"I will head down there in a minute. Just need to take care of business first."
Turning towards Sadie and Duca, you lift a single finger at them.
"Don't screw anything up while I am gone! Or..."
Electricity smoothly lights up your finger to drive home your point. With Duca and Sadie nodding... Hopefully in agreement to stop bickering.
"You know they won't."
Probably not [Ride the Lightning], but one can hope. Finally leaving the two, you join up with Lisa Lisa to walk towards your final trial. The long marble hall echoing your footsteps as you walk, giving you a small chill. Walking outside, it's dusk, the sun had just retreated to the other side of the world. The air, mildly humid but still somehow cold, perfect for battle conditions to minimize overheating. Continuing to follow Lisa Lisa, you ask her...
>More details about the final trial.
>What happened in the last 24 hours.
>Other (Write in)
Another jojo’s bizarre adventure quest stat’s, rule, etc.
Dice roll RULES
ROLLING: another JoJo’s Bizarre quest uses a d100 rolling. The default table for significant actions the tiers of success requiring a roll is as follows:
1 CRITICAL MISS,
2-10: Definite Miss
11-89: Various Degrees of Success
90-99: Definite Success
100: OVERPOSE!
1s and 100s cannot be overturned unless the other is rolled to cancel it out. Otherwise, the highest tier of success achieved goes.
WHAT DO STATS DO?: The stats do two things. First, they extend the “Definite Success” range of a Stand’s actions, as follows:
E: No change (90-99)
D: 80-99
C: 75-99
B: 70-99
A: 65-99
BATTLE SYSTEM: There is no flat health value, nor is there any flat way to determine damage sustained due to an attack. Powers can tend to inflict conditions that the enemy has to deal with, and you don’t necessarily have to KO an enemy to take him or her out of the fight. A given power may inflict a condition that the player will have to contend against in some manner, similar to a FATE aspect. For example, if a Stand has the power to throw around gravity wells, and the user catches an enemy in the range of one of his wells, the target would, reasonably, be “weighed down” by the enhanced gravity due to the gravity well; it would be harder to move around and avoid any further attacks unless the well can be dispelled somehow. Treat the effects of a power similar to how you would treat any trait, except it is (usually) temporary in nature. Conditions are ranked from 1 (minor) to 5 (strong). Conditions also tend to stack upon each other, so it is best to try to get rid of conditions before they cripple your character. Even though a character may be heavily crippled by conditions, it doesn’t necessarily mean they are always out of the fight. It will be significantly harder to perform actions you want, but depending on the nature of the condition, you might still have an out if you can figure a way out of the condition yourself or can get backup from someone else. Just because you’re down doesn’t always mean you’re out.
Wardrobe.
Specific sets of clothes can grant specific advantages in situations. For instanceover the top designs are jojo oriented one’s have the ability to pose. Posing can grant any stat and move it up a rank for a few turns (longer depending on how well you roll). Clothes like suits and ties (normal ones)will give you a bonus in charm and additional dialog options. Standard, normal clothes can help you hide among civilian's if being hunted.
>>1825007
>More details about the final trial.
Well I nearly forgot the thread
>>1825007
>>More details about the final trial.
This needs a desperate bump
>>1833388
Its no use Chaos, the Mortician will claim the soul of this quest sooner or later.
>>1825007
>>More details about the final trial.