Jotaro Kujo (JoJo's Bizarre Adventure)
Not gonna lie, figuring out how to make a Stand User work in Cypher System was a bit of a challenge for two reasons: one, because Stands in the Jojoverse tend to have their own special abilities and the focus you're probably thinking of (Exists in Two Places at One) is a bit generic, and two, because it involves filtering some of the 80s Teen movie out of supers supplement Unmasked. I initially dismissed Unmasked's approach as a solution looking for a problem, but thanks to a Japanese man's fascination with Italian fashion, I have just the problem! While you cue some JoJo's background music in your head, let's go over our build goals:
- Have a character that will let players play both Jotaro and his stand
- Have the stand be the one with the proverbial big guns
With that out of the way, let's stand proud!
First Tier
- +2 might, so our pools are 12/9/11 now
- Training in discernment (seeing through lies and sensing motives) and—once you get to know him—pleasant social interactions.
-
ProdigyStand Sight, which let's us see Stands and other particularly special stuff - Practiced with All Weapons, from swords to bulldozers to vampire faces
- Extra Edge for 1 speed edge
- No Need for Weapons turns our fists into medium weapons… or should I say, "heavy weapons"?
- Trained Without Armor trains Start Platinum in dodging without armor
- Bash (1 MP, action) let's us hinder our toes through the subtle art of Mudamuda.
- A level of effort
- 4 points, split between might and speed
- +2 recovery bonus
- 1 might edge
Second Tier… and Beyond!
Second Tier
- A second power shift in resilience
- Successive Attacks (2 SP, enabler) lets us attack again after taking someone down
- Advantage to Disadvantage (3 SP, action) disarms with
- Unarmed Fighting Style trains us in Ora Ora no Jutsu
- Another level of effort and recovery bonus
- 4 points in might
- 1 speed edge.
Third Tier
- Fury (3 MP, action to start) gives +2 damage to our punches for a minute and a sense of deja vu
- Reaction is our old friend from the D&D days, the Attack of Opportunity, but they have to hit you first.
- Seize the Moment ,(4+ SP, enabler) lets us trade either a level of effort or our next turn to react… on purpose!
- We can choose either Moving Like Water or Greater Enhanced Potential—the latter gives us 6 free pool points to dump into speed faster than a drug dealer getting into stocks, so we'll take that.
- Take Moving like Water (3 SP, enabler) anyway, giving an asset to attacks and dodging for a minute
- 1 speed edge, raising it to 3, for no particular reason. None at all
- Four might points
- A fourth level of effort
Fourth Tier
- Tough as Nails eases might tasks and defense rolls as long as your not at full health, allowing us to throw that road roller right back
- Capable Warrior raises our base fist damage to 12, for those occasions when 11 isn't enough
- Divert Attacks (4 SP, action to start) let's us auto-DODGE! arrows, bullets, and taxes for 1 minute, however, auto-DODGE!ing homes you on your next turn. A small price to pay for those deductions.
- More effort
- 4 speed points
- 1 might edge
- Skill Training towards our berserk feature (called cooldown for obvious reasons). This turns hitting the off-switch into a level 1 task.
Fifth Tier
- Improved Success makes our special rolls even more special with +1 damage
- Jump Attack (5+ SP, action) is kinda what it sounds like— the "jump" part is a level 4 jump that, if pulled off, are [4 + effort] damage to our punch. And yes, the attack counts as a separate roll.
- Parry (5 SP, enabler) eases those Dodge rolls we're trained in, and parties nicely with our asset from Moving Like Water.
- Stun Attack (6 SP, action), well, stuns. Pretty straightforward.
- 4 might points
- 1 speed edge
- One last effort
- Specialization in Cooldown, so we can turn Star Platinum on and off as we please.
Sixth Tier
- Magnificent Moment. Remember Sieze the Moment? Now when you do that, it's eased!
- Finishing Blow (5 MP, enabler) lets us add 7 damage to anyome who happens not to be in a position to fight back
- Shrug it off (5 MP, action), a fourth-tier mask form ability (basically, abilities any stand can use), can no-sellny attack that would deal at leasr 6 damage or takemyou down the damage track.
- Master of Unarmed Fighting Style makesmyou specialized in the violent violet fists.
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