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Character Generation

You need to pick a gem name, I'm reserving Jasper, Jet, Malachite , Mystic Quartz, Peridot, and Yellow Diamond for NPCs. EDIT as of Jun 11, I learned that when Jasper and Lapis fused the result was Malachite. You have 100 points to spend, or 90 if you chose NOT to take a curse, an obsession, a weakness, a sworn vow, a permanently crippling injury – that the GM agrees is so juicy that he can use it to make the character’s life more interesting (which usually means less pleasant). Points not spent can be saved for later. There is no XP in this game, permanent death is sorta off the table (more on that later). We are assuming that everyone that came out of the War with Homeworld was broken in some way... call it PTSD, call it psychic trauma, call it battle scars...Call it WHATEVER. You character is no longer a standard issue Gem, you are a Crystal Gem, you can think for yourself and it shows. If don't want to have any weaknesses, you lose 10 points. In the show some might call Pearl obsessive, and well Amethyst isn't healthy by any stretch. Your character must have a minimum of two Clichés, one of them should include what your Weapon is, and if you want to be able to Shapeshift you must take it as a Cliché. ANY GENDER BUT NO SEX Lastly, feel free to make a character that presents as any gender you please (or none if you prefer, they are aliens after all). However, all of the Diamonds/Homeworld Gems will consider the female gender as ideal/normal, and treat those presenting as any other gender as social deviants. Additionally, I will be using the female pronoun 'she' by default. Please try not to get hung up on it. BREAKING YOUR GEM Normally if you suffer so many injuries (i.e. dice loss) that one of your Clichés is reduced to zero it is possible that your body has been "killed" however your spirit will retreat into your Gem for a period of time usually at least one day per die you have, although you can rush it possibly emerging with an unstable form by rolling each of you Clichés and for each die that comes up 5+ you get keep 1 die in that Cliché and can emerge as quickly as one turn per die you have left. You can also spend any unspent points you have while you are in your Gem or rearrange your point values as long as you emerge with all the same Clichés you had, this is just about the only way you can end up with new abilities. Lastly, if something truly precious at risk you can keep fighting even after all your dice are exhausted by declaring that you are risking your Gem and immediately refresh half of the dice you've lost. While you are risking your Gem, you may double pump your Clichés but all damage is permanent until you receive Magical Healing from a Rose Quartz (and as far as anyone can determine she died in the final battle against Homeworld). If the dice loss from the double pump results in you having no dice left in any of your Clichés, you have experienced Final Death. CLICHES 'The character Cliché is the heart of Risus. Clichés are shorthand for a kind of person, implying their skills, background, social role and more. The “character classes” of the oldest RPGs are enduring Clichés: Wizard, Detective, Starpilot, Superspy. You can choose Clichés like those for your character, or devise something more outré, like Ghostly Pirate Cook, Fairy Godmother, Bruce Lee (for a character who does Bruce Lee stuff) or Giant Monster Who Just Wants To Be Loved For His Macrame – anything you can talk your GM into. With a very permissive GM, you could be all these at once. Each Cliché has a rating in dice. When your character’s prowess as a Wizard, Starpilot or Bruce Lee is challenged, roll dice equal to the rating. Three dice is “professional.” One die is a putz. Six dice is ultimate mastery.' Your characters can buy up to four dice in any Cliché. All four dice must be of the same type. If you end up fused to another Gem, all your dice values increase by two steps i.e. d6s graduate to d8s, d8s graduate to d10s. DICE VALUES By default the lowest die type you may have is a d6, each d6 costs 7 points. You may also have d8s, each one costs 9 points, d10s cost 11 points, and so on...because this is a roll20 game its possible to spend 8 points for a d7. Additionally, you may buy Stunt dice, Stunt dice cost twice as much as a regular die but are never rolled, you can spend a Stunt die to boost a roll by half the die's type so a d6 Stunt die can be spent for a +3 bonus, a d7 can also only be spent for a +3, but a d8 would give a +4. The Stunt must be declared before the dice are rolled, and the die refreshes if none of the rolled dice roll their maximum, otherwise it refreshes when you've received a Rest. DOUBLE PUMP CLICHES Characters may pump their Clichés, expending extra effort at the cost of certain injury (loss of dice). A pumped Cliché receives a dice-boost lasting a single round of combat (or single significant roll, otherwise). After that round or roll is resolved, the Cliché returns to normal, then suffers immediate dice-loss equal to the boost. Such loss is comparable to combat losses, and the character must retreat into their Gem to heal. FUSIONS You cannot start out as a Fusion unless you join with another player character in game. This will be handed by rolling an appropriate dance related Cliché and scoring a total within 10 points of the other members of the fusion. The composite entity has all the Clichés of the original Gems, but in each scene one of the two (or more) players of the fusion decides who is taking the lead, the others may roll any of their Cliché contribute but only those dice that roll the max add to the total. The other player(s) in the fusion may also sabotage her partner(s) like Lapis and Jasper at the end of Jail Break. If any of the composite entities Clichés are reduced to zero, the fusion is disrupted and each individual character materializes in a pile, having lost 1 die from each of their Clichés. HOT BUTTONS If there are any issues, topics or words that make you angry or uncomfortable please let me know so I can avoid using them. Personally, I loathe being told I'm stupid, I don't like graphic depictions of violence or sexual assault, and I'm also generally annoyed by rule lawyers, if you don't like a ruling please tell me but don't try to argue the point during the game. The 40k game I ran for the past year had an unfortunately high number of players who would either A) cheat, B) try argue the rules and end up revealing that they were talking out there ass, or C) tell me that my take on Warhammer 40k was wrong. Kinda contributed to my burn out. METAL So all the characters have heard legends of a species of inorganic metal life forms similar in some ways to Gems. The Diamonds are said to have eradicated the last of these Metals millennia ago. Beware there could be Sapphire and Steel easter eggs in the game. SPECIAL SNOWFLAKE ABILITIES If you want a special magical ability like Garnet's Future Vision you'll have to negotiate with the GM but essentially it'll be another Cliché. The only one I'm disallowing out of the gate is Rose/Steven's healing power. For example, I'd probably model Future Vision as a Cliché that allows you to re-roll dice of a value equal or less than the value of the Cliché once per scene per die in the Future Vision Cliché, but if you could come up with a better way to handle it I'd be happy to hear your ideas on the subject. Ultimately however I'm looking to make sure whatever your new ability is it doesn't straight up outclass the other players, and if later on it seems broken I reserve the right to revisit the ability.
Generally how broad can a cliche apply? As an example Pearl would probably have precision or perfectionist, which allows her to do many tasks like mechanics, science, dance, etc in a very efficient practiced manner as well as attack with great accuracy. As well for special abilities, out of energy/matter/gravity manipulation, what would be available and would they be able to attack as well as form shields/armor/deflection auras of some fashion?
EDIT What special abilities do you want to be available? I think you should go nuts... off the top of my head Gravity Manipulation 1d10, Flight 4d6, Bestow Sentience to Dairy Products 2d6, and Shapeshifter 2d10 could all be example abilities. As for how broad can a cliche apply it depends on the cliche. My preference is for characters to have very specific Clichés i.e. Lonely Alien Samurai 2d8 could be a Cliché, as could Wolf in Sheep's Clothing 2d8, or One Winged Angel of Death 2d8. But you could make the argument that Lonely Alien Samurai could be rolled for diplomatic negotiation, sword fighting, as well as precise paper folding and who knows what else. "...the GM determines what sort of Clichés are appropriate for the fight. Any Clichés left over are inappropriate. In a physical fight, Hairdresser is inappropriate. In a magical duel, Barbarian is inappropriate. Inappropriate Clichés aren’t forbidden from the fight. They can still be used to make attacks, provided the player roleplays or describes it in a really, really, really entertaining manner. Furthermore, the attack must be plausible within the context of the combat, and the genre and tone that the GM has set for the game (making this kind of attack more often useful in very pulpy/swashbuckly games, or very silly ones). All combat rules apply normally, with one exception: if an inappropriate Cliché wins a combat round versus an appropriate one, the losing player loses three dice, rather than one, from his Cliché! The “inappropriate” player takes no such risk, and loses only one die if he loses the round. Thus, a creative hairdresser is dangerous when cornered and attacked unfairly. Beware. When in doubt, assume the aggressor determines the type of combat. If a wizard attacks a barbarian with magic, then it’s a magical duel! If the barbarian attacks the mage with his sword, then it’s physical combat! If the defender can come up with an entertaining use of his skills, he’ll have the edge. It pays in many genres to be the defender! But ... if the wizard and barbarian both obviously want to fight, then both are aggressors, and it’s “fantasy combat,” where both swords and sorcery have equal footing."
"curse, an obsession, a weakness, a sworn vow, a permanently crippling injury" How do these work exactly? As far as chosing them for my character? Do I pick them and discuss with you? Are they bought? I ask this because I have an idea that I've wanted to toy around with for RP for a lapidary made gem, Fordite AKA Detroit Agate. If you aren't familiar with it, it's layers of old paint drying over each other over the years from a time when factory standards were less then they were today. They can be any color from rainbow, to two/tri toned. As you can guess, it may have something to do with the Kindergarten, or perhaps some other similar failed gem experiment. Possibly from an experiment where the gems from homeworld were trying to produce gems from other various earth materials, such as petrified wood or various lapidary materials such as Bowlerite or Fordite.
Yes, I'm assuming that everyone by default sort of tragic character flaw as a consequence of the war with the Homeworld, its basically a hook advanced option from the basic Risus rule pdf. I'm just assuming that everyone has one, if you don't you basically pay 10 points for the privilege. You might have some sort of PTSD, you might have conversations with holographic projects of dead friends, you might be obsessed with symmetry, or you might be missing a leg or arm. If you have an idea, I'm all ears. From you description it doesn't sound like being an artificially grown Gem (maybe an attempt to clone someone?) would be a flaw.
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I don't suppose being really self concious about what she perceives as being fake (Similar to Amethyst) would count as being some kind of flaw?
It sure could. Could you explain what you mean in a little more detail please?
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She is really self conscious, to the point of even pretending it never happened. Her reactions to any mention of the experiments, an the countless (and degrading) tests she went through, can be as little as attempting to change the subject or even annoyance, further prodding can lead to violent outbursts. If she is anywhere near any kind of gem artifact that even reminds her of the tests or experiments can be met with either anger or just a breakdown, depending on the memory dredged up by it. She also has a habit of trying to overdo it, or prove herself when those memories crop up, maybe by turning the current fight into a competition, or trying to do some other task better then another gem has done it.
On that, so what are the others leaning towards as far as cliches go? I'm planning on more defensive/heavy hitting combat and still debating on out of combat cliches, maybe the engineer/science portion of the group, though that'd be a bit sterotypical with the flaw I'm thinking of, so I"ll probably fill in what is needed.
So should I go ahead and get to aking a character, or should I wait until we're all in one place to make one?
Tyson C. said: So should I go ahead and get to aking a character, or should I wait until we're all in one place to make one? I'd like to get some consensus from the other players on what everyone would like to play. I should schedule a character creation session I suppose. I happen to be free most of today although since you posted your query 4 hours ago its a safe bet that you are going to be sleepy. I'll go ahead and try making an NPC character called Jet From Wikipedia, the free encyclopedia... Jet is a type of lignite, a precursor to coal, and is considered to be a minor gemstone. Jet is not considered a true mineral, but rather a mineraloid as it has an organic origin, being derived from decaying wood under extreme pressure. The English noun "jet" derives from the French word for the same material: jaiet.[1] Jet is either black or dark brown, but may contain pyrite inclusions,[2] which are of brassy colour and metallic lustre. The adjective "jet-black", meaning as dark a black as possible, derives from this material. AND In the Roman period it saw use as a magical material, frequently used in amulets and pendants because of its supposed protective qualities and ability to deflect the gaze of the evil eye . [8] Working off that I imagine her looking like a short black figure with her one eye located in her right hand in manner similar to a Hamsa, with long bangs that cover that lack of eyes on her face so it wouldn't read as creepy, she'd wear something cute in bronze with gold diamond shaped knee pads, and a diamond shaped necklace made of gold to proclaim her affiliation. The Hand (Khamsa), particularly the open right hand, is a sign of protection that also represents blessings, power and strength, and is seen as potent in deflecting the evil eye. [2] [16] One of the most common components of gold and silver jewellery in the region, [17] historically and traditionally, it was most commonly carved in jet As for cliches, I'm thinking Shapeshifting 1d6 cost 7 for at least the ability to shapeshift if not doing it well, Magic Eye 4d6 cost 28 which would cover being able to scan for other Gem creatures and hopefully track them, Little Miss Badass 2d10 cost 22 which would be her standard combat ability as well as looking cute doing it, Reflect Gem Magic 1d10 cost 11, and I'm spending her last 11 points on a +5 Stunt Die. I'm also going to take a flaw, lets call it Hates Being Alone for 10 points which I'm going to keep in reserve for character development. I'm going to say her weapon is separate from Little Miss Badass and is a single Gauntlet 1d10 cost 11 which she can combine with Little Miss Badass when fighting with her weapon. She can also add in Reflect Gem Magic when using her Gauntlet to parry attacks from other Gems but never to attack.
Well I was mostly waiting on the okay on the disadvantage explanation before I got started explaining the character herself.
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Oh checking if I get this right, so 10 cliches, 100 pts of dice to fill it, do you get a die in the cliche automatically or are all bought. Oh and my skype is purelocke1 if we're doing that.
Adem B. said: Oh checking if I get this right, so 10 cliches, 100 pts of dice to fill it, do you get a die in the cliche automatically or are all bought. Oh and my skype is purelocke1 if we're doing that. You get 100 points of dice, no limit on the number of cliches, I think the sample character I made ended up with 5 cliches. You can have dice with as many or as few sides as you can afford going up from a d6 which would cost 7 points. There is a possibility that non-Gems might have a range of dice from d2 and higher.
if we do it through skype, it's Snowflake69
So I'm guessing first session will be character generation?
I've never used Risus before, so I was wondering if I could have a bit of an explanation for some things. For clichés, are we making them up? Like the names and what theyre all about? as for putting dice into them, does that determine how effective they are? I might have missed it, but I just want to make sure. My skype is kenni1211
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Yes and no, there are general gem cliches; shapeshifting, weapon, a form of energy projection( garnet is electrokinetic, amethyst shoots explosive energy out of her whips [plasma/concussive?], likewise pearl shoots light out of her spear). But personality/skill cliches and special powers are up to you, with DM approval. Thursday is mostly going to be character gen/edging out our respective niches, possibly some other stuff depending on what has been prepped so far. I'm personally planning on tanky, volcanic based, possibly some matter/gravity manipulation with technical aptitudes. Oh and yes the amount/size of dice are your capability in a given cliche, say you've got a target of 10 or so the one with 1d10 in a cliche light get it, but a 4d6 or 3d8 would have an easier time. Leveling works by adding more dice or upgrading to higher dice types, though you can also pick up new cliches from time to time. Edit: Also Bubbling, though since it's normally done to already defeated foes, it's not something that would generally require a roll.
Tyson C. said: So I'm guessing first session will be character generation? That is the intention, yes. Sera said: I've never used Risus before, so I was wondering if I could have a bit of an explanation for some things. For clichés, are we making them up? Like the names and what theyre all about? as for putting dice into them, does that determine how effective they are? I might have missed it, but I just want to make sure. My skype is kenni1211 Yes, to both questions. I'm hoping for fairly specific cliches that define what your Gem can do and by extension what they have difficulty with. You can potentially use a inappropriate cliche to perform an action but there are inherent risks in doing so. You normally roll the dice against a target number set by the GM (me) usually the lowest TN you actually need to roll for is a 6, scaling upwards for harder actions (for instance some of the larger charts have tossing a motorcycle at a TN of 30) and you roll a relevant cliche adding up the sum of the dice to make or beat the TN. Adem B. said: Yes and no, there are general gem cliches; shapeshifting, weapon, a form of energy projection( garnet is electrokinetic, amethyst shoots explosive energy out of her whips [plasma/concussive?], likewise pearl shoots light out of her spear). But personality/skill cliches and special powers are up to you, with DM approval. Thursday is mostly going to be character gen/edging out our respective niches, possibly some other stuff depending on what has been prepped so far. I'm personally planning on tanky, volcanic based, possibly some matter/gravity manipulation with technical aptitudes. Oh and yes the amount/size of dice are your capability in a given cliche, say you've got a target of 10 or so the one with 1d10 in a cliche light get it, but a 4d6 or 3d8 would have an easier time. Leveling works by adding more dice or upgrading to higher dice types, though you can also pick up new cliches from time to time. Good answer.
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I was planning to do something like , Telekinetic Fighter this one is obvious, tough cookie learning to guard her memories has also made her a gem with an amazing amount of willpower and a fighter who just keeps on coming back, and ... well I still can't think of a cliche name for her clones, probably "bring in the clones", as she can make a clone for each of her multiple colors -1 , Red, blue, black, white. The last color remaining is her.
Tyson C. said: ...well I still can't think of a cliche name for her clones, probably "bring in the clones", as she can make a clone for each of her multiple colors -1 , Red, blue, black, white. The last color remaining is her. You might call it Palette Swap. You might also consider only using primary colors (red, blue, yellow) or (yellow, magenta, cyan :) etc leaving her in black in white. Its a cool idea. I really like it.
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Im kind of interested in doing a Kindergarten gem, but since we don't know much about that yet I might steer away from it unless you're okay with it. I'm also thinking about a sort of Magic type character. They're Bixbite and that gem is heavily associated with magic. I'm trying to think of cliches now.
I'm okay with it, because we are going to have to go off canon sometimes to pull this game off.
May already have one, but as long as you two have distinguishable flaws/personalities should probably be fine, course I'm not the DM/GM.
Well the thing about the palette swap, is I'm using fordite, which if you remember me mentioning, is made up of layers dried car paint, most specificaly those paints of old ford or Chevrolet factories. Which is why I chose the colors I did. Red, White, Blue, and Black, the most common stock colors of Chevy and Ford cars around the 50's-80's
Tyson C. said: Well the thing about the palette swap, is I'm using fordite, which if you remember me mentioning, is made up of layers dried car paint, most specificaly those paints of old ford or Chevrolet factories. Which is why I chose the colors I did. Red, White, Blue, and Black, the most common stock colors of Chevy and Ford cars around the 50's-80's Oh sorry I wasn't thinking of that, I was just thinking of primary colors as being iconic and cheap for someone to animate.
I know what you were getting at, and it was a good idea too, something for me to think about for future games c:
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Cannot unthink, I expect sassy style now. <a href="http://4.bp.blogspot.com/-PI8Xqk5KoRQ/T3W_TBSBxDI/AAAAAAAADXA/exwhnz_om-E/s1600/Triplicate+Girl+Reunion.png" rel="nofollow">http://4.bp.blogspot.com/-PI8Xqk5KoRQ/T3W_TBSBxDI/AAAAAAAADXA/exwhnz_om-E/s1600/Triplicate+Girl+Reunion.png</a>
Oh she's sassy alright, it's one of her best traits :D
I just wanted to post my gem design here <a href="http://imgur.com/tFW6boN" rel="nofollow">http://imgur.com/tFW6boN</a> Whats everyone else ideas for gems?
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As far as appearance goes? Green-black Tilda Swinton: Beryl, uses a long hammer/shield.
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I already explained the colors, as far as my character's weapon, I was thinking just a single longsword, and as for her style, she favors japanese schoolgirl styles. Similar to the following <a href="http://images.gameskinny.com/gameskinny/b959a7822b" rel="nofollow">http://images.gameskinny.com/gameskinny/b959a7822b</a>...
I might only be able to get the tail end of the session, off to a comedy show.
That's fine I'm still at the office. Meeting just let out 15 minutes ago.
Well I'm in the chat, using text at the moment (not ideal)
Well Tyson posted Fordite, the One Gem Squad Pallete Swap 4d8 (36) Telekinetic Swordswoman 4d6 (28) 1 Stunt die d8 (18) Tough Cookie 2d10 (24)
Hey everyone. Sorry, I've been really busy lately. I don't really know if or when I'll actually be able to join you, but I'll be sure to let you know.
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It's alright, you didn't miss much on the first session. We were just discussing character archetypes and cliches and whatnot. We also have decided our ship looks like a foot, if you have cooler idea you can put in your two cents as well :D Even if you don't join us that's fine as well, real life should always come first c:
Its gonna be a big orange foot with missle tonenails, so far.
I've always been a proponent of the head-ship but I can work on pedantics.
Sera said: Its gonna be a big orange foot with missle tonenails, so far. Toe missiles :D
Der Kommissar said: Tyson C. said: So should I go ahead and get to aking a character, or should I wait until we're all in one place to make one? I'd like to get some consensus from the other players on what everyone would like to play. I should schedule a character creation session I suppose. I happen to be free most of today although since you posted your query 4 hours ago its a safe bet that you are going to be sleepy. I'll go ahead and try making an NPC character called Jet From Wikipedia, the free encyclopedia... Jet is a type of lignite, a precursor to coal, and is considered to be a minor gemstone. Jet is not considered a true mineral, but rather a mineraloid as it has an organic origin, being derived from decaying wood under extreme pressure. The English noun "jet" derives from the French word for the same material: jaiet.[1] Jet is either black or dark brown, but may contain pyrite inclusions,[2] which are of brassy colour and metallic lustre. The adjective "jet-black", meaning as dark a black as possible, derives from this material. AND In the Roman period it saw use as a magical material, frequently used in amulets and pendants because of its supposed protective qualities and ability to deflect the gaze of the evil eye . [8] Working off that I imagine her looking like a short black figure with her one eye located in her right hand in manner similar to a Hamsa, with long bangs that cover that lack of eyes on her face so it wouldn't read as creepy, she'd wear something cute in bronze with gold diamond shaped knee pads, and a diamond shaped necklace made of gold to proclaim her affiliation. The Hand (Khamsa), particularly the open right hand, is a sign of protection that also represents blessings, power and strength, and is seen as potent in deflecting the evil eye. [2] [16] One of the most common components of gold and silver jewellery in the region, [17] historically and traditionally, it was most commonly carved in jet As for cliches, I'm thinking Shapeshifting 1d6 cost 7 for at least the ability to shapeshift if not doing it well, Magic Eye 4d6 cost 28 which would cover being able to scan for other Gem creatures and hopefully track them, Little Miss Badass 2d10 cost 22 which would be her standard combat ability as well as looking cute doing it, Reflect Gem Magic 1d10 cost 11, and I'm spending her last 11 points on a +5 Stunt Die. I'm also going to take a flaw, lets call it Hates Being Alone for 10 points which I'm going to keep in reserve for character development. I'm going to say her weapon is separate from Little Miss Badass and is a single Gauntlet 1d10 cost 11 which she can combine with Little Miss Badass when fighting with her weapon. She can also add in Reflect Gem Magic when using her Gauntlet to parry attacks from other Gems but never to attack. Jet, who Tyson C. reminded me I misspent points looks like this now: Clichés: Gauntlet (weapon) 1d10, Little Miss Badass 2d10, Magic Eye 4d6, Reflect Gem Magic 1d10, Shapeshifting 1d6, Flaw: Hates Being Alone. Points Spent: 93/100 Stunt Dice: a +3 one.
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So far I've narrowed my things down to shapeshifting, thermal manipulation, gemgineer (applicable for structural weakness? if not I'll split that off into it's own thing and mix into other forms of weakness), and Hammer/Anvil fighting style. Also makes me laugh that my character(s?) will be related in a way to Sera's.
Love the name gemgineer btw, sure its applicable that sounds fine. Man, I'm really looking forward to running this on Saturday.
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Der Kommissar said: Well Tyson posted Fordite, the One Gem Squad Pallete Swap 4d8 (36) Telekinetic Swordswoman 4d6 (28) 1 Stunt die d8 (18) Tough Cookie 2d10 (24) Flaw: Hates being a "fake gem" Fu-sion-HA: J-pop I noticed I forgot to add something so I made a small edit
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Gemgineer: 4d6 Forceful Personality (Shield): 3d6 Arm and hammer, extra strength: 3d6 Shapeshifting: 2d7 Icy-Hot: 2d6 Flaw: Dependart/emotional damping Fusion Dance: Tango Hmm thinking about having a force/hard light shield. Generally in standard kite/tower shield shape but can be reformatted to full body or like Steven's bubble (stunt maybe?). Possibly other applications like turning it into an edge/wedge/other simple shapes. With Fusion, do we need to grab a cliche specifically for that or is our main personality/profession die applicable?. Also found an editable sheet: <a href="https://docs.google.com/file/d/0B6IIkl9RjNgPVkZWMnl2S1NteDQ/edit" rel="nofollow">https://docs.google.com/file/d/0B6IIkl9RjNgPVkZWMnl2S1NteDQ/edit</a> Some references for character: <a href="http://digital-art-gallery.com/oid/123/r169_457x25" rel="nofollow">http://digital-art-gallery.com/oid/123/r169_457x25</a>... <a href="https://s-media-cache-ak0.pinimg.com/736x/51/60/da/5160da6c47e06321288288d9fbde80a0.jpg" rel="nofollow">https://s-media-cache-ak0.pinimg.com/736x/51/60/da/5160da6c47e06321288288d9fbde80a0.jpg</a>
Well, in regard to Fusion my intention was for the players to only be able to play Fusions if they decided to fuse, in which case you'd have two players playing one Fused character (which would be more powerful than either Gem). My gut says not to leave Fusion up to the dice, it works if both players agree to fuse and it doesn't if one of them disagree to fuse.
I agree on what Der Komissar says about fusion, Let's not leave it to the dice. The dice can be saved for when we combine our total points to create a new set of cliche's. On the topic of the point combinaton, I imagine that would make the most sense
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Alright, I was going off of the first post and wondering if any of my cliches would apply. I do think there should be some why to fail though, if not a mechanical one then maybe if the goals of the gems in question are too far apart/tension between them is too much. As far as cliches go most would overlap like whatever weapon(s) they use. But any fusion cliches should probably be worked out beforehand.
I wont be able to play this weekend! I'm super busy with work and other family things, im so sorry guys!
That's fine. Thanks for telling us. The session started with Fordite and Beryl traveling on the Foot-ship to raid the Galaxy Warp but when they arrived in system they discover that the Galaxy Warp has been attacked (as it was in episode 42 Winter Forecast) and destroyed. However they are detected by a Diamond Authority scout ship that looks like a big green eye that orders them to surrender. Instead, they attack but only succeed in driving the scout ship off... the ship is called the Roving Eye. They pursue and manage to disable the Roving Eye's Warp Drive and board it, they find some alien prisoners and Fordite senses something coming for them.