You are on page 1of 37

What is Faceted?

The Stats
First and foremost, Faceted is an RPG based on Cartoon Network's incredibly popular Every character in Faceted has four stats: Cut, Clarity, Facet, and Luster. Whenever an
cartoon series Steven Universe; using this quick and simple system allows you to action requires you to roll something, you'll be adding one of your stats to the roll; the
create characters set in this world and act out stories with them. Whether you're playing move you use will usually tell you what you need to roll with, but in the rare case it doesn't,
off colors from a distant colony or exploring the future following the end of the show, explicitly state what stat to use, you and your GM should negotiate one that makes the
Faceted will allow you to create the stories you want to play and see. most sense.

Secondly, Faceted is a rework of RandomTuesday's Fusion, from which many rules Cut
and moves were taken. Unfortunately, the original version of the game was one that Your Cut stat roughly tells you how rough and tumble your gem is; Cut is almost always
only allowed you to play characters from the show and was more of a vehicle to create used for physical actions, like fighting or defending your friends. A -1 Cut means your gem
games that were only slight variations on the original show. In this new version of the was probably not made for battle, while a +3 Cut puts you in the top tier of warrior gems!
game we've created, you're able to create any gem you can think of by choosing a role
and then a set of powers and abilities that fit your gem's concept. Other than this, the Clarity
game is very similar to the original version of Fusion, keeping many of the same basic Your Clarity stat governs how brainy and smart your gem is; when you roll with Clarity,
moves with the only addition to them being Unleash Your Powers. you're probably trying to think through a situation or influence someone to your way of
thought. A -1 Clarity means your gem doesn't really go in for the whole "think before
So grab some of your friends, a bag of Chaps, a couple of d6s, and get ready to acting" bit, while a +3 Clarity probably means your gem had an entire spire for themselves
explore the world of Steven Universe like never before! to think in.

Facet
The Basics Your Facet stat governs how well you are at connecting with others, understanding the
feelings of others, and coping with your and other's emotions. A -1 Facet means you have
Faceted is intentionally designed to promote quick character creation and ease of play a hard time connecting with and opening up to others, while a +3 Facet means that you
for everyone. All rolls require simply rolling 2d6+ the specified stat; the only case where are so empathetic and understanding that sometimes your friends think you know them
this changes is when players have fused with another player or NPC. When fused, better then they know themselves!
players will roll with sync, which simply means rolling 3d6+ a stat and taking the highest
two numbers that appear on the d6s. For example, if a fusion rolls a 5, 6, and a 2 while Luster
rolling with sync, their end roll would be the 5 and the 6. This simple resolution system Your Luster stat is a catch all for all your strange and wonderful gem powers and how well
will get you through almost every situation you can imagine! you control them. A -1 Luster means you're still figuring out what you can do, while a +3
Luster represents a superior knowledge of how to get the most out of your gem powers.
Sync Harm
Working together is an important part of any RPG, but in Faceted its made even more Harm tracks how much physical damage you can take and by default each player can
important by the fact that the better you work together with another player, the more take 3 harm before they are considered out of the scene; what "out of the scene" means
stable your fusion with them will be. This stability is represented by Sync, which can should be decided by the player in question, the GM, and what the narrative calls for.
range from 0 (completely out of sync with each other) to 12 (probably best friends for Almost never should being taken out result in death, unless the player is alright with that
life or soul mates) and can be increased or decreased by various moves. outcome and it has been properly established in the narrative.

When a player fuses, they have a pool of sync points equal to their Sync score; By default, all gem weapons and attacks do 1 harm, as per the basic move of Fight for
whenever a fusion rolls dice, this pool decreases by one and the fusion rolls with sync What's Right. Enemies and other monsters might do more harm, depending on what kind
(meaning they roll 3d6 and take the highest two dice for their final roll). When this pool of moves and weapons they have; this is entirely up to the GM.
is depleted, the fusion must roll to Keep It Together. Failing this roll results in the fusion
immediately ending. Conditions
In addition to harm players can gain and loose conditions, representing their current
Finally, sync level is shared between players; that is, if a Ruby has a sync level of 12 emotional state, both positive and negative. Players can have multiple conditions at the
with a Sapphire, that Sapphire has a sync level of 12 with that Ruby. If a move tells you same time, though all conditions come in pairs, and they may only have one condition
to decrease your sync level with someone, that person also decreases their sync level from each pair at a time. Each condition pair is associated with a specific stat, and
with you. provides an additional +1 or -1 to that stat while they have that condition.

Harm & Conditions


A story without stakes and conflict isn't a story at all, but rather a series of events that
take place in sequential order without any real endgame. As such, Faceted has a way
to track both physical and emotional damage done to characters during the course of
play: harm and conditions.

Broadly speaking, when a character suffers harm it is always as a result of some sort of
Conditions are opposites, so you cannot gain an opposite condition without first clearing
physical action: combat, falling from a tree, whatever. On the other side of this spectrum
or losing the first condition. For example, if you have the condition hopeless and gain the
are conditions, which represent how your character is currently feeling; a character's
option to gain a positive condition, you can instead clear hopeless or gain a different
default state of emotion is neutral and not feeling any particularly strong emotions. This
positive condition from inspired. You cannot become inspired until you clear the condition
may change during the course of play, as a result of moves and character actions.
hopeless.
Full negative conditions do not remove a player from play like having full harm does; 6. Record this information on a blank character sheet (included in the back of this
instead having a full set of negative conditions makes the player ineffective. A player document).
with full negative conditions needs the help and support of fellow players in order to
start solving their problems. Harm & Condition as a Fusion
Harm and conditions work the same for a fusion as they do for a non-fused character.

Fusion
That being said, there are a few things you should know:
1. When a fusion forms for the first time, it has zero harm and conditions; they start
A main component of Faceted is the ability to fuse your gems together into a larger, as a blank slate.
stronger character. As such, there are several basic moves associated with it, the most 2. When a fusion reaches their maximum harm, they unfuse into their component
important of which is Become a Giant Woman. When a player first fuses with someone, gems.
the game pauses while the player(s) create their new fusion. 3. Conditions the fusion had when they unfused remain the next time they fuse;
fusions are completely different characters with their own emotional states
Fusion Creation independent of the gems that make them up.
When you fuse with someone for the first time, follow these rules to create your new 4. Harm that the fusion had when they unfused does not come back the next time
fusion: the fusion comes into being.
1. Name your fusion. It can be any Gem that is not currently in play (roles, fusions, 5. When gems unfuse, they keep the harm and conditions they had before the
and NPCs), or a combination of the character’s names (like Stevonnie or Steg). fusion.
2. Describe your fusion; fusions incorporate the visual aspects of the gems that
make it up. If a Fusion Fuses
a. What is their color palette? This is normally a combination of the component The rules for fusion extend to two or more component gems. It may be that a non-fused
gems’ colors. gem would want to fuse with an existing fusion. For the most part this is done following
b. How many arms and legs do they have? Normally fusions have additional arms the normal fusion creation mechanics. Some things to note:
or legs equal to the sum of the component gems. 1. The fusion has the lowest Sync of its component gems.
c. How large are they? The fusion is larger than both the component gems. 2. When a new fusion forms, it starts with 0 harm and 0 conditions, regardless of the
d. What does their outfit look like? harm and conditions of the previous gems and fusions.
3. Create your fusion’s weapon; this is a combination of the weapons belonging to 3. When a fusion unfuses, some gems may wish to remain in a fusion. They must
the component gems. apply the appropriate fusion end consequences, but otherwise may remain fused.
4. Determine new qualities; the fusion’s stats are the highest of each stat of all
component fusions. They also have the moves and abilities of all component gems.
5. Determine the fusion’s maximum harm; fusions have a maximum harm equal to
the sum of each component gem’s harm (typically this is 6 harm, as each gem has 3
max harm).
Basic Moves Get in Sync
When you try to get in sync with someone and support them emotionally, roll +
The following moves are ones that every single player has access to and can be used
Facet:
at any time. When making a move that isn't covered by any of your gem's abilities or
On a 10+, increase your Sync level by 1 and choose one:
specialized moves, these are the moves you use.
You both gain two +1 conditions.
Fight for What's Right Take +1 forward to the next action you do together.
When you fight for what you believe is right, roll +Cut: You both gain 1 XP.
On a 10+, choose two: On a 7-9. increase your Sync level by 1.
Deal 1 harm to your target. On a 6-, you flounder, make a mistake, or come off as a jerk. You both take a -1
Temporarily disarm or subdue your target. condition.
An ally takes +1 forward on their next action against the target. Unleash Your Powers
On a 7-9, choose one. You may instead choose two, but take 1 harm in return. When you unleash your gem powers to overcome an obstacle, extend your senses,
On a 6-, you take 1 harm and are put in a bad situation. or reshape your environment, roll +Luster:
Defend On a 10+, you do what you set out to do.
When you defend yourself, someone else, or something important from danger, On a 7-9, you do it but take a -1 condition or 1 harm (which ever is more
roll +Cut: appropriate) or the GM will tell you how the effect is unstable and temporary.
On a 10+, you keep yourself and whatever you were defending (if you were On a 6-, it backfires in a major way; everyone must deal with the fallout.
defending something besides yourself) safe from harm.
On a 7-9, you keep yourself or whatever you were defending safe, but must
Persuade
When you attempt to persuade an NPC to see things your way, roll +Clarity:
choose one:
On a 10+, they're willing to listen to you or they'll do what you want as long as it
You take a -1 condition.
doesn't majorly inconvenience them in some way.
You lose something important to you in the scuffle.
On a 7-9, they'll do what you want, but it'll cost you in the future; the GM will tell you
You are separated from your friends or the thing you were defending.
what the price is and when they expect payment by.
On a 6-, you or the thing you were defending take 1 harm (GM's choice).
On a 6-, they'll do it but you have to do something something for them immediately
and it'll be at a steep cost; the GM will tell you what it is they want.
Take a Moment
When you take a moment to assess the situation, roll +Clarity: back as well as any other outcomes for success. When a fusion runs out of sync dice,
On a 10+, ask two questions; the GM will answer you truthfully. You and your they must roll to Keep It Together.
allies take +1 forward on your next action to act on the answers.
On a 7-9, ask two questions; the GM will tell tell the truth for one answer and a lie Keep It Together
for the other. It is on you to figure out which is which. You and your allies take +1 When you need to keep your fusion together, the players in the fusion roll +nothing and
forward on your next action to act on the answers. without a sync die. If they roll a number equal to or less than their Sync level, they remain
On a 6-, you get some bad information; choose one question and make up a a fusion and refresh their pool of sync dice back to full. Otherwise, if the roll is higher than
completely untrue answer. You and your allies take -1 forward on your next action their Sync level, the fusion falls apart. This does mean that a fusion with a Sync level of 12
to act on the answer. or higher can remained fused indefinitely. Similarly, a fusion with a Sync level of 1 cannot
What here is the biggest threat? Keep It Together.
What here is in the greatest danger? The Conversation
What has just happened here? While fused, both parties engage in a conversation:
How can I get this person/situation to ____________? "I would like to... Would you?" One player may declare an intended move for the
How can I help or hinder this person/situation? fusion to take. The other parts of the fusion can either agree or disagree.
Is this person telling me the truth about __________? If all components of the fusion agree with the action, they use the appropriate
Is this situation what it seems? move as normal, adding a sync die to the roll. The players take the results of the
What do I think this person/situation needs? highest two dice, add their stats and other bonuses, and determine if they
succeeded or failed. If they get a 12+ on the roll they also add 1 sync die to their
Fusion Moves pool (meaning they have the same number of dice as they started the roll with).
If one player disagrees the first player can choose to concede and select a new
The following moves govern fusion; each player has access to them and for the
purposes of play they are considered basic moves. move, defer to the other parts of the fusion, or push the move.
If the player chooses to push the move:
Become a Giant Woman Reduce Sync level by 1 and lose a sync die from the pool.
When you attempt to fuse with another player or NPC, the initiating player asks the Roll with the relevant move, without adding in a sync die, and resolve the
other if they would like to fuse. Characters must have a Sync level of at least 1 to fuse. move as normal.
The two characters begin their fusion dance and form their fusion. Roll to Keep It Together and maintain the fusion. The roll must meet the new
Sync level. Characters with a Sync level of 0 or 1 automatically fail this roll.
The resulting fusion gains a pool of sync dice equal to their Sync level. While fused,
each time they use a move that requires a roll they spend a sync die from their pool and
roll 3d6, using the highest two dice as their roll's result. On a 12+, they gain a sync die
Ending Fusion Roles
A fusion can end in one of three ways: Each gem was originally created for a specific purpose within gem society; some were
By player choice. servants or friends, while others were soldiers and guards. While your gem may be doing
If it is a positive end to the fusion, such as completing a fight, all parts of the something completely different from its original purpose, that purpose helped define them
fusion gain a +1 condition of their choice. and who they were for the longest time. In Faceted, a gem's original purpose is defined by
If it is a negative end to the fusion, such as conflict but no push of moves, all a role; there are six normal roles and one "advanced" role that is a bit more tricky that the
parts of the fusion gain a -1 condition of their choice. other six. These roles give players their starting stats and Sync, as well as an idea of what
From a failed Keep It Together roll; all parts of the fusion decrease their Sync their gem originally did. No two players can have the same role during a campaign; while
levels with each other, as per the move. there's certainly numerous technician gems, in a game of Faceted there is only one that
From max harm; the component gems return to themselves with no other effects. matters: yours.

End of Session The basic roles available in Faceted are the following
The Aristocrat: your gem was originally one of Homeworld's elite.
At the end of every session (or the beginning of the next, if you forgot about it), the
The Friend: your gem was made to be friends with another gem.
players answer these three questions as a group:
The Guard: your gem was made to guard and protect a specific gem, place, or thing.
Did we save or protect someone or something in need?
The Servant: your gem was made to serve and was owned by another.
Did we learn something new and important about our characters, someone else,
The Soldier: your gem was made to fight for and conquer in the name of Homeworld.
or the world?
The Technician: your gem was made to build and maintain the structures and
Did we work together?
technology used by Homeworld.
The Terraformer: your gem was made to help terraform potential colonies into
For each “yes” answer, the group chooses one of the following options. You may
something more useful for Homeworld.
choose an option more than once.
Each player heals 1 harm.
In addition to the above roles, Faceted includes three advanced role, which play differently
Each player gains a +1 condition or clears a -1 condition.
from the other roles.
Everyone gains 1 XP.
The Fusion: your gem is actually two gems, fused together all the time.
The Changed: you used to be someone else, but not any longer.
Character Creation The Corrupted: you were corrupted by the Diamonds and never fully cured.
Character creation in Faceted involves four steps: picking your gem's original roll, picking
your two starting moves, picking your two starting gem powers, and determining starting
Sync levels. Each of these pieces helps to flesh out your character and what they can do.
Advancement
The Aristocrat When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role
Add +1 to your Luster (to a max of +3).
Once, you towered above all others besides the Diamonds; high above them all you
Add +1 to any stat (to a max of +3).
were tasked with thinking great thoughts, plotting and planning the future of gem
Increase your base Sync level with another player by 1; typically this means
society, and ensuring that everyone followed their given purpose.
increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
That was then, this is now. Now you follow your own path with all the other off colors
increasing it from 0 to 1. Your Sync level may never go below that.
and outcasts, blazing your own destiny across time and space, choosing each day the
Take a move from the Gem Move list.
person you are.
Take a move from the Gem Move list.
Take a move from either the Gem or Human Move list.
You were the Aristocrat. Now you're someone else.
Gain another gem power.
Your Gem
Choose one of each: When you have taken all the advances from the above list, you may start picking
Name: Sapphire, Zircon, Aquamarine, Jade, something else advances from the list below.
Gem Location: hand, cheek, chest, back, somewhere else Another player shares one of their moves with you.
Gem Color: blue, yellow, orange, green, something else Increase your base Sync level with another player, even if you've already done so
Weapon: rapier, dagger, shield, whip, something else before.
Dance Style: waltz, ballroom, baroque, country, something else Reveal a previously unknown foe and explain their connection to your gem; they're
back and they want revenge. Work with the GM to fully flesh them out as an NPC
Stats and threat.
You start with -1 Cut, +0 Clarity, -1 Facet, and +2 Luster. Retire your character and create a new one.
Add +1 to a stat of your choice.

Starting Sync
At character creation, increase your Sync level with another player by 1.

Gem Powers
Choose two: flight, levitation, elemental control (pick an element), genius level
intelligence, inhuman speed, inhuman grace.
Advancement
The Friend When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role Add +1 to your Facet (to a max of +3).
You were made to be a friend for a specific gem; you were made to provide endless Add +1 to any stat (to a max of +3).
entertainment for them, play any games they wanted, and generally improve their mood Increase your base Sync level with another player by 1; typically this means
and make them happy. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
But that was long ago. You've been abandoned, thrown away, or escaped; despite all increasing it from 0 to 1. Your Sync level may never go below that.
that you're still looking for friendship, searching for the one who will fill your heart with Take a move from the Gem Move list.
joy. Hopefully, this time it won't be so one sided. Take a move from the Human Move list.
Take a move from either the Gem or Human Move list.
You were the Friend. One day, you'll love again. Gain another gem power or improve your weapon, allowing you to do 2 harm
instead of 1 when you Fight for What's Right.
Your Gem
Choose one of each:
When you have taken all the advances from the above list, you may start picking
Name: Spinel, Pebble, Lepidolite, Pyrite, something else
advances from the list below.
Gem Location: chest, eye, hand, forehead, somewhere else
Another player shares one of their moves with you.
Gem Color: pink, gray, rose, gold, something else
Increase your base Sync level with another player, even if you've already done so
Weapon: scythe, hammer, shield, gauntlets, something else
before.
Dance Style: the foxtrot, the Charleston, line dancing, skanking, something else
Reveal who your gem's old "friend" was and what ended their friendship; they've
Stats come to take you back, no matter what. Work with the GM to fully flesh them out as
You start with -1 Cut, +0 Clarity, +2 Facet, and -1 Luster. an NPC and threat.
Add +1 to a stat of your choice. Retire your character and create a new one.

Starting Sync
At character creation, increase your Sync level with two other players by 1.

Gem Powers
Choose two: elasticity, inhuman strength, unusual movement, emotion manipulation,
inhuman grace, inhuman endurance.
Advancement
The Guard When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role Add +1 to your Cut or Facet (to a max of +3).
The mission. That's all that ever mattered to you; guard this aristocratic gem, protect Add +1 to any stat (to a max of +3).
this important arena, it never mattered to you, as long as you had a mission to focus on. Increase your base Sync level with another player by 1; typically this means
You lived and died by the mission. It was all you ever cared about. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
Now though, you've gone off mission for some reason: love, freedom, boredom, increasing it from 0 to 1. Your Sync level may never go below that.
whatever it was you're off book and living life for yourself now. Sure, you might miss it Take a move from the Gem Move list.
sometimes, the certainty of it all, but you know you're better off like this. Take a move from the Human Move list.
Take a move from either the Gem or Human Move list.
You were the Guard. Now you decide what the mission is. Improve your weapon, allowing you to do 2 harm instead of 1 when you Fight for
What's Right.
Your Gem
Choose one of each:
Name: Ruby, Topaz, Agate, Tiger's Eye, something else When you have taken all the advances from the above list, you may start picking
Gem Location: hand, shoulder, eye, chest, somewhere else advances from the list below.
Gem Color: red, yellow, blue, orange, something else Another player shares one of their moves with you.
Weapon: gauntlet, whip, mace, pugil stick, something else Increase your base Sync level with another player, even if you've already done so
Dance Style: ballroom, waltz, line dancing, krunking, something else before.
Reveal what your gem's old mission was; if it was another gem, they're back in a
Stats bad way. If it was a place or item, its suddenly become critically important to the
You start with +2 Cut, -1 Clarity, +0 Facet, and -1 Luster. campaign's plot. Work with the GM to fully flesh them out as an NPC and threat or
Add +1 to a stat of your choice. how to incorporate them into the campaign.
Retire your character and create a new one.
Starting Sync
At character creation, increase your Sync level with another player by 2.

Gem Powers
Choose two: inhuman strength, elemental control (pick an element), inhuman
endurance, elasticity, fearlessness, intimidation.
Advancement
The Servant When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role
Add +1 to any stat (to a max of +3).
As long as you can remember, you've served one gem or another; you were made for it, Add +1 to any stat (to a max of +3).
made to clean, made to wait on others, made to be the perfect servant in the perfect Increase your base Sync level with another player by 1; typically this means
empire. You were graceful, elegant, and above all flawless. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
Except you're not really flawless: you rebelled and became your own master. You increasing it from 0 to 1. Your Sync level may never go below that.
decide what you do, when you do it, and how you do it. Of course, just because you're Take a move from the Gem Move list.
free doesn't mean you have to be messy and inelegant. Take a move from either the Gem or Human Move list.
Take a move from either the Gem or Human Move list.
You were the Servant. Now nothing is holding you back. Gain another gem power or improve your weapon, allowing you to do 2 harm
Your Gem instead of 1 when you Fight for What's Right.
Choose one each:
Name: Pearl, Nephrite, Rutile, Beozar, something else When you have taken all the advances from the above list, you may start picking
Gem Location: forehead, stomach, back, eye, somewhere else advances from the list below.
Gem Color: white, red, green, pink, something else Another player shares one of their moves with you.
Weapon: spear, vacuum, broom, umbrella, something else Increase your base Sync level with another player, even if you've already done so
Dance Style: waltz, ballroom, tango, baroque, something else before.
Reveal who your gem used to serve and what caused them to rebel; they're back
Stats and they've come to take what's they think they're owed. Work with the GM to fully
You start with -1 Cut, +1 Clarity, +0 Facet, and +0 Luster. flesh them out as an NPC and threat.
Add +1 to a stat of your choice. Retire your character and create a new one.

Starting Sync
At character creation, increase your Sync level with two other players by 1.

Gem Powers
Choose two: genius intellect, levitation, technopathy, inhuman grace, inhuman speed,
fearlessness.
Advancement
The Soldier When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role
Add +1 to your Cut (to a max of +3).
They say war never changes and you would know; you were made for war, made to Add +1 to any stat (to a max of +3).
fight against those who dared oppose Homeworld and the Diamonds. You're good at Increase your base Sync level with another player by 1; typically this means
fighting, really good, so good that you didn't think that you would ever want to do increasing it from 0 to 1. Your Sync level may never go below that.
anything else. Increase your base Sync level with a different player by 1; typically this means
increasing it from 0 to 1. Your Sync level may never go below that.
War doesn't change, but you did. Maybe you grew tired of fight, maybe you realized Take a move from the Gem Move list.
there was more to life then the thrill of battle, or maybe you just decided to be Take a move from the Gem Move list.
something different. Take a move from either the Gem or Human Move list.
Improve your weapon, allowing you to do 2 harm instead of 1 when you Fight for
You were the Soldier. Now you decide what you fight for. What's Right.
Your Gem
Choose one each: When you have taken all the advances from the above list, you may start picking
Name: Jasper, Amethyst, Carnelian, Rose Quartz, something else advances from the list below.
Gem Location: eye, chest, stomach, shoulder, somewhere else Another player shares one of their moves with you.
Gem Color: purple, orange, red, rose, something else Increase your base Sync level with another player, even if you've already done so
Weapon: sword, crash helmet, whip, mace, something else before.
Dance Style: club, ballroom, krunking, country, something else Reveal something about the war your gem fought in that no one else knows;
whatever it is, it has found tracked you and your gem down. Work with the GM to
Stats fully flesh them out as an NPC and threat.
You start with +2 Cut, Clarity -1, Facet -1, and Luster +0. Retire your character and create a new one.
Add +1 to a stat of your choice.

Starting Sync
At character creation, increase your Sync level with another player by 1.

Gem Powers
Choose two: inhuman strength, inhuman endurance, fearlessness, intimidation, gravity
manipulation, inhuman speed.
Advancement
The Technician When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role Add +1 to your Clarity (to a max of +3).
You were built to build, to fix, to create. Of course, you only ever created what others Add +1 to any stat (to a max of +3).
told you, following their exact plans, building whatever they told you to. Spires, star Increase your base Sync level with another player by 1; typically this means
ships, arenas, weapons, you can make them all. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
You followed their plans once, but now you're building what you want: weapons for increasing it from 0 to 1. Your Sync level may never go below that.
rebels, strongholds for off colors, art installations for your new home. Your creativity is Take a move from the Gem Move list.
off its leash and running wild. Take a move from the Human Move list.
Take a move from either the Gem or Human Move list.
You were the Technician. Now you're creating for yourself. Gain another gem power or improve your weapon, allowing you to do 2 harm
instead of 1 when you Fight for What's Right.
Your Gem
Choose one each:
Name: Bismuth, Peridot, Larimar, Serpentine, something else When you have taken all the advances from the above list, you may start picking
Gem Location: forehead, chest, eye, back, somewhere else advances from the list below.
Gem Color: green, yellow, rainbow, blue, something else Another player shares one of their moves with you.
Weapon: hammer, saw, screwdriver, laser gun, something else Increase your base Sync level with another player, even if you've already done so
Dance Style: break dancing, the robot, club, rave, something else before.
Reveal something about something your made in the past; it has now become
Stats critically important to the campaign's plot. Work with the GM to incorporate your
You start with +0 Cut, +2 Clarity, -1 Facet, and -1 Luster. creation into the campaign.
Add +1 to a stat of your choice. Retire your character and create a new one.

Starting Sync
At character creation, increase your Sync level with another player by 1.

Gem Powers
Choose two: genius level intellect, levitation, elemental control (pick an element),
inhuman endurance, inhuman strength, technopathy.
Advancement
The Terraformer When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
A Basic Role Add +1 to your Luster or Cut (to a max of +3).
The creation of a gem colony requires terraforming the planet to prepare for the initial Add +1 to any stat (to a max of +3).
invasion; this is where you came in. You were charged with redirecting the flow of Increase your base Sync level with another player by 1; typically this means
rivers, carving canyons, and moving mountains, all to ready the colony. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
But you saw the value and the worth of the planet you were sent to destroy and you increasing it from 0 to 1. Your Sync level may never go below that.
grew to realize that the planet's natural beauty didn't need you to improve it; it was Take a move from the Gem Move list.
already perfect. Take a move from the Gem Move list.
Take a move from the Human Move list.
You were the Terraformer. Now you'll do whatever it takes to protect your new home. Gain another gem power.

Your Gem When you have taken all the advances from the above list, you may start picking
Choose one each:
advances from the list below.
Name: Lapis Lazuli, Tourmaline, Amber, Fire Opal, something else
Another player shares one of their moves with you.
Gem Location: back, forehead, stomach, chest, somewhere else
Increase your base Sync level with another player, even if you've already done so
Gem Color: blue, amber, red, green, something else
before.
Weapon: gauntlet, bow, sword, shield, something else
Reveal a cataclysmic event your gem caused in the past; the ruins of it have come
Dance Style: ballroom, waltz, ballet, tap dance, something else
back to haunt you in a major way. Work with the GM to incorporate this event into
Stats the story and play out the consequences.
You start with +0 Cut, Clarity -1, Facet -1, and Luster +2. Retire your character and create a new one.
Add +1 to a stat of your choice.

Starting Sync
At character creation, increase your Sync level with another player by 1.

Gem Powers
Choose two: elemental control (pick an element), flight, inhuman grace, inhuman speed,
sonic shockwaves, object possession.
Stats
The Fusion Assign +1, +1, +0, and -1 to both your halves. When you are together, add both set of
stats together. When you are appart, each half uses their own stats.
An Advanced Role
Some say fusion is just a cheap tactic to make weak gems stronger, but you know that's Starting Sync
not true; sure fusion makes you better, stronger, faster, but anyone who stops there At character creation, do not increase your Sync level with any other players. Sync for you
doesn't understand what it really means and what it really does. is determined by your fused self, not your two halves.

Gem Powers
You're never alone; you've got your soul mate, your best friend, your whatever with you Choose three; one power each for your two halves and one power you have access to
all the time. You are their love, their friendship, their eternal conversation. You're when you are fused: emotion manipulation, elasticity, elemental control (pick an element),
everything they are and so much more. inhuman speed, levitation, gravity manipulation, inhuman grace, inhuman strength,
inhuman endurance, genius intellect.
You are the Fusion. You're better together.
Never Alone
Your Halves You play as two characters. The Fusion can split up or stay fused as they like, allowing
Choose two each, for both of your halves: you to potentially be in two places at once. When the Fusion is split they
Name: Ruby, Sapphire, Pearl, Jasper, Lapis Lazuli, Jade, Amethyst, something Use their own stats.
else Have access only to their own gem powers.
Gem Location: right hand, left hand, right cheek, left cheek, chest, stomach, back, Have access only to their own moves.
forehead, somewhere else Can only take 1 harm each before they are taken out of the scene.
Gem Color: red, blue, orange, blue, green, purple, white, pink, something else Be in two separate scenes or places at once.
Weapon: gauntlet, spear, crash helmet, whip, shield, sword, mace, something
else When the Fusion is together they
Dance Style: ballroom, waltz, ballet, baroque, krunking, club, tap dance, skanking, Use their combined stats.
something else Have access to all of their gem powers.
Your Fusion Have access to all their moves.
Choose one for your fused self: Can take 3 harm before they are taken out of the scene.
Name: Garnet, Rhodolite, Fluorite, Lemon Jade, something else Can only be in one place at a time.
Gem Locations: hands, cheeks, chest, shoulders, somewhere else
Gem Color: purple, green, pink, blue, something else When you are making the Fusion, designate each power as belonging to one of your
Weapon: gauntlets, bow, umbrella, hammer, something else halves or your fusion. You also pick three moves at the start; designate two as belonging
Dance Style: club, voguing, krunking, ballroom, something else to each of your halves and one move as belonging to your fusion. You may only use your
fusion powers and moves when you are fused.
Advancement
When you have 5 XP, erase it all and pick an advancement. You may only pick each The Changed
advancement once.
An Advanced Role
Add +1 to one of your halves' stats (to a max of +3).
The half that didn't increase their stats gains a new gem power. You used to be someone different, someone important, someone powerful, someone
Increase your base Sync level with another player by 1; typically this means without any choice. From your gilded cage you were forced to be someone you weren't,
increasing it from 0 to 1. Your Sync level may never go below that. someone you hated, someone you wanted to escape from.
Increase your base Sync level with a different player by 1; typically this means
increasing it from 0 to 1. Your Sync level may never go below that. One day, you did just that. You shed your old self and embraced the new you, a self of
Reveal an important part of your past that shaped your two halves' relationship; your creation. Of course, there's always the danger that someone will discover your past.
something was wrong or there was a lie involved that is just now coming to light,
causing you to temporarily split up. Work with the GM to tie this into the game and You are the Changed. Now you're someone completely new.
determine what steps must be taken for you to fuse again.
One of your halves gains a Human or Gem move.
Your Old Self
Choose one each:
Your other half also gains a Human or Gem move.
Name: Pink Diamond, Emerald, Hessonite, Citrine, something else
You gain a new Human or Gem move that you only have access to when you're
Gem Location: stomach, eye, hand, forehead, somewhere else
fused.
Your Role: aristocrat, technician, soldier, friend, something else

When you have taken all the advances from the above list, you may start picking Your New Self
advances from the list below. Choose one each:
Share one of your moves with another player. Name: Rose Quartz, Nephrite, Jasper, Onyx, something else
Increase your base Sync level with another player, even if you've already done so Gem Location: stomach, eye, hand, forehead, somewhere else
before. Gem Color: pink, orange, green, black, something else
Reveal an enemy from your shared past; they've come back and they're looking to Weapon: shield, sword, whip, crash helmet, something else
split you up. Tell the group why and then work with the GM to fully flesh them out Dance Style: ballroom, waltz, skanking, tap dancing, something else
as an NPC and threat.
Retire your character and create a new one.
Stats
Assign a +3, +0, +0, and -1 to your stats. The stat with the +3 represents your new self,
while the stat with the -1 represents your old self. Mark which is which on your character
sheet.
Starting Sync Advancement
At character creation, do not increase your Sync level with any other players. When you have 5 XP, erase it all and pick an advancement. You may only pick each
advancement once.
Gem Powers Add +1 to either of your +0 stats.
Choose two: gravity control, inhuman speed, inhuman grace, emotion manipulation, You gain the ability to swap your +3 and -1 stats twice per session.
inhuman strength, inhuman endurance, elemental control (pick an element), object Increase your base Sync level with another player by 1; typically this means
possession, elasticity, flight. increasing it from 0 to 1. Your Sync level may never go below that.
Increase your base Sync level with a different player by 1; typically this means
My Other Self increasing it from 0 to 1. Your Sync level may never go below that.
You have another identity, one you abandoned long ago; though you've done your best
Reveal someone from your past that you forgot about; they're back now and they
to distance yourself from who you used to be, your gem remembers who you once
want revenge for your abandoning them. Tell the group who they were to you and
were. At character creation, choose one stat to be represent your new self and assign it
then work with the GM to fully flesh them out as an NPC and threat.
a +3 at character creation; choose another stat to represent your old self and assign it a
Take a move from the Gem Move list.
-1.
Take a move from the Human Move list.
Take a move from either the Gem or Human Move list.
Once per session you may swap your +3 stat with you -1 stat or vice versa; explain how
your past or your future helps you in this case and what it looks like in the narrative.
When you have taken all the advances from the above list, you may start picking
advances from the list below.
When you tell someone about your past, ask how they feel about this information. If
Share one of your moves with another player.
they react negatively, you both take a -1 condition. If they react positively, increase your
Increase your base Sync level with another player, even if you've already done so
Sync level by 1. Either way, some aspect of your past is now going to rear its ugly head.
before.
Reveal a mistake or blunder from your past; it has come back, much worse than
Finally, you gain the Gem Move Shape Shift at character creation, in addition to any
before. Tell the group about this mistake and work with the GM to incorporate it into
other moves you gain.
the campaign.
Retire your character and create a new one.
Stats
The Corrupted You start with +3 Cut, -1 Clarity, -1 Facet, and +0 Luster.

An Advanced Role Starting Sync


Once your gem was part of a rebellion, fighting for freedom, peace, and love. Then the
At character creation, do not increase your Sync level with any other players.
Diamonds came and corrupted your gem, turning it into nothing more than a monster.
Thousands of years later your gem got better... sort of. Gem Powers
Choose three: inhuman strength, inhuman endurance, levitation, elasticity, inhuman
Whether you're a full gem or a half gem, you've got a secret passenger inside you: your speed, acid spit, sonic manipulation, flight, object possession, elemental control (pick an
monster. Left over from when it was corrupted, you struggle every day to keep your element).
worst self in check. Usually you can, but sometimes you can't. Sometimes you don't
want to. Dr. Jasper and Mrs. Hessonite
Most of the time, you're a normal gem with a normal appearance and normal abilities, but
You are the Corrupted. It's just you and your monster. sometimes your worst half comes out. When you act upon one of your monster's two
drives, on your next roll you roll 3d6 and take the highest two results; you also mark one
Your Gem corruption. When you have accumulated three corruption, erase all your corruption; your
Choose one each:
monster then comes out to play.
Name: Jasper, Crazy Lace Agate, Snowflake Obsidian, Tourmaline, something
else
When your monster is in control
Gem Location: nose, back, hand, forehead, somewhere else
You always cause collateral damage, even on a successful roll.
Gem Color: orange, yellow, black, white, something else
You cannot use the basic moves Get in Sync, Persuade, or Take a Moment.
Weapon: crash helmet, gauntlet, whip, dagger, something else
You may not use your gem's weapon; instead you use your monster's two natural
Dance Style: ballroom, voguing, moshing, krunking, something else
weapons.
You may not fuse with others while corrupted.
Your Monster
Choose two each: You lose access to your gem and human moves and instead you use your
Look: wild hair, segmented body, too many legs, leathery wings, something else corruption moves.
Natural Weapon: horrible claws, awful teeth, spikes everywhere, lashing tails,
something else At character creation choose two gem moves if you are a full gem, or one gem move and
Monstrous Drive: destruction, greed, hunger, pride, something else one human move if you are a half-gem; you also choose two corruption moves to start
with.
Advancement
When you have 5 XP, erase it all and pick an advancement. You may only pick each Drama Advancements
advancement once. If you've read each of the roles, you'll see that they all have an advancement that requires
Add +1 to your Luster (to a max of +3). you to reveal something about your gem's past (in the case of advanced roles, they have
When your monster is in control it only causes collateral damage on a 7-9 or a two of these); this is called a drama advancement and it exists solely to thrust your character
failure. into the spotlight and deal with their gem's baggage.
Increase your base Sync level with another player by 1; typically this means
increasing it from 0 to 1. Your Sync level may never go below that. If you're playing a full gem, then drama advancements suggest something happening in your
Increase your base Sync level with a different player by 1; typically this means past, before you became who you are today, before you freed yourself. But what if you're
increasing it from 0 to 1. Your Sync level may never go below that. playing a half-gem; what do these drama advancements mean to you? Clearly, you didn't
Reveal a time from your past when you were corrupted and destroyed something exist thousands of years in the past.
precious; the thing you destroyed is now of critical importance to the campaign.
Work with the GM to incorporate it into the campaign. For half-gems drama advancements mean that your gem was involved in something in the
Take a move from either the Gem or Human Move list. past and its coming back to haunt you in some way; your mom (or whoever you got your
Take a move from the Corrupted Move list. gem from) did something and you're being blamed. Maybe a gem from Homeworld just
Take a move from either the Gem, Human, or Corrupted move list. doesn't understand the concept of a half-gem, or maybe whatever is happening just doesn't
care. Either way, you're left with the bag and have to deal with it. Sorry!
When you have taken all the advances from the above list, you may start picking
advances from the list below.
Share one of your moves with another player.
Increase your base Sync level with another player, even if you've already done so
before.
Reveal a threat awoken by your monster; it knows where you are and its coming
for you. Work with the GM to incorporate it into the campaign.
Retire your character and create a new one.
Where are the Non-Gem Roles? Moves
In Steven Universe there are many wonderful human and animal secondary characters While your character's role is an important piece to building them, perhaps more vital are
who help create a vibrant and interesting world, but at the end of the day they're all the moves they have; moves allow characters to do things and act in the world beyond
simply secondary characters who only exist to support the main cast. very basic actions.

The problem with having a role that emulates Connie, Greg, or Lion is that most of what Moves are divided into three broad lists:
they can do, gems can do better and with more style. Furthermore, non-gem characters human moves, which are more mundane and down to earth.
would lack the Luster stat and be unable to use the basic move Unleash Your Power, gem moves, which cover all the weird and wonderful things gems can do.
as well as all of the moves only available to gems. Finally, they wouldn't have any of the corruption moves, which are moves only available to the advanced role the
cool powers gems get and would only be able to fuse with half-gems, further narrowing Corrupted.
down their choices during play. As a result, it makes playing a human feel like a trap
choice in the vein of Dungeons & Dragons. At character creation, you will pick two moves (unless you are playing the Fusion, then
you'll pick three); to determine which moves you have access to, ask your GM what kind
If you're really interested in having a character like Lion or Connie in your game, the of characters you are playing. If you're playing half-gems, you pick a human move and a
human moves Everyone on Planet Earth and Better Together, which look to emulate gem move; if you're playing full gems, you pick two gem moves.
these important secondary characters, while still making them interesting and important
to the campaign, are for you. Check them out! Once you've picked your starting moves, your character is done. Congratulations, you're
ready to play Faceted!
Pulling Heartstrings
Human Moves You know how to reach people, even those who don't like you. When you appeal to
Humans, those strange, organic, squishy non-flying creatures from the planet Earth; someone's feelings while trying to Persuade someone to do something, roll +Facet
they and their planet changed the course of gem society forever when Pink Diamond instead of +Clarity.
became Rose Quartz and led her rebellion against Homeworld. She further changed
gem society by having her son, Steven Universe; he was the first human/gem hybrid
Bravery
You may not be the strongest person around, but you'll always stand up for what's right in
and was the conduit through which all the gems on Homeworld learned how to be
the face of danger. When you have the condition Scared marked and still face down
human.
a dangerous foe take +1 ongoing on all your rolls to confront the danger.

Human moves focus the mundane, the normal, and the ability to grow. If you have a Resilience
human move, your gem has started to diverge from their original purpose and doing Life is too short to hold on to bad feelings; whenever you remove a negative condition
something never thought possible by the Diamond Authority: changing. you take +1 forward on your next roll.
Human Things Gut Instinct
You have access to normal human resources; choose one: a library card, a car, a part-
Sometimes, you just got to go with your first instinct. When you Take a Moment to listen
time job, a house, an after school club, a cellphone, a storage space full of junk.
to your gut roll +Cut instead of +Clarity.

Treat these things like a gem power, but when you use them to Unleash Your Just a Human
Powers, roll +Facet instead of +Luster. You're often underestimated by others because of your human half; when you have the
Insecure condition take +1 ongoing on all your rolls to prove yourself.
Community Leader
Requires Human Things Enough is Enough
You're a pillar of the community and command a good bit of respect within it; define Requires Just a Human
your community and what your position within it is. You take +1 when trying to You've been pushed around long enough and now you're finally ready to show them what
Persuade someone within your community or when you Take a Moment and seek you're made of. Choose one of your gem powers and describe a new and previously
help from your community. unknown way it has started to manifest; whenever you Unleash Your Powers and use
your power in this way you take +1 to your roll.
Teamwork Makes the Dream Work
Once per scene, when you work with someone to overcome an obstacle Grow Up
If they are another player, roll +their stat and your stat. On a success or failure, Everyone is always telling you to grow up, even if you don't want to. Whenever you set
increase your Sync level with them by 1. aside childish notions, take +1 to your next roll.
If they are an NPC, roll 3d6 and take the highest two dice as your result. On a
success, increase your Sync level with them by 1.
Show Me Your Ways I Need Your Help!
You're always watching your friends, learning whatever you can from them. When You've never been one to sit quietly when you need help. When you go to find help, the
someone you have at least one Sync level with talks you through it, decrease your GM will tell you who you find. If you ask for their aid, roll +Facet.
Sync level with them by one (to a minimum of 0) to use one of their moves, even if you On a 10+, you get all three.
normally could not. You may choose to use +Facet or the default stat, which ever is On a 7-9, choose one. Regardless of what you choose, they will help you to the best
higher. You may only use this move once per scene. of their abilities.
They will help immediately, dropping whatever they were doing.
I Won't Let You Down! They ask no questions and need no explanation.
As long as your friends need you, you won't let anything stop you! When you Defend They demand no favors or payments.
someone you have at least one level of Sync with, roll +Facet instead of +Cut. On a 6-, they will not help you and may actually mean you harm.

We'll Make It We Don't Have to Fight


Your presence inspires and uplifts those around you, even if they are grievously injured. Some people believe that the only way to settle your differences is with fists and weapons,
Whenever you spare a moment to give an inspirational speech, kind word, or but you think otherwise. Whenever you use your words instead of your fists to fight,
uplifting comment to someone you have at least one level of Sync with, decrease you may roll Fight for What's Right with +Facet instead of +Cut. You may only choose to
your Sync level with them by one (to a minimum of 0); they may heal 1 harm or clear temporarily disarm or subdue your opponent when you use this move.
one negative condition of their choice.
Wherever You Are, I'm There Too
Don't Let Your Dreams Just Be Dreams Even when your friends don't want you around, you're there, ready to help. Whenever
Requires We'll Make It you burst dramatically into a scene where you really shouldn't be, lower your Sync
Your words ignite a fire inside anyone who listens. When you give someone a pep level with that person by one (to a minimum of 0). If you do not have any Sync with them,
talk, on their next roll they roll 3d6 and take the highest two dice as their result. then you cannot use this move.

Uh, Guys? Don't Give Up!


Human life is precious and short and you've gotten a sixth sense of when danger is You refuse to allow your friends to give up. When a friend within arm's reach rolls a 6-,
approaching. When you're sure there's something wrong with a situation, you may you may take all the consequences of their failed roll instead. If you do this, your friend
ask the GM to tell you the quickest and safest way out of the situation; they will answer acts as if they had rolled a 7-9.
you truthfully.
Human Experience
Some things require a softer touch. Once per session, for the rest of the scene you Gem Moves
can take -1 ongoing to Unleash Your Powers and Fight for What's Right in exchange for There's as many gem types as there are minerals, rocks, and gems, all with their own
+1 ongoing to Persuade and Take a Moment. strange, supernatural powers and abilities. Attempting to narrow down moves by the roles
a gem was created for is nearly impossible, as some gems appear to spontaneously gain
Everyone on Planet Earth new powers as they grow and change. For that reason, we've decided to allow players to
You have a mundane person or pet you are close to: a parent, a best friend, a lion, etc;
simply pick moves they think make sense for their gem; this is by no means an exhaustive
work with the GM to create an NPC for this move. Once per session, when you stop
list of moves a gem can have, but some that the authors have thought would be cool and
and confide in them you can clear a negative condition or take a positive condition.
fun to play with. If you're interested in making your own moves, talk to your GM; GMs,
Better Together work with your players to make balanced moves or see if a move listed here works for
Requires Everyone on Planet Earth your purposes with some minor tweaks.
The NPC you created for the move Everyone on Planet Earth has become an integral
part of your life and training. Decide if they are your sword or your shield (this choice
Shape Shift
You're able to change your form in a variety of ways; when you shape shift yourself,
cannot be changed later on, so think about it carefully). Once per session you can
change your physical form into another person or object. Your new form retains your gem
summon your partner to your side as long as it makes sense within the narrative.
location, has your general coloration, and always has a face. Roll +Luster
If they are your sword you take +1 ongoing to Fight for What's Right until the end
On a 10+, you can transform into any object desired and can remain in that form
of the scene.
until the end of the scene.
If they are your shield you take +1 ongoing to Defend until the end of the scene.
On a 7-9, pick one:
You transform into the person or object you wanted, but the experience is
Your partner also has their own stats; assign a +1, +0, and -1 to their Cut, Clarity, and
draining; you can only remain in that form for a few short moments.
Facet (they don't have Luster because they are mundane in nature). They also have a
You transform into a similar person or object you wanted, but its missing a critical
custom move to represent their training and skill (work with your GM to create this) and
component; the GM will explain what its missing. You may stay in this form until
can take 3 harm before they are removed from the scene. If you are a half-gem, you are
the end of the scene.
able to fuse with them; their Sync level with you starts at 6 and can never drop below 2.
On a 6-, you transform into something completely useless and are stuck in that form
until the end of the scene.

Spin Dash
You can turn yourself into a whirling dervish of pain. When you rapidly spin your body
and dash forward as a result, you take +1 to your next Fight for What's Right or do 1
additional harm on a success.
Gems in Arms Adaptable Powers
Fighting next to someone is the best way to understand them; whenever you Fight for You've learned how to get the most out of your gem powers; when you use your powers
What's Right with someone you take +1 forward on the next time you try to Get in in an unexpected or novel way roll +Luster.
Sync with them. On a 10+, your powers do exactly what you intended and you choose two:
Deal 1 harm to the target
Iron Stomach Temporarily disarm or subdue the target
Your definition of food is pretty flexible; once per session when you describe
Create an opportunity for an ally; they take +1 forward
yourself eating something strange you heal 1 harm.
An alternative effect determined by you and the GM
Brawn Over Brain On a 7-9, the effect is not completely under your control; choose one from the list
Sometimes the best form of persuasion is intimidation! When you try to Persuade above and then choose one from the list below:
someone by showing off your strength you can roll +Cut instead of +Clarity. You or an ally are also caught up in the effect; the effect is also applied to you or
your ally
Future Vision You take a -1 condition
You're able to glimpse into the future and see the possible outcomes of actions and
On a 6-, things get outside of your control and something awful happens; the GM
events. When you use your future vision you may roll to Take a Moment with +Luster
will tell you what that something is.
instead of +Clarity.
When I'm Angry
See it Coming Some people want to know your secret to fighting so well; its simple really, you're always
Requires Future Vision angry. When you have the Angry condition marked you take +1 to any Fight for What's
Most people don't know what the future holds, but you don't just know what's coming Right rolls you make.
but plan around it. Once per session you can describe how the last five minutes
were actually one of your visions; time rewinds back to the start of your vision and There's Tons of Me!
you and the other players resume play as normal, as though the last five minutes never You've gotten into the mindset that you're expendable; maybe your gem is common,
happened. maybe you're deeply committed protecting someone or something, or maybe you just
don't care. When you rush in without any regard for yourself, add +1 to your next
Enigmatic Reputation Defend or Fight for What's Right roll, then take 1 harm in addition to any other results from
You have a reputation for being mysterious, enigmatic, and powerful. Whenever you
your roll.
act strange and mystical, you may roll to Persuade someone using +Luster instead of
+Clarity. Fight Someone Your Own Size
You just can't stand by while someone stronger picks on someone weaker; when you
rush to defend someone who has already been harmed this scene, you take +1
ongoing to Defend them.
Heroic Charm Gem of Holding
Some would say you're a pretty dashing gem; once per conflict, when you Defend Your gem can hold both objects and people (at least for a short while) and bring them
someone in a stylish and dashing way, on a success you may also pick one option back out with a thought. When you pull something out of your gem, roll +Luster
from the Get in Sync list. On a 10+, you have that exact thing and pull it out with ease.
On a 7-9, you either don't have the specific thing you're looking for, but have
Analytical something that's a near match or you have the right item, but it has some sort of
You have a keen, analytical mind; whenever you turn your mind to solving a puzzle,
flaw; your GM will tell you which.
mystery, or looking for clues you may ask an additional question from the Take a
On a 6-, you pull out something that complicates the situation and makes everything
Moment list, even on a failure.
worse.
Mentor
You're always looking for teachable moments to help your friends grow. When you try Objects you pull out of your gem may do harm or provide some sort of bonus; your GM
to Persuade someone into doing something for their own good, you treat a 6- as a decides which, if any.
7-9 instead of as a failure.
Gear Up
You have access to gear that enhances your physical capabilities; pick one ability for your
Holographic Projection
You gem can create complex holographic projections of people and objects; the piece of gear from the list below:
hologram is very obviously a hologram. When you create a hologram, roll +Luster Increased strength; add +1 to your Cut when you use it
On a 10+, the hologram is able to interact with objects and will last until it takes Projectile weapon; deal +1 harm when you use it
any harm or you dismiss it, whichever happens first. Tractor beam; you can use this beam to hold or move an object or person
On a 7-9, the hologram is slightly unstable; either it cannot interact with objects or
it will only last until the end of the scene or takes any harm, whichever happens Your gear has three uses before you must recharge it; roll +Clarity
first. On a 10+, your gear is recharged and has three more uses
On a 6-, your hologram goes berserk and will not follow your orders or allow itself On a 7-9, you get one more use out of your gear before it must be recharged again
to be dismissed. 6-, something goes very wrong; you cannot roll to recharge your gear this session

Precision Gear Head


Requires Gear Up
You are precise and exact in combat, making you able to quickly pinpoint an enemy's
You love your gear and it loves you too! You gain an additional, different piece of gear
weak points. When you successfully Take a Moment to study an enemy, your next
from the Gear Up move; this gear also has 3 uses and can be repaired per the Gear Up
attack does +2 harm, even on a failure.
move.
Tinker Body Double
You are skilled at quickly creating devices with little on hand. When you want to create You are able to create a double of yourself or another person using a hologram or an
a machine for a single, specific function, or change or enhance the function of an element like water or fire (choose what this body double is made out of when you take this
existing machine, state what you have in mind and roll +Clarity move). When you create a body double roll +Luster
On a 10+, the machine does what you want and will last until it takes any harm. On a 10+, the double can take 3 harm and its attacks deal 1 harm; it will last until
On a 7-9, choose one: the end of the scene or until it takes 3 harm.
The machine can perform a similar, but unintended function to what you On a 7-9, choose one:
originally wanted, and will last until the end of the scene Take a -1 condition; the double does 1 harm and can take 3 harm. It'll dissipate at
The machine does what you want, but only has enough juice to do it once. the end of the scene or when it takes 3 harm.
On a 6-, your machine takes on a life of its own and isn't happy about it. The double can take one action before it dissipates; it does 1 harm.
6-, your body double has decided it wants to be the real one; it has decided to
Mechanic eliminate you.
You're particularly good at fixing and maintaining things; when you fix or repair
something add +1 to your roll.
Your body double cannot (usually) act independently nor can it speak. It can provide
Durable bonuses where applicable; your GM will tell you what bonus it provides, if any.
You can take a hit and keep on chugging; once per session when you would take
harm you can decrease that harm by 1. We Can Do It Together!
Requires the Human Move Teamwork Makes the Dream Work
Force of Will You've learned something about teamwork and empathy from the humans in your life.
You're pretty good at imposing your will on others when you're fused; once per When a fusion you are a part of rolls to Keep It Together, you always roll +Facet.
session when you fail to Keep It Together or your fusion would otherwise
dissolve, you can instead mark a -1 condition on your character sheet to keep the
fusion together; other effects of the failed roll or attempted dissolution still apply.

I've Felt Worse


You're more resilient in the face of negative emotions. When you would take a -1
condition, if you have the condition Hopeless you may instead clear that condition and
take a +1 forward on your next roll.
Mighty Roar
Corruption Moves When you make a show of force to try and scare them, roll +Cut.
Corruption moves are only available to the Corrupted role, at least at the start of the On a 10+, lesser foes will run away scared and will never willingly face you again.
game; the Corrupted may choose to share one of their moves with another player as an On a 7-9, they still run away, but they'll lay a trap or amush for you later.
advance, which opens up a whole new can of worms. Corruption moves are designed On a 6-, they're not afraid and that makes your monster very, very angry. Mark a
to simulate a monster going absolutely wild, much like corrupted gems would during the negative condition and go on a rampage.
show; as such, they're generally more powerful then Human and Gem moves.
Monster Smash!
You can smash through any furniture, wooden doors, simple walls, barricades, weaklings,
Anarchy
There's nothing better then anarchy; whenever everything is consumed by fire and cowards, and humans that stand between you and where you wish to go, all without
chaos you roll 3d6 and take the highest two dice for all your actions while your monster rolling. You do not harm any living things you knock aside using this move, you just get
is in control. them out of your way, no questions asked.

Outta My Way All the Better to See You With


Your monster is strong enough to lift anyone and anything; if one of your allies is brave You always know when you are being watched or followed. When you pause to pay
enough, they can even ride on your monster's back. When you pick someone or attention, you always know exactly how many people are around you and roughly what
something up and throw them roll +Cut. direction from you each of them is. This sixth sense will detect people in hiding and even
On a 10+, choose up to three invisible or incorporeal presences, although not their exact locations.
They take 2 harm
They go exactly where you want them to Can't Stop, Won't Stop
Nothing can stop your monster once it gets going; while your monster is in control, you
They crash through something or into someone
can take 6 harm instead of 3. When you return to normal, any excess harm over 2
You can immediately throw a second object or person
results in you taking a -1 condition.
On a 7-9, choose one.
On a 6-, you've just broken someone or something that's very important.

Strong Arm
Requires Outta My Way
When you use Outta My Way, you may choose one option on a 6-, though you still
suffer the consequences for failure.
Threats
Antagonists & Set Pieces Threats are a bit more beefier then grunts and generally are able to hold their own against
Just like a story needs heroes who go out into the world and fight to change things for a group of players, though that's unlikely, since most threats like to travel around with a
the better, it also needs villains and obstacles for the heroes to struggle against and, group of grunts to do their fighting. Threats are almost always connected to some sort of
ultimately, overcome. In Faceted, those roles are filled by set pieces and antagonists. larger organization and can give clues and hints to players that are willing to listen to
them. They have somewhere between 6 and 10 harm and their attacks can do either 1 or
Set Pieces 2 harm; they also should have one or two custom moves that make them stick out in the
Set pieces are obstacles that the characters must overcome in order to move the plot
players' minds. Threats should inspire fear and worry in characters and finally taking one
forward; think like the Red Eye from the first season of Steven Universe or the sand
out should be a big milestone for them.
castle that kept rebuilding itself. These are handled by creating somewhere between
one and five custom moves that the set piece has access to; as the players overcome Masterminds
these moves, the set piece loses access to those moves. In this case, those custom Masterminds are the Big Bad of an entire campaign and are the ones that direct threats to
moves act as the set piece's harm tracker, so the more custom moves you give a set do what they do; a mastermind tries to stay out of the day to day of their grand plan, only
piece, the harder they are to overcome. to step in when things are getting dire, say when several of their threats have been bested
by the players. Masterminds are also a mix between antagonist and a set piece; they have
Antagonists three to four custom moves that players must overcome before they can actually start
Antagonists are more active then set pieces; whereas set pieces wait for the players to harming them; overcoming these custom moves might take several sessions, but once
come to them, antagonists get out there and mix it up with the players and have their they're taken care of, the players can start to damage the mastermind. Masterminds can
own plans and agendas. Antagonists in Faceted come in three flavors: grunts, threats, take 13 harm before they're done, on top of their custom moves; their attacks also do 3
and masterminds. harm by default, meaning most players will be taken out from a single hit by a mastermind
Grunts if they aren't prepared.
Grunts are the simplest of the three types of antagonists you can have in your game;
they have somewhere between 3 and 5 harm, their attacks do 1 harm, and they can Masterminds are scary, dangerous, and require teamwork and planning to deal with;
have one custom move, if the GM so chooses. Grunts exist to be canon fodder, fusion is a key to beating them, as it allows the players to start stacking moves and harm.
disposable assets, or annoyances that stand alone or are part of a bigger organization If your players aren't sufficiently prepared to take on a mastermind, make sure they know
or plot; they probably know little to nothing about the important plans of any the risks! It's no fun to be a player and immediately get taken out by someone because of
organization they are a part of. a lack of communication.
Campaign Goals
The Other Off Colors Here are some goals your off colors might hope to achieve; you are by no means tied to
This campaign is set in the Diamond Authority during Era 2, before Steven was born, picking one of these for your campaign. Rather, they are here to give you ideas and a
before he found out his mother was really Pink Diamond, before everything that jumping off point for you and your players to start your campaign.
happened on the show. Players take on the roles of off colors, gems that have some The Other Rebellion: Rose Quartz's rebellion wasn't the only time a group of gems
sort of flaw that makes them abhorrent to gem society who must fight every day for their fought against the Diamond Authority to free themselves from their oppressive
right to live the lives they want. regime. Your off colors are attempting to build a rebel movement and sway gems to
their point of view.
This campaign takes place on a distant gem colony, with the players forming a small Escape from Syri 6: Your gems have heard of an amazing, almost mythical planet
group of off colors fighting to survive; unlike the other campaign starters in this book, its where gems can be whoever and whatever they want to be: Earth. You've all
much less focused on a grand galactic adventure and more on a single colony and its decided to escape from your colony, steal a ship, and make a run for it, with your
fight for freedom. Grunts and threats are more common, with a mastermind probably end goal being Earth. This campaign focuses on cool space adventures and fleeing
being the leader of the colony, not the Diamonds themselves. from the Diamond Authority in a rad space ship.
Together Alone: You and your fellow off colors emerged on an abandoned and half
Campaign Modifications finished colony; you're the only gems on the planet as far as you can tell. You're left
Playing a game set in this campaign starter requires a few modifications to Faceted.
exploring the ruins left behind, guarded by machines that want to destroy you for
They are as follows:
being flawed. In this campaign setting, you're tasked with solving the mystery of
All characters are full gems; no one can play a human/gem hybrid. Human Moves
your abandoned colony and finding a way to turn off its automated defenses before
still function as they are but are not explicitly tied to humanity but rather empathy
they shatter you.
and understanding.
A Grand Masquerade: You're all off colors, but nobody knows it. You and your
All basic roles must have some sort of flaw that makes them unable to exist in
friends have secret, hidden flaws that you're desperately trying to cover up and hide.
"proper" gem society; each player should think of something that makes their gem
You must continue to exist in gem society without being found out, all while trying to
unique or different. Players that are using an advanced role do not need to create
figure out who you can and can't trust. A campaign like this plays more like a spy
a flaw, as these roles are already flawed by gem standards.
thriller than a fun cartoon for kids, with you and your friends trying to protect yourself
The off colors are always on the brink of being found out by the authorities and its
and others like you while not getting found out.
a constant, pressing concern for them; the GM may offer a player an experience
point to have them intentionally fail at something in the absolute worst way
possible and draw attention to themselves and the other off colors. If the player
accepts the experience point, then the hunt is on and next session will focus on
the off colors dealing dodging the authorities and finding somewhere safe to hide.
Campaign Goals
We Are the New Crystal Gems Here are some campaign goals for you to use as a jumping off point for your own
This campaign is set in the events following Steven Universe: The Movie, and involves Faceted campaign; feel free to change them or rework them as you need to.
a galactic spanning version of the Crystal Gems; with the dismantling of the Diamond Space Invaders: Oh you thought the Diamond Authority were all there was? The
Authority and the start of Era 3, things have greatly changed for gem society and with Diamonds were some of the better class of tyrant; there's a neighboring empire that
this change has come new threats and problems. Calling for help in protecting the has long wanted to invade and conquer gem space. With the Authority's fall, they're
galaxy from these rising threats, the Crystal Gems' ranks have swollen with new eyeing the remains with obvious greed.
recruits, most of them off colors or those who are looking for the next big fight. This new The Other Other Rebellion: Rebellions can work both ways; they can tear down a
iteration of the Crystal Gems dispatches teams to worlds in need of aide. tyrannical regime or try to bring it back. Not all gems were happy with what the
Crystal Gems did and some of them want to bring it all back. They're fighting a
Unlike the previous campaign starter, this campaign benefits from episodic sessions rebellion across countless worlds, backed by aristocratic gems who lost their
and has less of a focus on story and more on having fun adventures with your friends. If positions of privilege. It turns out that not everyone wants peace and love.
you want to go see weird worlds, strange aliens, and face down viscous monsters in Monster of the Week: Something is causing gems to become corrupted without
cinematic fights, this campaign starter is for you. any warning; whatever it is doesn't care about rank, status, or gem type and it
seems just as happy to turn a Pebble into a tiny nightmare as it is to do the same to
Campaign Modifications a Quartz soldier. The players are tasked with tracking down the source of this
A campaign using this campaign starter requires very few modifications to play and is corruption and stopping it from spreading its awful curse.
what can be considered the "default" setting for a game of Faceted. Instead, here are A Conspiracy of Gems: The New Crystal Gems exist to promote peace and love
some notes to help you run a campaign using this starter: across the galaxy and on paper they're doing just that; but something is very wrong
There should be very few gem/human hybrids, though they shouldn't be unheard in the heart of the organization, something that is corrupting the good they are
of. doing. A group of gems are working to turn the New Crystal Gems into something
Have each player create a world they want to see, fleshing it out with what their ugly and mean, something that is promoting the ridged hierarchy of the old Diamond
society is like, what kind of native flora and fauna it has (if any), and any quirks or Authority. The characters are tasked with rooting this conspiracy out of the
strangeness they have. organization and bringing it to the light of day.
If there is a mastermind in your campaign it is most like something other then a
gem or if it is a gem, its one that has been angered by their loss of status since
the dismantling of the empire.
Here We Are in the Future
Want to know more about this campaign starter?
Listen to the Actual Play of Faceted on Pen & Paper
Bullshit!

You might also like