Jojo's Bizarre Dynasty(JJBA)

[X] Millitary: Set Dog spirit as advisor.
[X] Diplomacy: Improve morale. 70% success, lessened risk of people leaving.
[X] Research: Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
[X] Stewarship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain favor of local spirits. 70% chance of success. unknown costs
[X] Economics: Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
[X] Intrigue: Send out scouts, lay of the land. Variable possibilities.
[X] Supernatural: Try out the ripple. Variable possibilities.

Seems good to me.
Dio? The poor kid who burned to death when Jonathan set the mansion alight? Why would we ever want to blame such a sweet child?
 
[X] Military: Set Dog spirit as advisor. (Don't gain extra action until next turn.)
[X] Diplomacy: Improve morale. 70% success, lessened risk of people leaving.
[X] Research: Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
[X] Stewardship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain favor of local spirits. 70% chance of success. unknown costs.
[X] Economics: Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
[X] Intrigue: Send out scouts, lay of the land. Variable possibilities.
[X] Supernatural: Try out the ripple. Variable possibilities.
 
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[X] Military: Set Dog spirit as advisor. (Don't gain extra action until next turn.)
[X] Diplomacy: Improve morale. 70% success, lessened risk of people leaving.
[X] Research: Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
[X] Stewardship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain favor of local spirits. 70% chance of success. unknown costs.
[X] Economics: Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
[X] Intrigue: Send out scouts, lay of the land. Variable possibilities.
[X] Supernatural:Blame DIO.
 
-Set Dog spirit as advisor. (Don't gain extra action until next turn.)
-Improve morale. 70% success, lessened risk of people leaving.
-Set up basic workshop. Development. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
-Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
-Try to gain favor of local spirits. 70% chance of success. unknown costs.
-Set up garden. Development. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, costs 1 space, 6 wood.
-Send out scouts, look for resources. Variable possibilities.
-Try out the ripple. Variable possibilities.

(if blame dio wins can we scream bloody murder at the sky so hard the supernatural feel our rage)
 
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Alright guy's I have the first turn results.

turn 1, January, 1989

Results

Military(1 action):
-Set Dog spirit as advisor. (Don't gain extra action until next turn.)
The dog spirit is fine with aiding you in military affairs. Gain an Dog spirits bonus to military action, can take an extra military action.

Diplomacy(choose 1):
-Improve morale. 70% success, lessened risk of people leaving.
46 ... success
Your followers had some issues in your first monthm but you gave them a rousing speech and good enough reasoning to wait a little longer. No worries about deserters for 2 months.

Research(choose 1):
-Set up basic workshop. Can start working on basic research. 70% chance of success, cost 1 space, 2 wood.
54 ... success
You and some of your followers were able to set up a basic work shop. Can start basic research, no researchers, research slowed.

Stewarship(choose 1):
-Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
33 ... failure
As you have never had to organise a workforce before you have no idea what your doing.

Piety(choose 1):
-Try to gain favor of local spirits. 70% chance of success.
65 ... success
You succeed in gaining the favor of the local spirits, now you don't have to worry about them annoying you all hours of the night because of not following "procedure." Gain an extra +1 to food, wood, herbs/spices income.

Economics(choose 1):
-Set up garden. 80% chance of success. +4 food per turn, gain herbs/spices, herbs/spices +2 per turn, cost 1 space.
61 ... success
You have succesfully set up a garden, you told your mother that learning how to grow useful plants was worth it, but no we're fine ladies all the plants we grow must be pretty, well how has properly flavored meat now.

Intrigue(choose 1):
-Send out scouts, lay of the land. Variable possibilities.
92
You sent out some scouts to see how things are looking around your base. Well you now know where a river is, some good trees to gather wood, and sundry other things. Basic area around the house made clear.

Supernatural(choose 1):
-Try out the ripple. Variable possibilities.
107
Well you've practiced the ripple since you were young, but beyond stories you were told of your distant cousins you always though it was some special secret tai-chi involvoing special breathing. Now though you know there was more to those stories. Even more so there seems to be something more to the ripple that wasn't quite there before, it seems toalmost resonate with the world more than it ever did before. The ripple also seems almost improbably stronger but you can't quite nail down how. However your not sure if it's not just your imagination since you never really used it to fight before as your fists were always good enough for that(as a refined lady as yourself shold not deign to stomp the ever loving life out of people needlessly.)
Ripple tested out in new world, exhibiting odd traits.
 
Right now I was just waiting to see if you guys had anything to say about your turn 1 results. But if no one has anything too say then here's turn 2.

Turn 2, February, 1989

You are Joanna Joestar, distant niece of Jonathan Joestar, and latest heir to the Joestar family. You are in a strange new world and have gained a group of followers to continue on the Joestar legacy of punching the heck out of the supernatural. Your base is in one type of strange area for this world where there is a large expanse of land not on any normal maps. In this area, your base is a mansion. Not long after setting up your base, you were informed in no unclear terms about the war that was going to happen and the consequences of not aiding the Olympians. But for now you need to establish yourself and organization, then build up.

Your current adviser is a dog spirit that you saved. The dog spirit is that of a rottweiler and for the most part looks like a transparent one with no glow. When asked about herself she will tell you that she has no name and before now she never did much more than normal dog things beyond a few skirmishes with some aggressive chimeras. This was actually how you met her, you saved her right as she was about to have her head bitten off by a chimera.

Bit's of setting information:{
The general world:In this world the various gods, spirits and the like are not just stories, but very real. The Greek Olympians are still around and active but hidden, primarily acting through what concepts they embody and their children. The Egyptian Gods once acted with our world primarily through their magicians while sequestered in the various layers around reality known ad the Duat. As of now all but Thoth are sealed away in relics of Egypt or do not act outside of the Duat. With various other beings of myth and legend still abound this is a world where the age of gods and heroes never truly died, they just acted far more subtlety.

The Olympians:The Olympians primarily refer to the twelve major deities of the Greek pantheon(Zeus, Hera, Hades, Aphrodite, Ares, Athena, Dionysus, Artemis, Hermes, Poseidon, Demeter, and Apollo) but can also refer to any primarily Greek or Roman deity like Hestia, Janus, and Hecate. As of right now the big three of Zeus, Poseidon, and Hades have made a pact to no sire any children for fear of the great prophecy and what occurred in World War Two.

A half-blood of the eldest gods

Shall reach sixteen against all odds

And see the world in endless sleep

The hero's soul, cursed blade shall reap

A single choice shall end his days

Olympus to preserve or raze

The Egyptians:The Egyptian deities unlike their greek counterparts are far less able to interact with our world outside of the concepts/elements they embody. For the most part they dwell in the varied layers of the duat unless acting through a magician practicing the oath of the gos, which has been banned/outlawed by the House of Life.

The Duat exists beneath the surface of the "waking world" (the mortal realm) like lava beneath the earth's crust. By submerging just under the surface, one may travel great distances in a short amount of time. A magician enters the shallowest portion of the Duat when they sleep and the ba is shown to travel into the Duat during dreams. When gods are "banished" or defeated/killed in the mortal world, they return to the Duat, except much weaker and deeper, until they have enough strength to escape. Items may also be stored in the Duat until they are desired again. When they are in their full power gods seem to be stronger in the Duat. Magic is stronger in the Duat. A portal leading into the Duat glows purple, as opposed to a swirling sand vortex.

The Duat is broken into many different layers including the Abyss (presumably the deepest layer), the River of Night, the Land of the Dead, and the Land of Demons. Traversing through the layers causes a tingling feeling in your stomach, akin to riding a roller coaster.

The House of Life:The House of Life is the primary organization for magicians to learn/practice/advance their knowledge and skill with magic. The House acts towards Ma'at(The books say this translates as order and justice) and against the forces of chaos and darkness. As of right now The House of Life has banned the practice of the gods path of magic because of all the chaos that has constantly occurred until 1000 years ago when Horus, Osiris, Set, Isis, and Nephthys were sealed in the Rosetta stone. The primary base for the House of Life is known as the First Nome and is located in Egypt

The other pantheons:The other pantheons and groups of deities, spirits, and the like do exist and each has their own methods for interacting with the world or passing down their legends. But one method all deities can choose to do too increase their legend/legacy is to bear a Scion. Scions are specially chosen children of deities who are capable of reaching far greater heights than the normal children of a deity at the cost of having to risk becoming truly bound by action and identity by fate. As of right now there are only three Scions in existence around the world.

The Olympian war you were warned of is connected to the prophecy, and there is not much information you know for sure. What you do know for sure is that it will happen in the next thirty years and will involve the titans rising again and trying to take Olympus, which your Dog Spirit ally says is in New York.

Terra Incognita:Terra Incognita are stretches of land that still belong to myth and legend, this includes places like the Fountain of Youth, the Island of the Amazons, and Atlantis are examples of such places. The one you currently have your base is not one so special as those but it is where there is a fairly large presence of spirits and connection to other supernatural phenomena.

The Mansion:The mansion that is currently your base is a large estate like what many people think of when they would think of the U.S. south and an old estate or family that was well off. As of right now you have only explored the foyer and most of the surrounding rooms and have so far chosen to not explore further inwards.

The surrounding area:the surrounding area of the mansion is for the most part a field with some trees and wild plants with a river not too far away. There is a forest to the left and back of the house a fair distance away(more than a hundred yards.) You can see a mountain fairly clearly behind the house probably deep into or past the forest.}


Current wealth:
-money:1200
-precious metals:200
-valuable items/commodities:600
Current resources:
-food:1930
-192 wood
-200 ore
-300 stone
-100 ripple oil
-200 Magic components
-30 weapons

Income
wealth:
-money:0
-precious metals:0
-valuable items/commodities:0
resources:
-food:+5,-70
-wood:0
-ore:0
-stone:0
-ripple oil:0
-weapons:0
-herbs/spices:+3

Survival kit:First three development actions cost half. 2 uses left.

Allies:
-Dog spirit(Adviser as long not evil. +2 military, +4 intrigue, +3 piety. Can only act as an adviser in one field.)

Guild-(no name) focus "adventuring"/supernatural
10 combatants
20 non-combatants

Location: ruins/mansion
currently known/accessible free space: 4
Used space:6
Stats:
Military-17
Diplomacy-14
Research-10
Stewarship-19
Piety-13
Economics-19
Intrigue-10
Supernatural-24

renown:who?

Actions for this turn(no personal action currently available)
Military(2 actions):
-Establish a perimeter. Have an awareness of whats going on beyond the immediate perimeter of your base. 60% success. Currently unless people happen to be awake and walking about you have no awareness of what's going on outside of your mansion.
-Set traps. Any invaders run the risk of being waylaid or slain.66% success. Your mansion has no defenses beyond your combatants inside or outside.
-Set watch rotation. Lessened risk of night attack. When it's night time you and your followers have no defenses if someone or something tries to attack.
-Go hunting. Gain additional food resources. +1-4 units of food. 50% success. Your food income is limited right now, if you go hunting you can get a bit more food and enjoy some proper meat for once.

Diplomacy(choose 1):

-Try to cut a deal with local spirits. See if the local spirits would be open to some form of deal that could be mutually beneficial. Currently you have at the least started a dialogue with the local spirits, maybe see if you can bring that up to something more?
--(Choose one)
--Military 20%. See if the local spirits will help you fight, or at the least defend one another.
--Economic 40%. Try and get some type of trade going on, maybe some of the herbs/spices(or something) your producing for something nice form them.
--Intrigue40%. A small bit of patronage for information about the area around you.
--Supernatural 30%. You both deal in the supernatural, maybe share some information to have a better idea about what's going on with the supernatural around here for you and for them an idea on what's up with you.

-Aim for local corporate sponsor. Gain 1d50 wealth/resources each turn, have to take occasional quest/jobs to maintain until renown is high enough. 10% chance of success. There are people who know about the supernatural and strange all over the place, maybe try and get some people or a company that has some connections to give you some support to establish yourself better, and so they would have better access to people who could deal with such matters.
-Don't diplomacy, just relax. You have barely had time for yourself, maybe taking a bit of time off from trying to diplomacy everything around you will keep yourself from burnout.


Research(choose 1):
-Set up basic lab. Development. Can start working on basic research. 60% chance of success, cost 1 space, 5 wood 2 metal. A workshop is a great place to start doing all sorts of research, especially involving crafting. A lab on the other hand is far better for other types of research and doing things involving chemicals.
-Set up library. Development. Can more capably store information, back up information, easier to work on magic research. 50% chance of success, cost 1 space, 10 wood. All this research is nice, but it would help if we had some where to store our notes and any books we have to research the various things we may come across better.
-Set up classroom. Development. Can train researchers/mages easier. 65% chance of success, +1 to researcher/mage training, cost 1 space, 4 wood, 1 metal. It would be nice to have a place to teach people how things work, it would certainly make it easier to train people to research and do magic. Could probably use it as a makeshift war room later.
-Train researcher. Train someone to perform research. 55% chance of success, takes 2 turns. Right now your just doing the majority of research yourself since you just haven't taken the time to see what everyone can do yet.
-Ripple training gear. Get some gear to try and start training people in the ripple. 40% chance of success, costs 4 ore, 20 money. Right now you are the only person who know the ripple, it would probably help to make some gear to help train people up in the Ripple
-Create ripple oil. Create a small amount of ripple conductive oil. Gain 10 ripple oil. 20% chance of success, costs 4 herb/spices, 20 precious materials, 100 money. You know what could help with potential ripple training? Ripple conductive oil, that's what. You know have an idea on how to make it, but it would mostly be a bit of a crap shoot and doubt it will work.

Stewardship(choose 1):
-Organize workers. Economic actions involving development gain +5% success. 60% chance of success. Trying to set things up so people know what to do and when your stopping for lunch would probably be a good idea, even if your idea for lunch ranges form a two hour long tea time with light sandwiches to fighting a heard of deer starting a fire and cooking your kill.
-Rationing. Able to stretch food stores further. Food drain decreases by 3, risk of morale drop. 70%chance of success. Figuring out how to best utilize what food you have could probably help stretch what supplies you have further, even if there is a limit before it just starts to piss people off.
-Search area. Development. unknown gains. You still haven't really seen what's inside this mansion you've claimed, maybe you should take a look through it and see what's in there.

Piety(choose 1):
-Interact with local spirits. Maybe try and interact with the local spirits a bit more and see what happens.
-Try to gain spirit allies. Possible spirit followers, unknown benefits. 30% costs 4 food, 2 herb/spices. You've had a good start with the local spirits, it might be a good idea to try and flat out recruit some of them into your little guild.
-Try to gain patron, cost 1 space, unknown. In a world where myths and legends are still active it might be a good idea to gain a patron spirit/deity to give yourself a bit more protection and possibly an edge in future conflicts.


Economics(choose 1):
-Attempt mining. Development. 70% chance of success. You have no stone, let alone ore, coming in. Trying to gain some from that mountain over there could help with that.
-Attempt wood gathering. Development. 70% chance of success. With all this construction it might help to get a bit more wood, as long as nothing goes wrong it should be fine to chop down a couple trees to help bolster what you have.

Intrigue(choose 1):
-Send out scouts, look for resources. Variable possibilities. You have the lay of the land but your not sure where there are any resources beyond what's obvious like the trees and what looks like a mountain in the distance and the river.
-Send out scouts, look for other groups close by. Variable possibilities. It couldn't hurt to try and see if there are any other groups close by, if nothing else it will let you know no ones there.

Supernatural(choose 1):
-Try out the spin. Variable possibilities. You haven't practiced the spin for a very long time and even then you never did do much but get the hang of the basics with the steel balls. If the Ripple feels different then the spin might seem different too.
-Check traits of followers. Variable possibilities. So far you've just had no time to really get a hold of what your followers are capable of, it's time to remedy that by seeing what they are capable of and knowing who can do what beyond just fighter/not fighter.
-Blame Dio. You don't know how or why, but this is all Dio's fault just like with your great great cousin Jonathon.
 
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It was satisfactory. Really, not much to say about it.

[X] Military: Establish a perimitor. Have an awareness of whats going on beyond the immediate perimitor of your base. 60%
[X] Military: Set traps. Any invaders run the risk of being waylaid or slain.66% success
[X] Diplomacy: Try to cut a deal with local spirits. See if the local spirits would be open to some form of deal that could be mutually beneficial.
-[X] Economic 40%
[X] Research: Set up classroom. Development. Can train researchers/mages easier. 65% chance of success, +1 to researcher/mage training, cost 1 space, 4 wood, 1 metal.
[X] Stewarship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain patron, cost 1 space, unknown.
[X] Economics: Attempt mining. Development. 70% chance of success.
[X] Intrigue: Send out scouts, look for resources. Variable possibilities.
[X] Supernatural: Try out the spin. Variable possibilities.

I feel like this vote is much harder. Most importantly intrigue(maybe finding someone to trade shit, most notably food, would be better).

Piety, other option has too little chance to work imo. At least cost is pretty low.

Most of others sound like equally good option so whatever works.
 
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Alright then, well for now it's mostly just developing your base of operations, how you guys want to run things and the local area. And you do have three piety options not two.
 
I ignored that option first time around since it looked too much like taking sides, but yeah, it is actually better i think.
 
Well it's up to you guys either way. I just hope this doesn't end before we can at least get to the next generation since I'm starting to plan forward a bit(not too much since I'm used to players causing all sorts of havoc to any plans I try to make that go beyond the current encounter.)
 
[X] Military: Establish a perimitor. Have an awareness of whats going on beyond the immediate perimitor of your base. 60%
[X] Military: Set traps. Any invaders run the risk of being waylaid or slain.66% success
[X] Diplomacy: Try to cut a deal with local spirits. See if the local spirits would be open to some form of deal that could be mutually beneficial.
-[X] Economic 40%
[X] Research: Set up classroom. Development. Can train researchers/mages easier. 65% chance of success, +1 to researcher/mage training, cost 1 space, 4 wood, 1 metal.
[X] Stewarship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Try to gain patron, cost 1 space, unknown.
[X] Economics: Attempt mining. Development. 70% chance of success.
[X] Intrigue: Send out scouts, look for resources. Variable possibilities.
[X] Supernatural: Try out the spin. Variable possibilities.

As usual, my mind begins to melt once a dynasty quest starts going. That said, Wolfy is generally smarter than me, so I listen to him.
 
Alrighty then, and after a bit more development I think I'll start upping the potential encounter rate. And any other feed back would be nice.
 
[X] Military: Establish a perimeter. Have an awareness of whats going on beyond the immediate perimeter of your base. 60% success
[X] Military: Set watch rotation. Lessened risk of night attack.
[X] Diplomacy: Try to cut a deal with local spirits. See if the local spirits would be open to some form of deal that could be mutually beneficial.
-[X] Economic 40%
[X] Research: Set up classroom. Development. Can train researchers/mages easier. 65% chance of success, +1 to researcher/mage training, cost 1 space, 4 wood, 1 metal.
[X] Stewardship: Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
[X] Piety: Interact with local spirits.
[X] Economics: Attempt wood gathering. Development. 70% chance of success.
[X] Intrigue: Send out scouts, look for other groups close by. Variable possibilities.
[X] Supernatural: Try out the spin. Variable possibilities.
 
-Establish a perimitor. Have an awareness of whats going on beyond the immediate perimitor of your base. 60% success
-Set traps. Any invaders run the risk of being waylaid or slain.66% success
-Don't diplomacy, just relax.
-Set up basic lab. Development. Can start working on basic research. 60% chance of success, cost 1 space, 5 wood 2 metal.
-Organise workers. Economic actions involving development gain +5% success. 60% chance of success.
-Interact with local spirits.
-Attempt mining. Development. 70% chance of success.
-Try out the spin. Variable possibilities.
 
You are Joanna Joestar, distant niece of Jonathan Joestar, and latest heir to the Joestar family. You are in a strange new world and have gained a group of followers to continue on the Joestar legacy of punching the heck out of the supernatural. Your base is in one type of strange area for this world where there is a large expanse of land not on any normal maps. In this area, your base is a mansion. Not long after setting up your base, you were informed in no unclear terms about the war that was going to happen and the consequences of not aiding the Olympians. But for now you need to establish yourself and organization, then build up.

You can ignore the organization spelling if you're using British rather than American English, but other than that, this is the bare minimum of changes to fix grammar errors. I'd also suggest less summary and more description of what's going on, general descriptions of the surroundings, introduction of characters (for instance, the dog spirit we have as our advisor), and a general introduction to the relevant aspects of each setting for those of us unfamiliar with either of the settings involved. For instance, I have no idea what this war is, who counts as an Olympian for the purposes of this description, or whether there's any significance to the fact that this land can't be found on any normal maps (Terra incognita? Mystically hidden territory? Something to do with the setting?). In general, I don't feel like there's enough information on what's going on to feel confident in any vote I could cast.

More than anything else, though, it doesn't really feel like JoJo.
 
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Alright, I wasn't quite sure where the issues were so I didn't know what to fix. Also I think my spellchecker is British so that's probably effecting things too. I'm going to fix the post right now. If there's anything else anyone thinks need to to be fixed or would like more information on please let me know.
 
Alright, I've tried fixing up the Turn 2 post with a bit more meat to all the actions and some setting stuff. If there's anything that needs fixing or anyone would like to know more of or have clarified then please let me know.
 
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