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Lethal tactical combat with a hint of the bizarre?

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I know that JoJo has had an uptick in popularity lately, so this might not be a very welcome thread. But I'm curious how you would translate the kinds of battles featured in Jojo's Bizarre Adventure into an RPG system. Or if there is a pre-existing system that handles this well. I don't mean Stands, spin, or vampires. I'm specifically talking about the style of fights you see in the manga. Thoughtful, reasonably original combat encounters that aren't just two dudes with swords taking turns hitting each other. And where getting hit matters, because you aren't just a pile of hit points.
>>
Hero, Mutants and Masterminds, Champion, GURPS Supers.

All of them have the tools to do it, but it's going to require a lot of GM work.

>And where getting hit matters, because you aren't just a pile of hit points.

Name me one fight where a character's wound has mattered at all.
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>>51484206
Dio.
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>>51484181
For fuck's sake, there's a containment thread for you faggots already. Stop acting like bronies, jojofags.
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>>51484206
>Name me one fight where a character's wound has mattered at all.

Long-term? Damn near never. But they still figure into the fights and have narrative consequences within those fights. A lot of systems don't handle that very well.
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>>51484284
lol
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>>51484181
Fate.

Seriously, it has the best "just as keikakku!" mechanics for fights with discovering/invoking aspects.

Use one of the improved spinoffs like Atomic Robo and add the Discover action and you are set.
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