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Ditherer

JoJo Homebrew for Tails of Equestria

Aug 27th, 2017
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  1. Meant to be used with the original ruleset, or the Essential version.
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  3. Talent: Hamon
  4. Description: An affinity with the sun and modulated breathing which allows the user to place energy into objects or heal damage. A character with this Talent can transfer any of their current Stamina to another character by touch, and can add any of their current Stamina to a successful roll.
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  6. Talent: Spin
  7. Description: The art of infinite rotation. A character with this Talent can roll to make something they've come into contact with begin violently spinning. Greatly improves aim.
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  9. Talent: Stand User
  10. Description: A unique magical ability, bestowed regardless of race. If it manifests physically, its power in scuffles is equal to its pony's Body score plus this Talent's score. When using its magical ability, its power is the Mind score plus this Talent's score. Suggested to start at d4 or d6. Ponies with the Stand User Talent are destined to meet each other as friends and foes; all dice a pony with Stand User meets should have equal or higher dice in this Talent. The GM must vet this ability.
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  12. Other Stands: For an Act Stand, start with a rating of d4 and increase by one die-type per Act progression. A Bound or Ability Stand, which has less chance of fighting directly or improving over time, may begin rated at d8 or d10. For something complex like Killer Queen, take multiple times. Free-floating Stands, like Milagro Man, should be statted as Tests seen below.
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  14. Stand Combat: Stand Combat can be run like a regular Scuffle, although if the Stands are not purely physical or their abilities come into play, it may be better to treat combat against an NPC as a Test, with a certain amount of damage counting as a successful roll. Since Stand battles often follow the Rule of Three, it's suggested to require three successes to defeat an enemy user, but this is up to the GM's discretion. Each successful roll should raise the Difficulty Check of the Test, and whichever characters roll the final success should be allowed to narrate their final moment of victory.
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  16. Depending on how often Stand fights happen in a given game or campaign, the GM may wish to reward the heroes' survival, or a very well-done victory, with Friendship Tokens.
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