardust Crusaders in the anime, you can feel free to join. But prepare to be confused.
8. Do not make a power that takes choice away from other players like Mind Control, Pacts or anything else like that, please keep in mind that you are free too make villain as powerful as you want because villains always play to lose.
Note: You are allowed a total of 65 points for Stand stats, the prices are:
A=20 | B=15 | C=10 | D=5 | E=0
Paste the code into the [BBCode] tab in the editor, then go back to the [Preview] tab to add the details.
CODE
EXAMPLE
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