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.