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AsteriskRocks
08-10-2011, 08:45 AM
Slogan: Since we cannot play Jojo's Bizzare Adventure: The Forum Game, let us develop it some more!

So, Jojo has been on hiatus for practically a long time and I after finishing my recent semester, I realized that the game really needs improvement and others who can understand the rules, so that it can be run even without me and whatnot.

Okay, so I need help refining and grounding out the rules for my forum game and I decided to make a new topic for this. So, I ask that anyone with their repertoire of RPG knowledge to help make suggestions and so forth to help improve the gameplay and perhaps make it more simpler to manage, since it can be rather complicated.

With this topic:

1) We can be able to run test scenarios using RNGs and sample maps, enemies, etc.

2) We hope to make JJBA: TFG more understandable for finding other potential GMs to run it.

3) Improve JJBA: TFG, so that it can run more smoothly and be less complicated and to make the game even better.

4) Enjoy Jojo's Bizarre Adventure: The Forum Game while it is on hiatus.
Those who help with development will be formally credited for doing so.

Sincerely, AsteriskRocks.

RNG is done by:
Random.org


Helpful Hint: Ctrl+F is your friend for these posts.

Also known as JJBA:TFG
Based off the series by Hirohiko Araki, I present to you Jojo’s Bizarre Adventure the Forum Game 2.0!

This forum game plays similarly to Heroes and Villains TFG and Survival TFG (Forum games from YGOTAS). You usually spawn on a visual map which is updated every turn with movements, NPCs, and vehicles. The purpose of each round depends on the game type aka campaign modes:

Campaign Modes - (Changes each Round at Random or Poll)
Teams - No Friendly Fire, eliminate the other team
Survival – Fight it out with all the players to be the last one STAND-ing.
Bizarre Adventure - Face off against NPCs foes and make it through 8 stages through cooperation.
(NEW) Gauntlet Mode: Face off against various boss types

After the Campaign type is chosen, the round starts and signs ups begin. The 3 types of characters you could be are: Normal (Human or Animal which Non-Anthropomorphic or Mythical), Vampire (Pillar Man, Stone Mask), Ripple Warrior (Non-Stand User or Stand User)

As for the classes, their statistics will be located on here and on the topic itself.
Character Stats (http://forum.yugiohtheabridgedseries.com/group.php?do=discuss&gmid=89802)
---------------------------------------
:STANDS:
Normal Type
Form: Spirit (Close Range)
Your Stand takes the form of a spirit, you have to describe what it should look like.
Range: Short
Attack Power: Moderately High (20-60 Damage)
Activation: Must be turned on/off to be used.

Remote Type
Form: Spirit (Long Ranged Attacks and Projectiles)
Your Stand takes the form of a spirit, you have to describe what it should look like.
Range: Long
Attack Power: Moderately Low (10-40 Damage)
Activation: Must be turned on/off to be used.

Automatic Type
Form: Spirit or Machine (Like an Airplane)
It’s form can vary depending on what you imagine.
Range: Same as your Movement
Attack Power: Weaker as you get farther from your Stand
Activation: Always On but you receive no inflicted damage on your Stand. Though it can be destroyed if it’s Stand Power (In this case it’s Health) reaches 0.

Armor Type
Form: Covers Entire Body
Whatever your power is has to involve the suit itself. Like an Flame body suit Stand would be acceptable.
Range: Varies (Short to Long Ranged)
Attack Power: Moderate depending on range. Certain immunities to Status Effects.
Activation: Must turn On or Off.

Item/Weapon Type
Form: Of a Weapon or an Item
Range: Varies depending on what you can come up with
Attack Power: Varies in accordance to the above
Activation: Must be turned on/off to be used.

Notes:
-Stand Rules to Power Use-
1) Must have Stand activated aka turned On in order to use your designated power.
2) Opting to call back your Stand during the same turn you attack with it will carry a 1 Evasion Point Calculation cost (Temporary but the GM will treat it as if you lost 1 Evasion Point during Calculations) and depending on the success of Evasion you can undo it.)
3) Keeping your Stand “ON” costs 5% Stand Power per turn.
4) Automatic Types don’t have any Stand Cost to keep it On.

-Usage Costs-
Simple Tasks – 5% (Varies)
Moderate Tasks – 10% (Varies)
Complicated Tasks – 25% (Varies)
Notes: May be balanced accordingly to power.

-Banned Stand Powers-
Summoning Powers
Immortal Automatic Type Powers
Multi-Elemental or Magic Powers (You have only 1 stand with 1 power)
1 Hit-KO Stand Powers

AsteriskRocks
08-10-2011, 08:46 AM
---------------------------------------
-NORMAL CLASSES-

:HUMAN:
Your standard class, which is pretty standard.

:Human Stats:
Health: 150 HP
Attack:
2 times w/o Stand (Weak)
2 times with Stand (Depends on Stand)
Total: 4 Attacks
Accuracy (Hit): 100%
Defense: 10 Guard Points
Defense Point System (DPS):
[] [] [] [] [] [] [] [] [] [] 10/10 Guard Points
1st Guard – 10% damage received
2nd Guard – 20% damage received
3rd Guard – 30% damage received
4th Guard – 40% damage received
5th Guard – 50% damage received
6th Guard – 60% damage received
7th Guard – 70% damage received
8th Guard – 80% damage received
9th Guard – 90% damage received
10th Guard – 99% or All damage received (1% Chance of working)
Notes:
1) Guard Damage rounds down to the nearest whole number.
2) You Recover a Guard Point every 5 Turns that you don’t defend for.
3) You can also half guard for half the points and half the reduction value. (10% to 5%)
4) You cannot half guard the 10th Guard.

Movement: Average (Varies per map)
Evasion: Average (5 Evasion Points)
Evasion Point System (EPS):
Per each (1/2 = [ ) Evasion Point you lose – 5% Hitting percentage if you want to retaliate after you block.
[] [] [] [] [] 5/5
1st Evasion – 50%
2nd Evasion – 40%
3rd Evasion – 30%
4th Evasion – 20%
5th Evasion – 10%
6th Evasion – 1%
Notes:
1) You can also “half dodge” for half the points and 5% less chance of dodging.
2) You recover an evasion point every 3 turns.
3) You cannot half evade the 6th evasion.
STAND: 100%
Refer to the STANDS Section.

:ANIMAL:
A more mobile class that sacrifice health for Movement, unless you decide on something small or slow.

:Animal Stats (Birds or Mammals Only):
Health: 120HP
Attack:
4 times w/o Stand (Depends on Animal)
2 times with Stand
Total: 6 Attacks
Accuracy (Hit): 100%
- You do not lose accuracy in fog depending on what animal you are. (Sense of Smell)
Defense: 5 Guard Points
Defense Point System (DPS):
[] [] [] [] [] 5/5 Guard Points
1st Guard – 10% damage received
2nd Guard – 30% damage received
3rd Guard – 50% damage received
4th Guard – 70% damage received
5th Guard – 90% damage received
6th Guard – 99% or All Damage Received (1% Chance)
Notes:
1) Guard Damage rounds down to the nearest whole number.
2) You Recover a Guard Point every 3 Turns that you don’t defend for.
3) You can also half Guard for half the points and half the reduction value. (10% to 5%)

Movement: Above Average (Varies per map)
Evasion: Above Average (8 Evasion Points)
Evasion Point System (EPS):
Per each (1/2 = [ ) Evasion Point you lose – 5% Hitting percentage if you want to retaliate after you block.
[] [] [] [] [] [] [] [] 8/8
1st Evasion – 80%
2nd Evasion – 70%
3rd Evasion – 60%
4th Evasion – 50%
5th Evasion – 45%
6th Evasion – 35%
7th Evasion – 25%
8th Evasion – 15%
9th Evasion – 1%
Notes:
1) You can also “half dodge” for half the points and 5% less chance of dodging.
2) You recover an evasion point every 5 turns.
3) You cannot half evade the 9th Evasion.
STAND: 100%
Refer to the STANDS Section
---------------------------------------
:RIPPLE WARRIORS:

Ripple Warriors are a Human class which is the most effective class that counteracts both Stone Mask Vampires and Pillar Men Vampires.

Ripple Warriors utilize an ability called Hamon or Ripple

The Ripple is based on using the energy of the sun's rays through breathing and feeling the body with solar energy. While it can be used to destroy vampires and zombies, it can also affect non-living things.

Objects charged with the Ripple will become more dangerous and its user can perform several techniques that combine with the warriors own tactics to allow for a very flexible fighting style. Because of its versatile nature many warriors use different weapon ranging from a scarf, bubbles, wine and bolas (a pair of steel balls connected to a rope).

Liquids conduct the Ripple especially well (and the user's Ripple shows on liquids as actual ripples) and it can even be used to increase the surface tension enough to allow the Ripple user walk on water.

Many of the most powerful techniques are classified as 'Overdrives.' An object that is impacted with the force of the overdrive will carry the ripple through it and will become lethal to the vampire's touch, this can be used to strike an enemy in another room by impacting a wall and causing its solar energy to disintegrate the target.

Objects covered in oil, can conduct the ripple much easier.

A Ripple Stand-User can channel Ripple through their own stand.


There are two types of Ripple Warriors to choose from:

Non-Stand User
You have more Ripple Energy. (+50% Overdrive)
It costs less Overdrive to perform Ripple incorporated actions.
Ripple recovery is doubled further under sunlight.

Ripple-Stand User

You sacrifice your maximum Ripple Energy in exchange for being able to utilize your Stand Powers. Furthermore, you can convert Ripple Energy into Stand Power. However, your Stand cannot as powerful as a Regular Stand User and Stands are limited to object materialization types. You also you have use 10% Stand and Overdrive power than it usually costs in order to perform Stand related or Overdrive (Ripple) related damage.

Weaknesses
A hamon user must be able to constantly breath, if this breathing is stopped or reduced due to injury they slowly grow weaker. The removal of the heat from a ripple user causes their blood to move slowly and be unable to attack as rapidly and effectively as before.

:Ripple Warrior Stats (Humans Only):
Health: 150 HP
Attack:
2 times for both Ripple and Non Ripple Attacks (Depends on Action)
Total: 4 Attacks
Accuracy (Hit): 100%
Defense: 10 Guard Points
Defense Point System (DPS):
[] [] [] [] [] [] [] [] [] [] 10/10 Guard Points
1st Guard – 10% damage received
2nd Guard – 20% damage received
3rd Guard – 30% damage received
4th Guard – 40% damage received
5th Guard – 50% damage received
6th Guard – 60% damage received
7th Guard – 70% damage received
8th Guard – 80% damage received
9th Guard – 90% damage received
10th Guard – 99% or All damage received (1% Chance of working)
Notes:
1) Guard Damage rounds down to the nearest whole number.
2) You Recover a Guard Point every 5 Turns that you don’t defend for.
3) You can also half guard for half the points and half the reduction value. (10% to 5%)
4) You cannot half guard the 10th Guard.

Movement: Average (Varies per map)
Evasion: Average (5 Evasion Points)
Evasion Point System (EPS):
Per each (1/2 = [ ) Evasion Point you lose – 5% Hitting percentage if you want to retaliate after you block.
[] [] [] [] [] 5/5
1st Evasion – 50%
2nd Evasion – 40%
3rd Evasion – 30%
4th Evasion – 20%
5th Evasion – 10%
6th Evasion – 1%
Notes:
1) You can also “half dodge” for half the points and 5% less chance of dodging.
2) You recover an evasion point every 3 turns.
3) You cannot half evade the 6th evasion.

OVERDRIVE: 200%
-Usage Costs-
Simple Tasks – 5% (Such as walking on water, Ripple Armor maintenance per turn)
Moderate Tasks – 10% (Such as attacking with your fists full of Ripple energy) [Ripple Bonus: 20-50]
Complicated Tasks – 25% (Ripple Conduction (Ripple Armor), Stronger Ripple attacks) [Ripple Bonus: 50-100]
Notes:
1) Effects add up depending on the description of your attacks. Ask me to find out how much usage it will be.
2) Overdrive recovers at a rate of 10% when not used for 3 turns. But if in Sunlight, it automatically recovers +5% per turn.
3) If your Overdrive reaches 0% it takes twice as long to recover.
4) Sunlight Recovery is further doubled under sunlight. (Ripple Warriors only)

STAND (OPTIONAL): Overdrive -50%; Stand Power 100%
Can also be a Stand User but the stand can only be a weak type of stand.
Weak means:
- Low to Moderate Damage
- Only object materialization Stands such as vines, guns and such. (Nothing like black hole guns or element manipulation)
- 10% more Overdrive Usage than normal
- 10% extra Stand cost than normal

-Notes and Usage Costs- (The development topic posts them)
Refer to Character Stats Page (http://forum.yugiohtheabridgedseries.com/group.php?message&gmid=89801).
---------------------------------------
:Vampires:

[Pillar Man] Vampire

The Pillar Men came from an ancient race of humans that had extraordinary strength, intelligence and lifespan. This race once ruled the Earth, living at the top of the food chain and consuming ordinary humans. But the race followed a "rule of evolution": the "higher" it "evolved", the fewer its population became.

After a great war, only few of this race survived. Hoping to overcome their weakness to the sun's rays, they invented the stone masks, which can bring out humans' full potential through acupuncture. However they found that although the mask worked on ordinary humans (and would turn them into vampires), its stimulation was too weak for powerful creatures like them.
They needed to combine the stone mask with the Red Stone of Asia to achieve their goal of evolving into "ultimate lifeforms". Unable to find the Red Stone of Asia, they transformed into stone pillars 2000 years ago and went into hibernation.

:[Pillar Man] Vampires Stats:
Health: 250 HP
Attack:
2 times including Plasma Drive and Non Plasma Drive attacks
Total: 2 Attacks
Accuracy (Hit): 140%
Defense: 10 Guard Points
Defense Point System (DPS):
[] [] [] [] [] [] [] [] [] [] 10/10 Guard Points
1st Guard – 10% damage received
2nd Guard – 20% damage received
3rd Guard – 30% damage received
4th Guard – 40% damage received
5th Guard – 50% damage received
6th Guard – 60% damage received
7th Guard – 70% damage received
8th Guard – 80% damage received
9th Guard – 90% damage received
10th Guard –All damage received
Notes:
1) Guard Damage rounds down to the nearest whole number.
2) You Recover a Guard Point every 5 Turns that you don’t defend for.
3) You can also half guard for half the points and half the reduction value. (10% to 5%)
4) You take full damage during the 10th Guard.

Movement: Moderate to Very above average (Varies per time of day in game)
Evasion: Above Average (10 Evasion Points)
Evasion Point System (EPS):
Per each ( [ ) Evasion Point you lose – 10% Hitting percentage if you want to retaliate after you block.
[] [] [] [] [] [] [] [] 10/10
1st Evasion – 80%
2nd Evasion – 70%
3rd Evasion – 60%
4th Evasion – 50%
5th Evasion – 40%
6th Evasion – 30%
7th Evasion – 20%
8th Evasion – 15%
9th Evasion – 10%
10th Evasion – 5%
11th Evasion – All Damage
Notes:
1) You cannot half dodge.
2) You recover an evasion point every 8 turns.
3) You take full damage no matter what during the 11th Evasion.

Plasma Drive (PD): 100%
-Usage Costs-
Simple Tasks – 5% (Jumping over spaces or traps)
Moderate Tasks – 10% (Vampire super strength related actions, Maintaining Ripple Shield) [Attack Bonus: 20-40]
Complicated Tasks – 25%
- Ripple Shield (Cancels out 2x Damage Caused by Ripple)
- Hyper Blood Drain
- Vampire Super Strength Max [Attack Bonus: 30-50]
Notes:
1) Effects add up depending on the description of your attacks. Ask me to find out how much usage it will be.
2) While in sunlight during daylight hours, you lose 20% PD per turn.
3) You recover 15% for every 6 turns of no PD use.
4) If your Plasma Drive reaches 0% it takes twice as long to recover.

-Abilities/Weakness-
Hyper Blood Drain:
Requires use of PD (Refer to Plasma Drive)

-Percentages-
1-40% Chance – 20 HP Health Drain
50-90% Chance – 35 Hp Health Drain
10% Chance – 50 HP Health Drain
Weaknesses (Sunlight/Ripple):
1) Sunlight – 80 Damage Received if you’re in direct Sunlight
2) Movement is reduced to Below Average during Daylight Hours
3) You receive 2.0 damage from Ripple based attacks

Note:
Hyper Blood Drain percentages are raised by 10% on "Sleeping" Players

Ripple Shield:
Cancels 2x damage caused by ripple as long as it’s activated. -10% PD to keep it on per turn.
Notes:
1) Must opt to have your Ripple Shield on or off. (Opting to call back your Ripple Shield during the same turn you attack with it will carry a 2 Evasion Point cost (Temporary but the GM will treat it as if you lost 2 Evasion Points during Calculations) and depending on the success of Evasion you can undo it.)
2) Keeping your Ripple Shield “ON” costs 10% PD per turn.
3) Does not prevent Sunlight damage.

Stone Mask Vampires

Vampires were created by the Pillar Men with acupuncture techniques that they developed through the use of the Stone Mask. The purpose of the vampires were to become food for the Pillar Men and exploration of human potential. Which would lead the Pillar Men to discovered the Red Stone of Asia which can by use with combination of the Stone Mask to make them perfect by being immune to sunlight and allow them to re-write their DNA.

Vampires have numerous superhuman traits. The most obvious abilities are their raw strength, regeneration, and near-immortality. On top of that, many vampires are capable of manipulating their bodies in creative and unique ways.


Vampire Stand User (Stone Mask Vampires ONLY)
Can only be achieved through Detached Head Mode (Refer to the Character Stats Page (http://forum.yugiohtheabridgedseries.com/group.php?message&gmid=89801))


Vampire Stand users have much stronger Stands and can push their abilities much further than any human.

Weaknesses
Pillar Men and Vampires both share the dreadful weakness of Sunlight.

:[Stone Mask] Vampires Stats (Humans Only):
Health: 200 HP
Attack:
1 time including Plasma Drive
2 times Non Plasma Drive Attacks
Total: 3 Attacks
Accuracy (Hit): 120%
Defense: 10 Guard Points
Defense Point System (DPS):
[] [] [] [] [] [] [] [] [] [] 10/10 Guard Points
1st Guard – 10% damage received
2nd Guard – 20% damage received
3rd Guard – 30% damage received
4th Guard – 40% damage received
5th Guard – 50% damage received
6th Guard – 60% damage received
7th Guard – 70% damage received
8th Guard – 80% damage received
9th Guard – 90% damage received
10th Guard –All damage received
Notes:
1) Guard Damage rounds down to the nearest whole number.
2) You Recover a Guard Point every 5 Turns that you don’t defend for.
3) You can also half guard for half the points and half the reduction value. (10% to 5%)
4) You take full damage during the 10th Guard.

Movement: Moderate to Very above average (Varies per time of day in game)
Evasion: Above Average (9 Evasion Points)
Evasion Point System (EPS):
Per each ( [ ) Evasion Point you lose – 10% Hitting percentage if you want to retaliate after you block.
[] [] [] [] [] [] [] [] [] 9/9
1st Evasion – 70%
2nd Evasion – 60%
3rd Evasion – 50%
4th Evasion – 40%
5th Evasion – 30%
6th Evasion – 20%
7th Evasion – 15%
8th Evasion – 10%
9th Evasion – 5%
10th Evasion – All Damage
Notes:
1) You cannot half dodge.
2) You recover an evasion point every 6 turns.
3) You take full damage no matter what during the 10th Evasion.

Plasma Drive (PD): 100%
-Usage Costs-
Simple Tasks – 10% (Jumping over spaces or traps or blood drain)
Moderate Tasks – 15% (Vampire super strength related actions) [Attack Bonus: 15-35]
Complicated Tasks – 30%
- Vampire Laser (Long Ranged),
- Vampire Freeze (May inflict status effect on victim)
- Vampire Super Strength Max [Attack Bonus: 25-45]
Notes:
1) Effects add up depending on the description of your attacks. Ask me to find out how much usage it will be.
2) While in sunlight during daylight hours, you lose 20% PD per turn.
3) You recover 10% for every 5 turns of no PD use.
4) If your Plasma Drive reaches 0% it takes twice as long to recover.

STAND (Possession Only): 120%
You can take over player’s body and be able to use their stand under these conditions:
- You can only attempt to do so twice per round. (Twice if you Failed the first time)
- The Victim’s Health is less than or equal to 10 HP
- Must be in detached head mode. (Refer to Detached Head Mode)
- 50% Chance of actually Succeeding and if it Fails you kill the Victim.
10% less Stand cost than normal if Successful
Unable to attack for the first 3 turns after being Successful and you start with 50% Stand Power (You )

-Abilities/Weakness-

Detached Head Mode:
You can escape death with this mode at a 50% chance.
You cannot defend at all once you’re just a head.
Use objects to take over.
In this form, you have the ability to perform Take-Over.

Take-Over
Targets must have less than 50% of their health left.
Must aim for a Decapitation shot.
Has a 25% of failing, if the target is unwilling to be taken over.


Blood Drain:
Requires use of PD (Refer to Plasma Drive)

-Percentages-
1-50% Chance – 10 HP Health Drain
60-90% Chance – 25 Hp Health Drain
10% Chance – 40 HP Health Drain
Weaknesses (Sunlight/Ripple):
1) Sunlight – 40 Damage Received if you’re in direct Sunlight
2) Movement is reduced to Moderate during Daylight Hours
3) You receive 1.5 damage from Ripple based attacks

Note:
Blood Drain percentages are raised by 10% on "Sleeping" Players

-Notes and Usage Costs-
Refer to Character Stats Page (http://forum.yugiohtheabridgedseries.com/group.php?message&gmid=89801).
---------------------------------------

AsteriskRocks
08-10-2011, 08:47 AM
Conversion Chart:
You can convert Health into Stand Power and Ripple Energy. Plasma Drive can also be converted into Stand Power. But not the other way around.

10 HP = 5% Stand Power
10 HP = 10% Ripple Energy (Overdrive)
5% Plasma Drive = 10% Stand Power (Testing)
---------------------------------------
Attack System
Description is everything to your attack.

No Description
Weak Damage
Examples:
- I attack Bob.
- I kick Bob in the shin.
- I punch Bob.

Mild Description
Mild Damage
Examples:
- I grab Bob by the throat and then shove him into the ground. Shortly afterwards I use the heel of my foot and axe kick him straight in the face!

- I punch Bob in the gut with all my might and then grab his head bringing his face to my thrusting knee.

- I jump up high in the air, spinning to gain velocity and then land a powerful dropkick on Bob.
Very Descriptive
High Damage
Examples:
- I clutch the collar of Bob then repeatedly bash him in the face with 6 vigorous blows. After that I fling him into the concrete ground below me and before he even gets the chance to get up I use my [Stand, Vampire Strength, Ripple] to impale a telephone pole into his stomach.

- I grab and tear out from the ground the nearest stop nearest Stop Sign with my [Stand, Vampire Strength, Ripple]. Holding it so the Sign is pointing vertically, I continually smash Bob the metallic sign. Then after he's on the floor bleeding heavily, I still holding the Stop Sign vertically, I slice down on Bob with it like an Axe.

- I swing my powerful backhand directly to Bob's face, breaking his nose. While holding Bob by his collar, I land 4 strong blows on his stomach before letting go. While he's crawled up in ball because of the pain, I kick his face as I would as if I were kicking a soccer ball several yards.

Notes:
1) The maximum number of attacks per turn is 2. If the person you are attacking is inactive or an NPC, the maximum attacks allowed are 3.

2) Projectile Users (Not counting Vampire LR attacks) can attack up to 4 times. If the person is inactive or an NPC then 5 attacks are allowed.

3) Do not constantly aim for High Damage attacks every single turn. It will not always yield the same results.
---------------------------------------
Actionating:
1) You can PM or Post on the actual thread. But seriously do one or the other. (During Adventure or Gauntlet YOU MUST Post your Actions on the Game Thread only!)

2) Depending on how specific you are your actions outcome may result for the better.

3) I accept late actions as long as I am informed of them before the Results.

4) I am not responsible for any PMs lost in the PM system due to error. It is YOUR duty as the Player to Visitor Message me to ask if I got your PM and you can also IM me.

5) Vagueness in actions sent to me will always have consequences and I may misinterpret them at YOUR cost. So please clarify them if they seem confusing or I will do what is logically possible in my mind considering every factor in the game.
---------------------------------------
Status Effects:

Bleeding to Death (BtD): Death in 5 turns if left untreated. Usually inflicted on to Humans, Animals, and Ripple Warriors. Caused by certain Stand Effects and near fatal attacks at a 30% chance. (May vary depending on Power)

Death Timer (DT): Death in 5 turns if left untreated. Usually inflicted on Vampires, which is the equivalent to BtD. Caused by certain Stand Effects and near fatal attacks at a 30% chance. (May vary depending on Power)

Burned/Frostbitten (B or fB): Causes -5 HP per turn but escalates 1 damage higher per every 2 turn left untreated. Generally caused by Thunderstorms, Blizzards at a 40% chance.

Frozen (Fzn): Disables Ripple and Inhibits Movement by 1 or 2 in Vampire's cases. Generally caused by Vampires or certain Stand Powers at a 20% chance.

Poisoned (Psn): -5 HP per turn. Gets gradually worse by +5 points of damage every 6 turns. Generally caused by Stand Powers or Environmental Factors at a 30% chance.

Heavily Poisoned (Hpsn): -10 HP per turn left untreated. Gets gradually worse by +5 point of damage every 3 turns left untreated. Generally caused by Stand Powers or Environmental Factors at a 15% chance.

Stunned (Stn): Unable to Move, Attack, Dodge, and Defend for the Turn. Generally caused by Perfect Max Damage Attacks (RNG highest Number possible). 10% Chance, may be raised by certain Item effects. Lasts for 1 turn.

Dazed (Dzd): When attacking,dodging, and defending, you may be left in Daze and fail at a 25% chance. Lasts 2-3 turns and Generally caused by Stand Powers or Environmental Factors at a 15% chance.

Sleeping (Slp): Generally caused by doing absolutely nothing during a turn. Leaves you prone to an extra attack and certain Stand Effects at a 100% chance. Blood Drain is most effective on "Sleeping" Players.

[New Status Effect]: Generally caused by Stand Powers. Who knows what could happen if you get this effect.

Note:
Not all new status effects are curable.
---------------------------------------
Weather System: Every turn with the RNG a number out of 1-36 will be select.
1-4 - Neutral Overcast

6-7 - Heavy Rain/Hail Shower
Heavy Rain
1) Accuracy (Hit) -20%
2) +1 Evasion Point (Calculations)
Hail Shower
1) -20 HP per turn outdoors.

8-10 - Fog
1) Accuracy (Hit) -50%

11-14 - Neutral Overcast

16-20 - Clear Skies
Sun/Moon Shining
Sun
1) Solar Damage
Moon
+5 Vampire regeneration

21-24 – Thunderstorm
1) 20% of being struck for 30 damage
2) If struck, inflicted a Burn status effect at a 40% chance.

25-27 – Hail or Equivalent
1)- 10HP per turn if outdoors

28-29 - Heavy Fog
Accuracy (Hit) -70% to all

30-31 – Hurricane/Blizzard/Sandstorm
1)- 2 Evasion Points (Calculations),
2) Accuracy (Hit) -40%,
3) -15HP per turn at 50% chance
Blizzard
1) 40% Chance of Frostbite

32-36 - Neutral Overcast

Note:
Statistics may vary with certain Stand Powers.
---------------------------------------
The time of day is Cyclic but it starts randomly during the first turn.
1 – Dawn
2 – Morning
3 – Afternoon
4 – Evening
5 - Late Evening
6 - Midnight
---------------------------------------
Items (Available in all Campaign Modes)
MedKit: +50HP
Can only hold up to the max of 5 at a time.

Power Up: Allows you to submit a stronger attack for an action. (Adds 20 Damage to All Calculations)
Can only hold up to 2 at a time.

Invulnerability: Take no damage from anything for 1 turn.
Can only hold up to 2 at a time.

Evasion Restore: Gives you back Up to 1-3 Evasion Points (RNG).
Can only hold up to 4 at a time.

Defend Restore: Recovers 2-4 Defense aka Guard Points (RNG).
Can only hold up to 4 at a time.

Status Restore:
Clears a Status effect at 70% Chance. Could result in failure and not work at all. Cannot cure certain Status Effects.

Revival: Only handed out to the dead players (30% Chance of Happening and 50% Chance of Reviving)

How do you get items?
Survival mode: Buy them in an in-game map.
In Adventure Mode:
Team Battle: Bought or Found in game.

Special Items:
Requiem Arrow (Adventure Only): Allows you to upgrade your Stand to "Requiem", allowing for you to add another power to it and use more powerful attacks.

Red Stone of Asia (Adventure Only): Gives full round Immunity to sunlight.

Ripple Scarf (Adventure Only): The ultimate ripple conducting weapon which adds +30 damage to attacks. You can use it in various ways to attack the foe.


Recovery and Item Purchase Stands:
Hotel Rhumba – A mysterious Stand Hotel which always happens to pop up in almost every part of the world.

Nickelback – A Store Stand shrouded in a Non-Attack Barrier. The shopkeeper, Chad Peake sells items to players.
Prices:
Status Restore - 1 CP
Med Kit - 2 CP
Power-Up - 6 CP
Invulnerability - 10 CP
Evasion Restore - 4 CP
Defense Restore - 4 CP


Note:
1) Exclusive Items may pop in during the Round.
2) Food items can be found randomly in certain locations such as homes
3) You get a cookie for having a catchy Band, Song, Album reference as a Stand Name that goes with your Stand Power. Literally, an in game Cookie that heals about 5 HP!

How to Earn CP?
1) Surviving Each Turn (Awarded 1)
2) Defeating certain NPCs
3) Doing in-game Jobs (Testing)
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Signing up Template:
1) Name, Character Type, Background (Try to give an original name and last name?)
2) Stand Power: [Put a description here.] (No duplicate powers)
3*) Mention your STAND type here.

Notes:
1) Come up with a background story. Describe your Stand’s Form.
2) Read the Banned Stands List

Notes:
Player Limit: None as of now.
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For people interested in the series
Parts 1-5 are located here: Jojo's Bizarre Adventure (Parts 1-5) (http://www.mangarush.com/manga/jojo39s-bizarre-adventure)
Part 1 is chapters 1-44
Part 2 is chapters 45-113
Part 3 is chapters 114-265
Part 4 is chapters 266-436 (Translation is very low quality IMO)
Part 5 is chapters 437-594
Part 6 is called Stone Ocean and is 158 chapters
Jojo's Bizarre Adventure (Part 6: Stone Ocean) (http://www.mangarush.com/manga/jojo39s-bizarre-adventure-stone-ocean)
Part 7 is called Steel Ball Run and it is an alternative universe of part 1.
JJBA: Steel Ball Run (http://www.mangarush.com/manga/jojo39s-bizarre-adventure-steel-ball-run)

Part 8 is called Jojolion which is an alternate based timeline of Part 4.
JJBA: Jojolion (http://www.mangareader.net/jojos-bizarre-adventure-part-8-jojolion)

HolyShadow
08-10-2011, 11:46 AM
TOO COMPLEX

AsteriskRocks
08-10-2011, 04:30 PM
TOO COMPLEX

*writes do-*

Oh wait, I already know that.

AsteriskRocks
08-12-2011, 07:12 AM
Bump for input.

Ask questions and do not be intimidated by the rules.

HolyShadow
08-12-2011, 12:37 PM
STILL TOO COMPLEX

Ninjasplaycardgames2
08-12-2011, 05:43 PM
STILL TOO COMPLEX

this