SU Role Playing System (Chemiisan)

For those of you who are confused, on the SU WIKI's FORUM I'm hosting a roleplay! If you're interested in joining it, sign up at --- THREAD 2 TBA, SEE NEW WIKI RULES. This page is purely for the purposes of introducing new players so they don't have to read and organizing some.

Intro Post: Hello! I have some free time, so I'll be running an SU ROLE PLAYING SYSTEM for everyone to enjoy. As the GEM, I'll control all of the corrupted gems and the Crystal Gems, and you'll play as a group of Homeworld Gems who were stranded on Earth. Each of you brings different skills to the group, and each of you has ways to make yourself useful! You can level up your camp as you continue, and you can aim to return to Homeworld... or become a Crystal Gem yourself! Each character begins with the following things:

I'll distribute your stats (and the dice you roll) based on these!
 * A gem weapon or armor. (Ex. Helmet, Whip, Spear-- Gem Destablizers not allowed.)
 * A unique ability at a low level. (Ex. Hydrokinesis, Super Strength, Flight)
 * A souvenir from Homeworld you salvaged from the wreckage. (Ex. Laser Cannon, Gem Containment Unit, Gem Destablizing Field)
 * Three skills that make you essential to the crew. (Ex. 'Cooking', 'Designing', 'Mining', 'Kindergarten Certified', 'Survival Instinct')
 * A quirk or two. (Ex. 'Likes to eat food' or 'Hates bathing')

As you level up, you can strengthen your Gem Weapon, Unique Abilities and learn new skills! To level up, you have to participate and play-- and you don't even have to hurt anything to win encounters with your foes, the Crystal Gems!

Here's a Character Sheet to get you started:


 * Name:
 * Gemstone (Placement):
 * Appearance:
 * Biography:
 * Gem Weapon:
 * Salvaged Part:
 * Skill 1:
 * Skill 2:
 * Skill 3:
 * Quirks:

We'll start as soon as players join and I approve their sheets! Don't feel intimidated if we're already halfway in. Don't start right away either, I have to give you your stats and dice.

Q&A
LapisL6 wrote: Do we get the reward yet? (Before completion of a mission)

Reward is given on completion of the mission. Everyone who completed one of the mission objectives gets the reward. If no reward is listed, as in most combat missions, the reward is a free stat point (extra dice) that can be moved to any of the 18 statistics.

LapisL6 wrote: How many stat points do I have? I recall doing a lot of missions.

You have indeed! But until a mission is completed, you don't get the reward. It's the same thing with a pay-by-commission job-- sure, you might have done the walls and floor tiling, but until you put a roof on it you're not going to be paid for the house. Skyrim quests are similar-- you typically don't get paid halfway through.

The reason I built missions like this is so that more players can participate in a mission and still get the rewards, even if they weren't able to see the mission all the way through. If you finished objective A but your friend finishes objective B, you'd be miffed if you didn't get any rewards. Similarly, your other friend would be miffed if you got a reward but they weren't quick enough to join in on the mission, so adding this buffer space gives people a few days to join a mission before it 'times out', as it were.

CrushedTurtle wrote: (i understand what happened but WHERE are we exactly?)

I'm afraid I can't reveal that information yet; nobody at camp knows it, so it's out-of-character knowledge. You'll be able to find out where on Earth you landed if you locate some landmarks-- I can tell you it's in an uninhabited region of the planet, within a series of canyons. The area around has trees and grass, but it's mostly empty inside, and a river runs through. UPDATE: If you read the logs, you'll discover that most of this is taking place in Hells Canyon. It's a real place, very beautiful. Check it out.

Missions
Mission Advanced: Clear the Area (3/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gem Mimics lure gems towards them with shadows and clacks in order to drain their light and use it in their egg-clusters. Or, well, they used to, until a brave gem killed their Hunter. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Mission Advanced: [Function and Design] (1 active / 5 required Relays)(1 functional / 1 required Computers)
 * Participants so far (Eligible for the reward): Beige, Rhodalite, Turquoise.
 * You've gotten the computer to run! You'll also need to set up Relay Points to get the broadcasting to work, so there's still jobs for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Mission Unlocked: Tend to the Wounded
 * There's plenty of wounded gems back at camp, to the point it's ridiculous. Repairing some of them might improve your skill at Programming. Anyone who participates in this mission before it completes will level up.
 * Reward: +1d6 Programming(PRO)

Mission Unlocked: Scout the Area (Repeatable)
 * It occurs to you that you have no idea where this place is. Scout it out and discover landmarks and clues as to who lives here and what sort of monsters are in the region. Be careful not to alert monsters or worse forces...
 * Reward: Potential campsite equipment. Locations of monster clusters for Clear the Area. Potential threat aggression.

Mission Unlocked: Salvaging Crew (Repeatable)
 * The ship is destroyed, but metal parts can still be salvaged. All of the parts worth taking have been picked up by your teammates, but there's still metal, crystal and stone to grab and reorganize. Each mining will require a STR roll and return some metal chunks, which can be used with ENG to build.

Camp Equipment

 * [Cloaking Device][ENG] - Requires daily ENG maintenance. Your camp is completely invisible to the Crystal Gems; there's no chance of an attack on your base so long as this is functioning.
 * [Eternal Battery][ENG] - As long as daily upkeep is performed by any gem with ENG, all Homeworld technologies in the camp can be powered. If you get the proper converter, this can extend to Earth technologies.
 * [Short Range Communication Tower][SCI] - A tower that allows the user to communicate with all Homeworld gems on Earth. Requires a SCI roll to encrypt the message so that only your team can hear it. KNO, CHA, EMP and TAC rolls can easily be made over the radio.
 * [Strange Communication Device][???] - Repairing this device will require an intact Pearl's gem. It is likely that the rebellion has left some shattered Pearls stranded on Earth; repairing a few could solve your problem.
 * [Gem Destablizer Fixture][MAG/ENG+GUN] - A fixed cannon that can be mounted onto a structure. It's capable of firing a destabilizing beam at intruders, helping to defend your camp. To aim the weapon, it requires a Gunpower (GUN) gem to man the cannon and a Mage (MAG) gem or Engineer (ENG) gem to make it operational.
 * [Rocket Bottle][SCI] - A portable rocket, one perfect for being used in a jet-pack. It does not need fuel, but it's useless as is. Riding it will feel... dangerous.

Medical Tent (x1)
This tent can house up to 10 injured gems comfortably, and store a variety of medical equipment inside. It's protected from the elements, such as rain, snow and hail, and can be folded up neatly for transport. It's very sturdy.
 * [Gem Repair Unit][PRO/LOV] - The tools onboard this unit can be repurposed by any gem to do twice the repair work a normal gem would be able to do. When a gem in the GRU is healed, someone rolls PRO/LOV again to see if they're healed an extra step.
 * [Gem Transformer][ACT] - Any gem who transforms in this machine remains in that form until they return to the machine again. Their gem placement remains the same.

Vehicles

 * [Escape Pod][Vehicle] - Provides an extra 1d6 DEF and GUN if rode inside. Room for two individuals to squeeze together. Operating machinery while inside is impossible.

Broken Gems
[Salvagable Gem Stash][PRO+EMP+LOV] - Once a day, your team may attempt to restore a gem from Broken->Fragmented->Cracked->Repaired. These gems will have passive abilities on your camp. Three gems will need to work in tandem to fill each of the three positions-- Programming, Empathy and Love. Your broken gems:

10 Broken Gems 8 Fragmented Gems 4 Cracked Gems
 * 1 Lapis
 * 2 Jasper
 * 5 Ruby
 * 3 Peridot
 * 3 Peridot
 * 1 Amethyst
 * 4 Ruby
 * 1 Pearl
 * 2 Ruby
 * 1 Peridot

Other Equipment
Equipped to Beryl: Equipped to Larimar: Equipped to Light: Equipped to : [Weeping Box][FAI] - A strange box that accepts faith and glows a color. Perhaps it has a purpose... when viewing gems through the cube, targets glow red, deep blue, bright white, or a golden shimmer.
 * [Power Scanner][KNO] - Wearer makes a KNO roll. If successful, wearer learns the power level of their opponents.
 * [Full Access Card][SCI/BIO] - You can use this card to break into Kindergartens and other Homeworld structures, as well as take over the premises. Repairing the lock or the systems of the structure in question may require an ENG roll. Otherwise, roll SCI or BIO.
 * [Electromagnetic Radiation Containment Crystal Ray][Absorbers: 0][Refractors: 0] - A simple crystal production device capable of absorbing light and later refracting a rainbow. It works by setting absorbers on lights and refractors on surfaces, carrying light from one to the other. It's a very complex piece of scientific/magic equipment.

Player Profiles
This is a list of all players currently in the game. I'll give them a better template later, but this should help you if you're confused.

LapisLazulii
Statistics:
 * Name: Beryl
 * Gemstone (Placement): Back (Between Shoulder Blades)
 * Appearance: (Look at the Picture. I'm the male with the awesome antlers!)
 * Biography: He's quite the young gem, ambitious and brave! He isn't afraid to get into a skirmish to protect his friends, and he's always willing to help out anyone in need. His flaw is forgiveness. Many times has he forgiven enemies, and many times has it ended up turning in his combatants favor. He is quite hesitant when it comes to trust. But he is willing to make friends if that trust does come.
 * Gem Weapon: Gem Pistols! (Because why not? :>)
 * Salvaged Part: Scanner Shades. B)
 * Skill 1: Tactical
 * Skill 2: Witty
 * Skill 3: Geographically knowledged
 * Quirks: Swim swim swim on a summer day!
 * Defense (DEF): 1d6
 * Gunpower (GUN): 2d6
 * Knowledge (KNO): 2d6
 * Tactics (TAC): 2d6
 * Agility (AGI): 1d6
 * Strength (STR): 1d6

Regimango
Statistics:
 * Name: Chrysoprase
 * Gemstone (Placement): Chrysoprase(Left Eye)
 * Appearance: http://vignette3.wikia.nocookie.net/steven-universe/images/4/4a/Wikirequest6.jpg/revision/latest?cb=20151125140100
 * Biography: When she was younger she meditated and was a very calm and unemotive gem but as she aged she started getting more and more energetic to the point where she just runs around everywhere. She trusts people relatively immediately, but she gets an undying hatred for those who misuse that trust. She is often the first to want to start a fight as she is confident in her abilities.
 * Gem Weapon: Brass Knuckles
 * Salvaged Part: Shape stabilizer (allows shape shifted forms to last longer)
 * Skill 1: Animal instincts
 * Skill 2: Natural camouflage (cause she's green)
 * Skill 3: Quick reaction
 * Quirks: She has an affinity for changing shape and spooking people, whether its the time to or not.
 * Agility (AGI): 2d6
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Awareness (AWR): 2d6
 * Acting (ACT): 2d6
 * Biology (BIO): 1d6

Bkfootball
Statistics:
 * Name: Beige Calcite
 * Gemstone (Placement): Upper Forehead
 * Appearance: 6 '4" tall, with a black trench coat and white shirt, and jeans and combat boots. Beige skin and short, well kept hair.
 * Biography: Optimistic, yet mysterious. An older, more experienced gem, he is slightly skilled in medicine and technology, and tries to comfort gems when things go wrong. Not too good at fighting, though.
 * Gem Weapon: A 5' long spear.
 * Salvaged Part: An object resembling a car battery, but more advanced.
 * Skill 1: Medical Skill (Gem forms, not actual gems.)
 * Skill 2: Keen Eyesight
 * Skill 3: Contagious Optimism
 * Quirks: Gets very emotional about certain things, but if it looks like he's falling apart, he'll just say he's "okay" and reject your help. Aforementioned "Mysteriousness."
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Engineering (ENG): 2d6
 * Acting (ACT): 2d6
 * Awareness (AWR): 1d6
 * Faith (FAI): 2d6

LapisL6
Statistics:
 * Name: Turquoise
 * Gemstone (Placement): Turquoise, Chest
 * Appearance: See picture
 * Biography: A normal gem loyal to Blue Diamond. He is commonly picked on and told what to do, but managed to stay strong with his large intellect.
 * Gem Weapon: Sword
 * Salvaged Part: A broken Homeworld communication device.
 * Skill 1: Very good with technology
 * Skill 2: Can make a plan fast
 * Skill 3: Very agile and swift
 * Quirks: Very uptight and cowardly. Hes good at nearly everything, bit combat.
 * Defense (DEF): 1d6
 * Tactics (TAC): 1d6
 * Engineering (ENG): 2d6
 * Science/Math (SCI): 2d6
 * Knowledge (KNO): 1d6
 * Agility (AGI): 2d6

Agate36
Statistics:
 * Name: Topaz
 * Gemstone (Placement): Chest
 * Appearance:
 * Biography: Followed blue diamonds rule under eyery circumstance
 * Gem Weapon: lazers from gloves
 * Salvaged Part: One of blue diamonds cloaking devices
 * Skill 1: Gymnast
 * Skill 2: Amazing shapeshifter(can change her color)
 * Skill 3: Artistic
 * Quirks: Germaphobe and hates fusion
 * Gunpower (GUN): 1d6
 * Defense (DEF): 1d6
 * Faith (FAI): 2d6
 * Acting (ACT): 2d6
 * Agility (AGI): 2d6
 * Engineering (ENG): 1d6

Robyn Grayson
Statistics:
 * Name: Zoisite.
 * Gemstone (Placement): Forehead.
 * Appearance: Blond, white jumpsuit and white heels to go with.
 * Biography: Gem of Healing and Purification.
 * Gem Weapon: Spear.
 * Salvaged Part: Broken Pearl Gem. (Once her Pearl.)
 * Skill 1: Master hand to hand combat.
 * Skill 2: Healer.
 * Skill 3: Survival Instincts.
 * Quirks: Friendly and humorous.
 * Strength (STR): 2d6
 * Defense (DEF): 1d6
 * Programming (PRO): 2d6
 * Empathy (EMP): 1d6
 * Love (LOV): 1d6
 * Awareness (AWR): 2d6

Malachite diamond
Statistic
 * Name: Larimar
 * Gemstone: chest
 * Appearance:
 * Weapon: water shurikens
 * Salvaged: The card that gives access to her lab
 * Skill 1: Duplication, (the copies are half as strong as she is)
 * Skill 2: Supersonic speed (Gotta go fast)
 * Skill 3: knowledge of corrupted gems
 * Quirks: She is very brave and approachable. She tends to eat regularly and loves music.
 * Magic (MAG): 2d6
 * Agility (AGI): 2d6
 * Love (LOV): 1d6
 * Biology (BIO): 2d6
 * Defense (DEF): 1d6
 * Gunpower (GUN): 1d6

CrushedTurtle
Statistics:
 * Name: Pezzottaite
 * Gemstone: Back, Naturally covered by her cloak
 * Appearance: Pictured.
 * Weapon: Deep red double-bladed battle axe, the blades are silver and nicked and scratched.
 * Salvaged Object: A gem distablizer, but lost power after the crash.
 * Skill 1: Electrokinesis, although not strong enough to power the distablizer.
 * Skill 2: Farsight, much like Sapphire's future vision, but has that ability to see what's happening to someone currently, unlike being able to see the future.
 * Skill 3: Naturally agile, like Pearl and Garnet. (Can jump extremely high, enhanced speed and strength.)
 * Quirks: Tends to eat rarely, but never gets a feeling of hunger. Certified Kindergartener, and has nearly the same personality of Lapis.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Engineering (ENG): 1d6
 * Agility (AGI): 2d6
 * Awareness (AWR): 3d6
 * Magic (MAG): 1d6

Moon281
Statistics:
 * Name: Aquamarine
 * Gemstone (Placement): Side of Neck
 * Appearance: --will link later--
 * Biography: Aquamarine was a lower rank gem, and was typically sent to search for planets that could bear Gem Life. She had a burning hatred in her heart for the rebellion. She was almost like a Warrior-rank gem, except she couldn't handle watching death.
 * Gem Weapon: Scythe
 * Salvaged Part: A small, glowing sphere - its power is unknown.
 * Skill 1: Super Speed - can sprint faster than the average Gem.
 * Skill 2: Hydrokinesis - She had been known to able to posess small amounts of liquids.
 * Skill 3: Super 'Jump' - can jump to high feats.
 * Quirks: Sometimes, she will mention a strange, white gem, and she is almost alwaus late to events.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Agility (AGI): 2d6
 * Magic (MAG): 2d6
 * Empathy (EMP): 2d6
 * Faith (FAI): 1d6

NanefuaPizza
Statistics:
 * Name: Lightning Opal "Light"
 * Gemstone (Placement): Forehead
 * Appearance: See drawing.Drawing_(3).png
 * Biography: Light was one of Blue Diamond's first followers, in fact, she doesn't remeember a time when she was even thinking of betraying her. Lightning Opals were an early experiment by Blue Diamond to find a servant who was more useful than a Pearl. Light was the only experiment that succeeded.
 * Gem Weapon: Elven shortbow
 * Salvaged Part: A blue locket, which she keeps in her pocket. When opened, the locket can fill any space with light or take it away. Kind of like a deluminator from the Harry Potter books
 * Skill 1: She is extremely fast on her feet. There is not a single gem that is fater than her.
 * Skill 2: She can summon several different types of arrows, just like Opal from canon.
 * Skill 3: She also can jump very, very high.
 * Quirks: She likes to have fun, but puts duty before fun on most occasions.
 * Faith (FAI): 2d6
 * Science/Math (SCI): 1d6
 * Magic (MAG): 2d6
 * Defense (DEF): 1d6
 * Gunpower (GUN): 1d6
 * Agility (AGI): 2d6

Greenwatchandabluebox
Statistics
 * Name: Desert Rose
 * Gemstone (Placement): hand
 * Appearance: pictured, although he actually would wear a white shirt and a brown tie as well.
 * Biography: Often sent to other planets to create fighting and Kindergartening strategies. His strategies were very confusing to the enemy, unlike other Desert Roses' strategies, and his were favored by White Diamond.
 * Gem Weapon: battle axe (one-sided)
 * Salvaged Part: large metal cylinder: sometimes he calls it a "useless metal cylinder" or "cylinder of unknown application." Could contain propeller but he has'nt even opened it yet.
 * Skill 1: strategist
 * Skill 2: very good at science
 * Skill 3: reflexes (very good ones!)
 * Quirks: While most Desert Roses are conditioned to give up more easily then other gems, he wouldn't know defeat if you sliced it up and put it on a triple bacon cheeseburger! Also, he enjoys eating triple bacon cheeseburgers, otherwise that wouldn't be saying anything, and he is fascinated with scarves and ties, even going so far as to wear a scarf on a hot desert planet.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Tactics (TAC): 2d6
 * Science/Math (SCI): 2d6
 * Faith (FAI): 1d6
 * Agility (AGI): 2d6

GoldenKnight10
Statistics
 * Name: Yellow Topaz
 * Gemstone (Placement): Right palm
 * Appearance:
 * Biography: ?
 * Gem Weapon: Cutlass
 * Salvaged Part: Trident
 * Skill 1: Geokinesis/Geothermalkinesis
 * Skill 2: Sword Beam Emmision
 * Skill 3: Super Speed
 * Quirks: Once corrupt and Sometimes eats Dirt and Toothpaste
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Magic (MAG): 3d6
 * Agility (AGI): 2d6
 * Empathy (EMP): 1d6
 * Luck (LUK): 1d6

PinappleMaster
Statistics
 * Name: Rhodalite
 * Gemstone (Placement): Left Elbow
 * Appearance: Pink skin, blue limb enhancers, blue visor, long hair like Amethyst's except pink, same height as Pearl, wears Blue Diamond uniform(sorry i would put a picture but i can't draw digitally at all)
 * Biography: She was an officer on Homeworld in charge of security at places of minor importance. Went with a group to establish an outpost but ship crashed.
 * Gem Weapon: leg flail
 * Salvaged Part: ?
 * Skill 1: survival
 * Skill 2: minor fighting skills
 * Skill 3: authority?
 * Quirks: slow at running, afraid of most animals
 * Strength (STR): 2d6
 * Defense (DEF): 1d6
 * Tactics (TAC): 2d6
 * Awareness (AWR): 2d6
 * Agility (AGI): 1d6
 * Knowledge (KNO): 1d6

Mission Logs
This is a highly truncated version of the forum.

Chapter 1: The Camp
Your ship made a rather jumpy entry into the atmosphere. Something was wrong-- terribly wrong. The navigation system went absolutely haywire, aiming in every which direction. The hand broke apart into different segments, each carrying a Homeworld member or two. It burrows itself into the ground deeply, putting out the flames on the wreckage. Every inch of surface metal cools, and some of your gems begin to reform.

Some of your crewmates didn't make it. Their half-shattered remains need immediate medical attention, and others have no chance. It's probably just best to bubble them and leave them to be... maybe even properly bury them.

The camp gathers together, battered and bruised. Anyone can come in at any time. Anyone can leave. Leaving on a mission can improve the camp's defenses, the offense potential of the group or weaken the Crystal Gems and Gem creatures in the wild.

Chrysoprase goes to scout out if there are any hostiles coming towards them, and comes back with a report of strange gem creatures.

A few of your comrades seem to be alive and kicking... they're all huddled around salvaged bits of wreckage. You recognize them (as each other) and join them to figure out what's what. Freely roleplay for now. If any of you want to go on a mission or use some equipment, just request it.

Mission Unlocked: Clear the Area (1/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.

Mission Unlocked: Lost Communication
 * Establish a line to Homeworld in any way, shape or form to get a ride back home. This is a major plot arc and may take a while.

Beige, Turquoise and Chrysoprase go to fight a spider, the Gem Widow. They end up attracting some Gemhurculean Beetles to the location as well, and learn a few things about spiders:
 * These are creatures called Speeiders. They have many legs and eyes.
 * They are the freakiest things you have ever seen and you think they want to bite you.
 * It's a gem-bug hybrid, something unseen on homeworld.
 * It paralyzes any prey it bites.
 * It's capable of drinking light.
 * Its venom has destabilizing properties.
 * Their range of movement is very limited, to their web.

There's a few new members at camp, and you can see footprints leading away from a gathering point. One scruffy Ruby in a corner seems to be cracked. They cough and glitch out.

Aquamarine sees the remaining members of the crew stumble about, holding onto burning bits of wreckage. This place looks like a warzone, with dead gems strewn across the camp. Some gems are trying to install some systems around camp to protect the survivors, which is why you can't talk to them currently. Definitely not because their players are offline.

Mission Advanced: Clear the Area (2/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Mission Unlocked: Tend to the Wounded
 * There's plenty of wounded gems back at camp, to the point it's ridiculous. Repairing some of them might improve your skill at Programming. Anyone who participates in this mission before it completes will level up.
 * Reward: +1d6 Programming(PRO)

Mission Unlocked: Scout the Area (Repeatable)
 * It occurs to you that you have no idea where this place is. Scout it out and discover landmarks and clues as to who lives here and what sort of monsters are in the region. Be careful not to alert monsters or worse forces...
 * Reward: Potential campsite equipment. Locations of monster clusters for Clear the Area. Potential threat aggression.

Mission Unlocked: Salvaging Crew (Repeatable)
 * The ship is destroyed, but metal parts can still be salvaged. All of the parts worth taking have been picked up by your teammates, but there's still metal, crystal and stone to grab and reorganize. Each mining will require a STR roll and return some metal chunks, which can be used with ENG to build.

Chrysoprase has become a loose gem. They can be used by anyone for the purpose of operating machines while the group is at camp, but control will be given preference to Regimango if they ever return. Thanks for giving us a try, Regi!

Beige and Turquoise located a discarded escape pod! Something is fishy about this escape pod... it seems to have made a crater in the ground, but the occupant is missing. Who had enough warning to leave the ship in time?

Turquoise also found a series of corrupted data logs aboard...
 * ...unnatural interference...
 * ...escape, signal by...
 * ...rebellion didn't fail...
 * ...I just need to...
 * ...sabotaged the...
 * ...Crystal Gems alive...

Aquamarine finds themselves hopelessly lost in the area... they approach the silhouette, only to discover it's not a gem-- it's a GEM MIMIC. A strange, chittering creature that approximates its shape to a gem... it looks more like a roach.

Light seemed to have reformed later then the other gems who crashed landed on Earth. Light was the supervisor of a scout mission to Earth sent by Blue Diamond. When she woke up, she was very confused. She climbed her way out of the wreckage. And jumped up branches of the trees to get some fresh air. As the sun set, Light rubbed the strange locket she found in the wreckage and hoped that she could find other gems soon. After spending the night in the tree, Light travels from tree to tree, hoping she'll find more survivors. She stays off the ground to avoid monsters, but hopes none of them can fly...

Aquamarine steps back, feeling idiotic for thinking it was her. She summons her Scythe, and swings with as much force as she could, letting some of her emotions spill into the hit. Aquamarine's Scythe relies entirely on STR! The Gem Mimic hisses as the scythe bounces off it's carapace. Pulling out one of its massive claws, it attempts to strike at its prey. Luckily, Aquamarine is able to jump back in time, nimbly twisting her body. It hisses, and begins to approach again... make a simple attack this time. I'll tell you if you /need/ to dodge.

You should have an AGI die-- if you don't, some rolls are considered an automatic failure. Not everyone has every dice-- rare dice like Love and Science/Math can be used in rare but useful situations, but only by people who own them. If you need a dice roller, here you go-- https://www.wizards.com/dnd/dice/dice.htm.

Light continues jumping from tree to tree, on the lookout for monsters and gems. After a long journey, she spots a small group of gems in the distance. She gracefully jumps down from the tree and runs towards the group. She makes it back to the HOMEWORLD CAMP. Injured gems groan and hold themselves, and the more fit, such as Pezzottaite, are installing systems to defend the camp. You recognize some of these gems as members of Blue Diamond's faction, but most of the others belong to Yellow Diamond and White Diamond. One gem, an Aquamarine, sets off before you can talk to her, following a strange silhouette. A heavily wounded Ruby coughs out some pale red-colored light.

Light cringes at the sight of the injured Ruby. She looked around the camp to see many, many damaged gems. She took a long blade of grass from the ground and tied her long, blue hair back. She felt tears prick her eyes when she saw how many dying gems there were. Ad the tears came when she realized she might never get to see Blue Diamond again.

Aquamarine's blue complexion is scratched by the claws of the Gem Mimic. She bends her knees slightly, holding her scythe high in the air (Similar to how Sardonyx jumped in the air with her hammer in 'Cry For Help') and jumps up, shaking the Gem Mimic off its feet for a second. Aquamarine feels the wind fly by her hair as she strikes at the Gem Mimic.

Beige, you are looking for trouble... you notice, far ahead of you, a bright noise as a warp activates and a large Gem appears with square hair and huge gauntlets... roll KNO. If you make a check of 3, you'll recognize this figure.

Light covered her face, she didn't want to have the others see her crying. Big, green droplets rolled down her cheeks and into her palms. She ran and ran and ran, hoping this was all some sort of hallucination. Soon she would realize that this was just another test from Blue Diamond. "I just.. want to go home!" She wailed to herself.

Aquamarine: The shell scrapes, but that's the extent of the damage. (DEF->2) The Mimic chitters again, and lunges in for another scratch with its terrible claw...

Light wanted to sit there and just die on the spot, but she remembered that Blue Diamond wanted her to be a leader, not a burden. She wiped her tears and stomped over to the nearest tent. There sat a Dravite, who had a strange, shimmery liquid flowing from her chest. Light shuddered.

Beige, you've spotted GARNET, a powerful member of the Crystal Gems assumed to be crushed in the Rebellion. From what you know about the rebellion: "..." She doesn't say anything, but she removes a strange tool and attaches it to the Warp Pad. It's... it's a.... roll AWA, SCI or KNO, Beige.
 * She's a fusion.
 * She's a Rebel Leader.
 * She's able to see into the future, which means she's seen you just as much as you've seen her.

Light seems to have mistaken an injured Peridot for a Dravite. There are no Dravites currently in the camp; in the future, refer to the Player Guide in both the [Broken Gems] and [Homeworld Gems] sections to check and see who's at camp. "Do I look like I'm alright, d-dirtbag?" The Peridot coughs, and their eye vanishes from existence. "Someone sabatoged the ship... all of our navigation systems went haywire on entry, and now everyone is DEAD! And it's all that traitor's fault! Why, when I get my limb enhancers on them, I oughta-- raet meht bmil morf bmil!"

Beige can't see what she's planted! Her future vision picked the best outcome for her placement of the object in question-- it's out of your reach! You'll have to get reeeeally close to see it. But that's not always a good idea.

Light took a step back and realized this was a Peridot, nobody important in her eyes. "Calm down!" She exclaimed. "You're hurt," She said, pointing at her chest. "And your eyes kind of are all weird... I don't know how to explain it..."

Aquamarine makes a small 'Tch' sound, and jumps up once again. instead, she point down her foot, as if she is about to step on the Gem Mimic. she lets out a small battle cry for dramatic effect, and moves down as much as gravity can pull her to.

Light: The Peridot is speaking in backwards phrases, making it impossible to comprehend her. When you glance down at her waist, you can see her gem is cracked... you'll need real scientists to solve this problem. Or, well, someone with LOV, someone with EMP, and someone with PRO. If you don't have any of those, it's best you help out in any other way you can.

Light tries not to scream as she sees this poor gem dying. Light was good at science, so she decided she could help this Peridot before things get out of hand. She rips off a peice of her dress and ties it around the Peridot's gemstone, keeping it together in case it falls apart. "It's going to hurt, but at least you'll stay alive until someone who can heal comes around." Light, realizing there's nothing more she could do but provide comfort, sits in the corner and watches the dying gem.

Light receives a look of incredulousness and gratefulness from the heavily injured gem. They should manage to hold together long enough for a group of gems to heal them. They would appreciate their good samaritan with words, but they can't exactly speak in a forwards direction.

Aquamarine jumps onto the claw, before smashing down expertly with the weight of gravity. The Gem Mimic cannot stand any more damage, and it snaps in half! Its goo spills out all over the ground, and its gem still looks... attached. It's horrifying to look at, but you got rid of a terrible monster...

Mission Advanced: Clear the Area (3/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gem Mimics lure gems towards them with shadows and clacks in order to drain their light and use it in their egg-clusters. Or, well, they used to, until a brave gem killed their Hunter. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Beige, heads back to camp to hand in the broken limb enhancers. Beige avoids combat until they return to camp. There's a Light comforting an injured Peridot... meeting up with them is not a bad idea.

Aquamarine shakes her foot, getting the 'goo' off in the process. She decides to head back toward the camp, and sees movement in one tent. She pulls out her scythe once again and quickly approaches said tent, opening it and seeing two Gem, one Green and one of a dark Navy hue. She notices the injuries on the former gems body as the latter tries to console them. Aquamarine's weapon is still out. "You're not rebels, are you?" She says, in an attempt to sound confident but sounds like the exact opposite, and her voice comes out a little shaky. However, she is slightly relieved at the fact that it wasn't another sort of Gem monster.

Beige enters the tent, and sees a Peridot with missing limb enhancers...

This Peridot has intact limb enhancers, save for a damaged leg. Most of the Peridots left here are broken... but you somehow doubt the limb enhancers you found all the way out there belong to any of these dead Peridots. Beige decides to go around and comfort the dying gems.

Aquamarine notices the other gem that had just came in, and introduces herself. Everyone in this group knows one another as crewmates, even if only as acquaintances.

Beige, you are looking for trouble... you notice, far ahead of you, a bright noise as a warp activates and a large Gem appears with square hair and huge gauntlets... roll KNO. If you make a check of 3, you'll recognize this figure.

Aquamarine remembers the salvaged metal parts, and decides to ask Beige if anyone they know can help complete the tent.

Rhodalite woke up in a tent to the sound of another Gem's voice. A blue gem was standing there. Rhodalite sat up, and stared at the gem who had entered. "Where am I?" she asked.

Desert Rose was reviewing to a group of gems about the Crystal Gems. One of the listening gems, a Chrysoprase, raises a hand. "Why are you tellin' myths and stories? We KNOW Peridot Facet-2F5L Cut-5XG was a traitor, that's why we CAME here in the first place. But Homeworld said the Crystal Gems are dead, along with the rebellion. Don't be startin' rumors!"

Beige looks to see if there are enough required parts to manufacture a sort of structure.

There's 5 metal sheets lying around. A good ENG roll could rig them into a structure, but it'd be much more stable if you could get some crystal poles salvaged from the wreck. It's a STR roll to salvage, and you can make this check hourly. As for the ENG roll, you have to beat a 2. Adding the poles inside will give the structure stability and won't require any repairs later on.

"Oh yeah, these were part of the ship, we can make a shelter to tend to the wounded! Erm, I'm not the best in engineering, but I can console these gems. Mind working on the shelter?" Aquamarine asks, as she slowly walks to the shards, feeling her heart tear. She holds some of them up. Aquamarine feels the vibrancy of life humming from the shards... could it be? That a Gem could be restructured from its shards... the thought of it fills her with hope, but without a Programmer and someone versed in the magic of love, this shard has no hope of recovery.

Mission Unlocked: [Function and Design] (0 active / 5 required Relays)(0 functional / 1 required Computers)
 * There are several computers which need fixing around the campsite. If you can get a computer running with an ENG assistant, you can get broadcasting to the area. You'll also need to set up Relay Points to get the broadcasting to work, so there's a job for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Rhodalite stood up, and walked outside of the tent she was in. as far as she knew, she had just reformed. There was a group of gems sitting in the clearing, and one was standing up, telling them about something. She walked up to them.

Turquoise sees the computers are broken. Turquoise spots Rhodalite as they head out to the mainframe. Luckily, fixing computers is something they knew how to do! They managed to get it running, only to realize its signal is going nowhere. They need some active relays to make it work effectively. For now, they integrate it with the existing communications relay, allowing them to send information directly to all Gems in the campsite.

Rhodalite sees a blue gem look at her before walking over to a computer. Rhodalite approaches the other Gem, and asks them "Where am I? What happened?"

Rhodalite, you notice something in the far distance... it looks like... a communication tower? But there's no light coming from it. Maybe, if you could get a team over there, you could get some of those parts to make relays.

Turquoise and Rhodalite continuing the mission with the PRO reward, [Function and Design]. As your group heads out into the wilderness, you might encounter monsters... or worse. Hereafter, they're referred to as Team Relay.

Beige manages to retrieve 5 Crystal Poles! Perfect! With this many, they can create a stable Tent. They construct a MEDICAL TENT for 5 SHEETS and 4 POLES.

[Medical Tent][x1] - This tent can house up to 10 injured gems comfortably, and store a variety of medical equipment inside. It's protected from the elements, such as rain, snow and hail, and can be folded up neatly for transport. It's very sturdy.

Turquoise and Rhodalite avoid a nasty patch of Gem Bees that were swarmed around a crystal tree, and they make it to the Communication Tower unnoticed. This tower is a relay for the larger Communication Hub somewhere on this planet... either way, it's full of materials for creating more, smaller relays. Beige desires to join them, and hopefully set up a relay station in the area.

Back at camp, Desert Rose is exasperated. Beige remains at camp for now and debates Desert Rose.

Aquamarine sighs, looking back into the shards.

"I'll come back for you," She whispers.

"I won't let you go like I did with h-her. ​" Aquamarine continues, as she wraps a small cloth strewn on the ground to shelter the shattered gems. She sheds a small tear, wiping it away as she continues to find the others, and to return back to the others she met.

Turquoise, you spot Rhodalite as you head out to the mainframe. Luckily, fixing computers is something you know how to do! You manage to get it running, only to realize its signal is going nowhere. You'll need some active relays to make it work effectively. For now, you integrate it with the existing communications relay, allowing you to send information directly to all Gems in the campsite.

Rhodalite, you manage to use your vast knowledge to determine some important things about the structure, the most important of which the last. Rhodalite remembers exactly where the weak points are, and strikes them with precision and aptitude! They make exactly 5 new relays, one of which can be activated immediately.
 * Activating this structure will beam a signal out in all directions.
 * It's tall enough to be used to scout out an extra landmark or two.
 * It looks a little fragile.
 * There are weak points you can hit to break it down.
 * If you hit the weak points just right, you can break off usable chunks.
 * Reactivating the structure as-is would alert people.

Beige, you start up the power source. It should last for 24 in-game hours. The time is currently 4PM, Log Date 3 4 45.

Aquamarine, you see a fancy new medical tent set up around the injured gems! This is good news, if you've seen any before. There's also a salvaged medical device, thanks to someone new. You hear the hum of the battery as it starts anew, and you feel the pulse from the communication channel in your mind.

Looks like, right now, everyone's connected to the computer. Rhodalite tells Turquoise what they learned.

Mission Advanced: [Function and Design] (1 active / 5 required Relays)(1 functional / 1 required Computers)
 * Participants so far (Eligible for the reward): Beige, Rhodalite, Turquoise.
 * You've gotten the computer to run! You'll also need to set up Relay Points to get the broadcasting to work, so there's still jobs for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Desert Rose has left the camp in search of Gem Monsters to fight. Rhodalite, here's what you know about relays:
 * Monsters tend to cluster around them.
 * Relays need to be placed in high places.
 * They don't need any special preparation, just stick them in the ground.
 * No roll required.
 * If a computer is installed in it, they can soak some of the surrounding energy to send a message to the main hub.

Rhodalite feels... strong! Strong enough to do anything! The very earth shall quake beneath their feet! Also, they had no need to roll STR to lift or install these. But, who cares? STRONG! They install the relay.

Beige decides to join the others in setting up relay stations. But first, he resets the battery.

Desert Rose runs into a herd of Gem Flies! They whiz about, getting extremely close to his face and buzzing loudly. They seem to be more of a nuisance than a threat, but you need to clear your territory anyhow.

Yellow Topaz, how are you warping to a cave? Which cave? I don't remember mentioning a cave, but feel free to refresh my memory.

Beige gets the engine going again! It'll last a while. Then, they head off to meet up with Team Relay.

Team Relay learns the following about the relays:
 * They need to be set up somewhat distantly apart.
 * As long as one computer is controlling them, they can just bounce signals.
 * Bouncing signals doesn't require a computer.
 * You can make new relays, in case one breaks, with 4 Crystal Poles.
 * They need to be placed in high places. On top of trees, mountains and cliffs should do.

Desert Rose continues to valiantly fight off flies.

Beige, you manage to catch up with Team Relay. Turquoise jumps up the cliff with little effort, reaching a higher level... you can see the forest surrounding the canyon. There's activity, and... strange, stone structures filled with parasitic organic life. They walk around, and look... gem-like. Only, you can't see any Gem on them? That's... terrifying. What are these?

Zoisite finds themselves in the wreckage of the ship they were aboard. A segment separated from the main ship and fell somewhere near the campsite, deep inside the canyon. From here, they make their way back to the rest of the gems at the campsite. Right now, it's just the medical tent, which holds Chrysoprase, a few damaged gems like a Peridot, a Ruby and a Pearl, and many, many shattered gems. There's no rebels... just a few of your crew-members, injured and hurt.

Team Relay finds something. Are those... humans? Oh stars, they've evolved to make structures with their mouths or something. Here's what you know:
 * Humans are parasites.
 * The rebellion took place because of the presence of life...
 * Especially human life.
 * They probably have mind control powers or something.

Team Relay gathers together atop the cliff, staring at the boundless world around them... it's huge. There's no telling how much world there is left to explore, and what dangers it might hold... the Homeworld Gems seem to be in a region known as HELLS CANYON. This place is littered with all manner of beast, not to mention human patrols known as HIKERS. They approach the camp slowly... what to do with them? Turquoise approaches swiftly, planning to intercept them.

Hiker Male: "We can just take a little detour to the river, hon..."

Hiker Female: "A little detour, a little detour~ We'll be to the river faster this way!"

Hiker Male: "Yep! And it looks like there's a campsite ahead... maybe we should stop and say hello?"

The hikers speak... gem? How can this be? Do they have some sort of translation device? Turquoise then hid behind a rock.

Turquoise: [whispering] What? They speak our language? These creatures really are strange!

Hiker Female: "Did you say something about me being strange, darling~?"

Hiker Male: "I didn't say anything, hon. It was probably just the wind."

Try and be more stealthy when approaching these creatures! They understand the language too... their use of loving words is sickening, enough to shake you to the core. Roll to resist the status condition [Xenophilia] with FAI. If players don't have FAI, they'll be automatically inflicted with it.

Here's some simple plans for simple solutions that Turquoise thought of:
 * Scare them off by driving a gem creature nearby them!
 * Follow stealthily, like some sort of camouflaged gem. Smear some mud on your cheeks.

Turquoise is feeling the effects of [Xenophilia]! It's impossible to attack these interesting creatures until you return to camp and someone uses their FAI to cleanse you of your interest. For those of you who are confused, on the SU WIKI's FORUM I'm hosting a roleplay! If you're interested in joining it, sign up at Thread:515186. This page is purely for the purposes of introducing new players so they don't have to read and organizing some.

Intro Post: Hello! I have some free time, so I'll be running an SU ROLE PLAYING SYSTEM for everyone to enjoy. As the GEM, I'll control all of the corrupted gems and the Crystal Gems, and you'll play as a group of Homeworld Gems who were stranded on Earth. Each of you brings different skills to the group, and each of you has ways to make yourself useful! You can level up your camp as you continue, and you can aim to return to Homeworld... or become a Crystal Gem yourself! Each character begins with the following things:

I'll distribute your stats (and the dice you roll) based on these!
 * A gem weapon or armor. (Ex. Helmet, Whip, Spear-- Gem Destablizers not allowed.)
 * A unique ability at a low level. (Ex. Hydrokinesis, Super Strength, Flight)
 * A souvenir from Homeworld you salvaged from the wreckage. (Ex. Laser Cannon, Gem Containment Unit, Gem Destablizing Field)
 * Three skills that make you essential to the crew. (Ex. 'Cooking', 'Designing', 'Mining', 'Kindergarten Certified', 'Survival Instinct')
 * A quirk or two. (Ex. 'Likes to eat food' or 'Hates bathing')

As you level up, you can strengthen your Gem Weapon, Unique Abilities and learn new skills! To level up, you have to participate and play-- and you don't even have to hurt anything to win encounters with your foes, the Crystal Gems!

Here's a Character Sheet to get you started:


 * Name:
 * Gemstone (Placement):
 * Appearance:
 * Biography:
 * Gem Weapon:
 * Salvaged Part:
 * Skill 1:
 * Skill 2:
 * Skill 3:
 * Quirks:

We'll start as soon as players join and I approve their sheets! Don't feel intimidated if we're already halfway in. Don't start right away either, I have to give you your stats and dice.

Q&A
LapisL6 wrote: Do we get the reward yet? (Before completion of a mission)

Reward is given on completion of the mission. Everyone who completed one of the mission objectives gets the reward. If no reward is listed, as in most combat missions, the reward is a free stat point (extra dice) that can be moved to any of the 18 statistics.

LapisL6 wrote: How many stat points do I have? I recall doing a lot of missions.

You have indeed! But until a mission is completed, you don't get the reward. It's the same thing with a pay-by-commission job-- sure, you might have done the walls and floor tiling, but until you put a roof on it you're not going to be paid for the house. Skyrim quests are similar-- you typically don't get paid halfway through.

The reason I built missions like this is so that more players can participate in a mission and still get the rewards, even if they weren't able to see the mission all the way through. If you finished objective A but your friend finishes objective B, you'd be miffed if you didn't get any rewards. Similarly, your other friend would be miffed if you got a reward but they weren't quick enough to join in on the mission, so adding this buffer space gives people a few days to join a mission before it 'times out', as it were.

CrushedTurtle wrote: (i understand what happened but WHERE are we exactly?)

I'm afraid I can't reveal that information yet; nobody at camp knows it, so it's out-of-character knowledge. You'll be able to find out where on Earth you landed if you locate some landmarks-- I can tell you it's in an uninhabited region of the planet, within a series of canyons. The area around has trees and grass, but it's mostly empty inside, and a river runs through. UPDATE: If you read the logs, you'll discover that most of this is taking place in Hells Canyon. It's a real place, very beautiful. Check it out.

Missions
Mission Advanced: Clear the Area (3/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gem Mimics lure gems towards them with shadows and clacks in order to drain their light and use it in their egg-clusters. Or, well, they used to, until a brave gem killed their Hunter. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Mission Advanced: [Function and Design] (1 active / 5 required Relays)(1 functional / 1 required Computers)
 * Participants so far (Eligible for the reward): Beige, Rhodalite, Turquoise.
 * You've gotten the computer to run! You'll also need to set up Relay Points to get the broadcasting to work, so there's still jobs for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Mission Unlocked: Tend to the Wounded
 * There's plenty of wounded gems back at camp, to the point it's ridiculous. Repairing some of them might improve your skill at Programming. Anyone who participates in this mission before it completes will level up.
 * Reward: +1d6 Programming(PRO)

Mission Unlocked: Scout the Area (Repeatable)
 * It occurs to you that you have no idea where this place is. Scout it out and discover landmarks and clues as to who lives here and what sort of monsters are in the region. Be careful not to alert monsters or worse forces...
 * Reward: Potential campsite equipment. Locations of monster clusters for Clear the Area. Potential threat aggression.

Mission Unlocked: Salvaging Crew (Repeatable)
 * The ship is destroyed, but metal parts can still be salvaged. All of the parts worth taking have been picked up by your teammates, but there's still metal, crystal and stone to grab and reorganize. Each mining will require a STR roll and return some metal chunks, which can be used with ENG to build.

Camp Equipment

 * [Cloaking Device][ENG] - Requires daily ENG maintenance. Your camp is completely invisible to the Crystal Gems; there's no chance of an attack on your base so long as this is functioning.
 * [Eternal Battery][ENG] - As long as daily upkeep is performed by any gem with ENG, all Homeworld technologies in the camp can be powered. If you get the proper converter, this can extend to Earth technologies.
 * [Short Range Communication Tower][SCI] - A tower that allows the user to communicate with all Homeworld gems on Earth. Requires a SCI roll to encrypt the message so that only your team can hear it. KNO, CHA, EMP and TAC rolls can easily be made over the radio.
 * [Strange Communication Device][???] - Repairing this device will require an intact Pearl's gem. It is likely that the rebellion has left some shattered Pearls stranded on Earth; repairing a few could solve your problem.
 * [Gem Destablizer Fixture][MAG/ENG+GUN] - A fixed cannon that can be mounted onto a structure. It's capable of firing a destabilizing beam at intruders, helping to defend your camp. To aim the weapon, it requires a Gunpower (GUN) gem to man the cannon and a Mage (MAG) gem or Engineer (ENG) gem to make it operational.
 * [Rocket Bottle][SCI] - A portable rocket, one perfect for being used in a jet-pack. It does not need fuel, but it's useless as is. Riding it will feel... dangerous.

Medical Tent (x1)
This tent can house up to 10 injured gems comfortably, and store a variety of medical equipment inside. It's protected from the elements, such as rain, snow and hail, and can be folded up neatly for transport. It's very sturdy.
 * [Gem Repair Unit][PRO/LOV] - The tools onboard this unit can be repurposed by any gem to do twice the repair work a normal gem would be able to do. When a gem in the GRU is healed, someone rolls PRO/LOV again to see if they're healed an extra step.
 * [Gem Transformer][ACT] - Any gem who transforms in this machine remains in that form until they return to the machine again. Their gem placement remains the same.

Vehicles

 * [Escape Pod][Vehicle] - Provides an extra 1d6 DEF and GUN if rode inside. Room for two individuals to squeeze together. Operating machinery while inside is impossible.

Broken Gems
[Salvagable Gem Stash][PRO+EMP+LOV] - Once a day, your team may attempt to restore a gem from Broken->Fragmented->Cracked->Repaired. These gems will have passive abilities on your camp. Three gems will need to work in tandem to fill each of the three positions-- Programming, Empathy and Love. Your broken gems:

10 Broken Gems 8 Fragmented Gems 4 Cracked Gems
 * 1 Lapis
 * 2 Jasper
 * 5 Ruby
 * 3 Peridot
 * 3 Peridot
 * 1 Amethyst
 * 4 Ruby
 * 1 Pearl
 * 2 Ruby
 * 1 Peridot

Other Equipment
Equipped to Beryl: Equipped to Larimar: Equipped to Light: Equipped to : [Weeping Box][FAI] - A strange box that accepts faith and glows a color. Perhaps it has a purpose... when viewing gems through the cube, targets glow red, deep blue, bright white, or a golden shimmer.
 * [Power Scanner][KNO] - Wearer makes a KNO roll. If successful, wearer learns the power level of their opponents.
 * [Full Access Card][SCI/BIO] - You can use this card to break into Kindergartens and other Homeworld structures, as well as take over the premises. Repairing the lock or the systems of the structure in question may require an ENG roll. Otherwise, roll SCI or BIO.
 * [Electromagnetic Radiation Containment Crystal Ray][Absorbers: 0][Refractors: 0] - A simple crystal production device capable of absorbing light and later refracting a rainbow. It works by setting absorbers on lights and refractors on surfaces, carrying light from one to the other. It's a very complex piece of scientific/magic equipment.

Player Profiles
This is a list of all players currently in the game. I'll give them a better template later, but this should help you if you're confused.

LapisLazulii
Statistics:
 * Name: Beryl
 * Gemstone (Placement): Back (Between Shoulder Blades)
 * Appearance: (Look at the Picture. I'm the male with the awesome antlers!)
 * Biography: He's quite the young gem, ambitious and brave! He isn't afraid to get into a skirmish to protect his friends, and he's always willing to help out anyone in need. His flaw is forgiveness. Many times has he forgiven enemies, and many times has it ended up turning in his combatants favor. He is quite hesitant when it comes to trust. But he is willing to make friends if that trust does come.
 * Gem Weapon: Gem Pistols! (Because why not? :>)
 * Salvaged Part: Scanner Shades. B)
 * Skill 1: Tactical
 * Skill 2: Witty
 * Skill 3: Geographically knowledged
 * Quirks: Swim swim swim on a summer day!
 * Defense (DEF): 1d6
 * Gunpower (GUN): 2d6
 * Knowledge (KNO): 2d6
 * Tactics (TAC): 2d6
 * Agility (AGI): 1d6
 * Strength (STR): 1d6

Regimango
Statistics:
 * Name: Chrysoprase
 * Gemstone (Placement): Chrysoprase(Left Eye)
 * Appearance: http://vignette3.wikia.nocookie.net/steven-universe/images/4/4a/Wikirequest6.jpg/revision/latest?cb=20151125140100
 * Biography: When she was younger she meditated and was a very calm and unemotive gem but as she aged she started getting more and more energetic to the point where she just runs around everywhere. She trusts people relatively immediately, but she gets an undying hatred for those who misuse that trust. She is often the first to want to start a fight as she is confident in her abilities.
 * Gem Weapon: Brass Knuckles
 * Salvaged Part: Shape stabilizer (allows shape shifted forms to last longer)
 * Skill 1: Animal instincts
 * Skill 2: Natural camouflage (cause she's green)
 * Skill 3: Quick reaction
 * Quirks: She has an affinity for changing shape and spooking people, whether its the time to or not.
 * Agility (AGI): 2d6
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Awareness (AWR): 2d6
 * Acting (ACT): 2d6
 * Biology (BIO): 1d6

Bkfootball
Statistics:
 * Name: Beige Calcite
 * Gemstone (Placement): Upper Forehead
 * Appearance: 6 '4" tall, with a black trench coat and white shirt, and jeans and combat boots. Beige skin and short, well kept hair.
 * Biography: Optimistic, yet mysterious. An older, more experienced gem, he is slightly skilled in medicine and technology, and tries to comfort gems when things go wrong. Not too good at fighting, though.
 * Gem Weapon: A 5' long spear.
 * Salvaged Part: An object resembling a car battery, but more advanced.
 * Skill 1: Medical Skill (Gem forms, not actual gems.)
 * Skill 2: Keen Eyesight
 * Skill 3: Contagious Optimism
 * Quirks: Gets very emotional about certain things, but if it looks like he's falling apart, he'll just say he's "okay" and reject your help. Aforementioned "Mysteriousness."
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Engineering (ENG): 2d6
 * Acting (ACT): 2d6
 * Awareness (AWR): 1d6
 * Faith (FAI): 2d6

LapisL6
Statistics:
 * Name: Turquoise
 * Gemstone (Placement): Turquoise, Chest
 * Appearance: See picture
 * Biography: A normal gem loyal to Blue Diamond. He is commonly picked on and told what to do, but managed to stay strong with his large intellect.
 * Gem Weapon: Sword
 * Salvaged Part: A broken Homeworld communication device.
 * Skill 1: Very good with technology
 * Skill 2: Can make a plan fast
 * Skill 3: Very agile and swift
 * Quirks: Very uptight and cowardly. Hes good at nearly everything, bit combat.
 * Defense (DEF): 1d6
 * Tactics (TAC): 1d6
 * Engineering (ENG): 2d6
 * Science/Math (SCI): 2d6
 * Knowledge (KNO): 1d6
 * Agility (AGI): 2d6

Agate36
Statistics:
 * Name: Topaz
 * Gemstone (Placement): Chest
 * Appearance:
 * Biography: Followed blue diamonds rule under eyery circumstance
 * Gem Weapon: lazers from gloves
 * Salvaged Part: One of blue diamonds cloaking devices
 * Skill 1: Gymnast
 * Skill 2: Amazing shapeshifter(can change her color)
 * Skill 3: Artistic
 * Quirks: Germaphobe and hates fusion
 * Gunpower (GUN): 1d6
 * Defense (DEF): 1d6
 * Faith (FAI): 2d6
 * Acting (ACT): 2d6
 * Agility (AGI): 2d6
 * Engineering (ENG): 1d6

Robyn Grayson
Statistics:
 * Name: Zoisite.
 * Gemstone (Placement): Forehead.
 * Appearance: Blond, white jumpsuit and white heels to go with.
 * Biography: Gem of Healing and Purification.
 * Gem Weapon: Spear.
 * Salvaged Part: Broken Pearl Gem. (Once her Pearl.)
 * Skill 1: Master hand to hand combat.
 * Skill 2: Healer.
 * Skill 3: Survival Instincts.
 * Quirks: Friendly and humorous.
 * Strength (STR): 2d6
 * Defense (DEF): 1d6
 * Programming (PRO): 2d6
 * Empathy (EMP): 1d6
 * Love (LOV): 1d6
 * Awareness (AWR): 2d6

Malachite diamond
Statistic
 * Name: Larimar
 * Gemstone: chest
 * Appearance:
 * Weapon: water shurikens
 * Salvaged: The card that gives access to her lab
 * Skill 1: Duplication, (the copies are half as strong as she is)
 * Skill 2: Supersonic speed (Gotta go fast)
 * Skill 3: knowledge of corrupted gems
 * Quirks: She is very brave and approachable. She tends to eat regularly and loves music.
 * Magic (MAG): 2d6
 * Agility (AGI): 2d6
 * Love (LOV): 1d6
 * Biology (BIO): 2d6
 * Defense (DEF): 1d6
 * Gunpower (GUN): 1d6

CrushedTurtle
Statistics:
 * Name: Pezzottaite
 * Gemstone: Back, Naturally covered by her cloak
 * Appearance: Pictured.
 * Weapon: Deep red double-bladed battle axe, the blades are silver and nicked and scratched.
 * Salvaged Object: A gem distablizer, but lost power after the crash.
 * Skill 1: Electrokinesis, although not strong enough to power the distablizer.
 * Skill 2: Farsight, much like Sapphire's future vision, but has that ability to see what's happening to someone currently, unlike being able to see the future.
 * Skill 3: Naturally agile, like Pearl and Garnet. (Can jump extremely high, enhanced speed and strength.)
 * Quirks: Tends to eat rarely, but never gets a feeling of hunger. Certified Kindergartener, and has nearly the same personality of Lapis.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Engineering (ENG): 1d6
 * Agility (AGI): 2d6
 * Awareness (AWR): 3d6
 * Magic (MAG): 1d6

Moon281
Statistics:
 * Name: Aquamarine
 * Gemstone (Placement): Side of Neck
 * Appearance: --will link later--
 * Biography: Aquamarine was a lower rank gem, and was typically sent to search for planets that could bear Gem Life. She had a burning hatred in her heart for the rebellion. She was almost like a Warrior-rank gem, except she couldn't handle watching death.
 * Gem Weapon: Scythe
 * Salvaged Part: A small, glowing sphere - its power is unknown.
 * Skill 1: Super Speed - can sprint faster than the average Gem.
 * Skill 2: Hydrokinesis - She had been known to able to posess small amounts of liquids.
 * Skill 3: Super 'Jump' - can jump to high feats.
 * Quirks: Sometimes, she will mention a strange, white gem, and she is almost alwaus late to events.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Agility (AGI): 2d6
 * Magic (MAG): 2d6
 * Empathy (EMP): 2d6
 * Faith (FAI): 1d6

NanefuaPizza
Statistics:
 * Name: Lightning Opal "Light"
 * Gemstone (Placement): Forehead
 * Appearance: See drawing.Drawing_(3).png
 * Biography: Light was one of Blue Diamond's first followers, in fact, she doesn't remeember a time when she was even thinking of betraying her. Lightning Opals were an early experiment by Blue Diamond to find a servant who was more useful than a Pearl. Light was the only experiment that succeeded.
 * Gem Weapon: Elven shortbow
 * Salvaged Part: A blue locket, which she keeps in her pocket. When opened, the locket can fill any space with light or take it away. Kind of like a deluminator from the Harry Potter books
 * Skill 1: She is extremely fast on her feet. There is not a single gem that is fater than her.
 * Skill 2: She can summon several different types of arrows, just like Opal from canon.
 * Skill 3: She also can jump very, very high.
 * Quirks: She likes to have fun, but puts duty before fun on most occasions.
 * Faith (FAI): 2d6
 * Science/Math (SCI): 1d6
 * Magic (MAG): 2d6
 * Defense (DEF): 1d6
 * Gunpower (GUN): 1d6
 * Agility (AGI): 2d6

Greenwatchandabluebox
Statistics
 * Name: Desert Rose
 * Gemstone (Placement): hand
 * Appearance: pictured, although he actually would wear a white shirt and a brown tie as well.
 * Biography: Often sent to other planets to create fighting and Kindergartening strategies. His strategies were very confusing to the enemy, unlike other Desert Roses' strategies, and his were favored by White Diamond.
 * Gem Weapon: battle axe (one-sided)
 * Salvaged Part: large metal cylinder: sometimes he calls it a "useless metal cylinder" or "cylinder of unknown application." Could contain propeller but he has'nt even opened it yet.
 * Skill 1: strategist
 * Skill 2: very good at science
 * Skill 3: reflexes (very good ones!)
 * Quirks: While most Desert Roses are conditioned to give up more easily then other gems, he wouldn't know defeat if you sliced it up and put it on a triple bacon cheeseburger! Also, he enjoys eating triple bacon cheeseburgers, otherwise that wouldn't be saying anything, and he is fascinated with scarves and ties, even going so far as to wear a scarf on a hot desert planet.
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Tactics (TAC): 2d6
 * Science/Math (SCI): 2d6
 * Faith (FAI): 1d6
 * Agility (AGI): 2d6

GoldenKnight10
Statistics
 * Name: Yellow Topaz
 * Gemstone (Placement): Right palm
 * Appearance:
 * Biography: ?
 * Gem Weapon: Cutlass
 * Salvaged Part: Trident
 * Skill 1: Geokinesis/Geothermalkinesis
 * Skill 2: Sword Beam Emmision
 * Skill 3: Super Speed
 * Quirks: Once corrupt and Sometimes eats Dirt and Toothpaste
 * Strength (STR): 1d6
 * Defense (DEF): 1d6
 * Magic (MAG): 3d6
 * Agility (AGI): 2d6
 * Empathy (EMP): 1d6
 * Luck (LUK): 1d6

PinappleMaster
Statistics
 * Name: Rhodalite
 * Gemstone (Placement): Left Elbow
 * Appearance: Pink skin, blue limb enhancers, blue visor, long hair like Amethyst's except pink, same height as Pearl, wears Blue Diamond uniform(sorry i would put a picture but i can't draw digitally at all)
 * Biography: She was an officer on Homeworld in charge of security at places of minor importance. Went with a group to establish an outpost but ship crashed.
 * Gem Weapon: leg flail
 * Salvaged Part: ?
 * Skill 1: survival
 * Skill 2: minor fighting skills
 * Skill 3: authority?
 * Quirks: slow at running, afraid of most animals
 * Strength (STR): 2d6
 * Defense (DEF): 1d6
 * Tactics (TAC): 2d6
 * Awareness (AWR): 2d6
 * Agility (AGI): 1d6
 * Knowledge (KNO): 1d6

Mission Logs
This is a highly truncated version of the forum.

Chapter 1: The Camp
Your ship made a rather jumpy entry into the atmosphere. Something was wrong-- terribly wrong. The navigation system went absolutely haywire, aiming in every which direction. The hand broke apart into different segments, each carrying a Homeworld member or two. It burrows itself into the ground deeply, putting out the flames on the wreckage. Every inch of surface metal cools, and some of your gems begin to reform.

Some of your crewmates didn't make it. Their half-shattered remains need immediate medical attention, and others have no chance. It's probably just best to bubble them and leave them to be... maybe even properly bury them.

The camp gathers together, battered and bruised. Anyone can come in at any time. Anyone can leave. Leaving on a mission can improve the camp's defenses, the offense potential of the group or weaken the Crystal Gems and Gem creatures in the wild.

Chrysoprase goes to scout out if there are any hostiles coming towards them, and comes back with a report of strange gem creatures.

A few of your comrades seem to be alive and kicking... they're all huddled around salvaged bits of wreckage. You recognize them (as each other) and join them to figure out what's what. Freely roleplay for now. If any of you want to go on a mission or use some equipment, just request it.

Mission Unlocked: Clear the Area (1/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.

Mission Unlocked: Lost Communication
 * Establish a line to Homeworld in any way, shape or form to get a ride back home. This is a major plot arc and may take a while.

Beige, Turquoise and Chrysoprase go to fight a spider, the Gem Widow. They end up attracting some Gemhurculean Beetles to the location as well, and learn a few things about spiders:
 * These are creatures called Speeiders. They have many legs and eyes.
 * They are the freakiest things you have ever seen and you think they want to bite you.
 * It's a gem-bug hybrid, something unseen on homeworld.
 * It paralyzes any prey it bites.
 * It's capable of drinking light.
 * Its venom has destabilizing properties.
 * Their range of movement is very limited, to their web.

There's a few new members at camp, and you can see footprints leading away from a gathering point. One scruffy Ruby in a corner seems to be cracked. They cough and glitch out.

Aquamarine sees the remaining members of the crew stumble about, holding onto burning bits of wreckage. This place looks like a warzone, with dead gems strewn across the camp. Some gems are trying to install some systems around camp to protect the survivors, which is why you can't talk to them currently. Definitely not because their players are offline.

Mission Advanced: Clear the Area (2/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Mission Unlocked: Tend to the Wounded
 * There's plenty of wounded gems back at camp, to the point it's ridiculous. Repairing some of them might improve your skill at Programming. Anyone who participates in this mission before it completes will level up.
 * Reward: +1d6 Programming(PRO)

Mission Unlocked: Scout the Area (Repeatable)
 * It occurs to you that you have no idea where this place is. Scout it out and discover landmarks and clues as to who lives here and what sort of monsters are in the region. Be careful not to alert monsters or worse forces...
 * Reward: Potential campsite equipment. Locations of monster clusters for Clear the Area. Potential threat aggression.

Mission Unlocked: Salvaging Crew (Repeatable)
 * The ship is destroyed, but metal parts can still be salvaged. All of the parts worth taking have been picked up by your teammates, but there's still metal, crystal and stone to grab and reorganize. Each mining will require a STR roll and return some metal chunks, which can be used with ENG to build.

Chrysoprase has become a loose gem. They can be used by anyone for the purpose of operating machines while the group is at camp, but control will be given preference to Regimango if they ever return. Thanks for giving us a try, Regi!

Beige and Turquoise located a discarded escape pod! Something is fishy about this escape pod... it seems to have made a crater in the ground, but the occupant is missing. Who had enough warning to leave the ship in time?

Turquoise also found a series of corrupted data logs aboard...
 * ...unnatural interference...
 * ...escape, signal by...
 * ...rebellion didn't fail...
 * ...I just need to...
 * ...sabotaged the...
 * ...Crystal Gems alive...

Aquamarine finds themselves hopelessly lost in the area... they approach the silhouette, only to discover it's not a gem-- it's a GEM MIMIC. A strange, chittering creature that approximates its shape to a gem... it looks more like a roach.

Light seemed to have reformed later then the other gems who crashed landed on Earth. Light was the supervisor of a scout mission to Earth sent by Blue Diamond. When she woke up, she was very confused. She climbed her way out of the wreckage. And jumped up branches of the trees to get some fresh air. As the sun set, Light rubbed the strange locket she found in the wreckage and hoped that she could find other gems soon. After spending the night in the tree, Light travels from tree to tree, hoping she'll find more survivors. She stays off the ground to avoid monsters, but hopes none of them can fly...

Aquamarine steps back, feeling idiotic for thinking it was her. She summons her Scythe, and swings with as much force as she could, letting some of her emotions spill into the hit. Aquamarine's Scythe relies entirely on STR! The Gem Mimic hisses as the scythe bounces off it's carapace. Pulling out one of its massive claws, it attempts to strike at its prey. Luckily, Aquamarine is able to jump back in time, nimbly twisting her body. It hisses, and begins to approach again... make a simple attack this time. I'll tell you if you /need/ to dodge.

You should have an AGI die-- if you don't, some rolls are considered an automatic failure. Not everyone has every dice-- rare dice like Love and Science/Math can be used in rare but useful situations, but only by people who own them. If you need a dice roller, here you go-- https://www.wizards.com/dnd/dice/dice.htm.

Light continues jumping from tree to tree, on the lookout for monsters and gems. After a long journey, she spots a small group of gems in the distance. She gracefully jumps down from the tree and runs towards the group. She makes it back to the HOMEWORLD CAMP. Injured gems groan and hold themselves, and the more fit, such as Pezzottaite, are installing systems to defend the camp. You recognize some of these gems as members of Blue Diamond's faction, but most of the others belong to Yellow Diamond and White Diamond. One gem, an Aquamarine, sets off before you can talk to her, following a strange silhouette. A heavily wounded Ruby coughs out some pale red-colored light.

Light cringes at the sight of the injured Ruby. She looked around the camp to see many, many damaged gems. She took a long blade of grass from the ground and tied her long, blue hair back. She felt tears prick her eyes when she saw how many dying gems there were. Ad the tears came when she realized she might never get to see Blue Diamond again.

Aquamarine's blue complexion is scratched by the claws of the Gem Mimic. She bends her knees slightly, holding her scythe high in the air (Similar to how Sardonyx jumped in the air with her hammer in 'Cry For Help') and jumps up, shaking the Gem Mimic off its feet for a second. Aquamarine feels the wind fly by her hair as she strikes at the Gem Mimic.

Beige, you are looking for trouble... you notice, far ahead of you, a bright noise as a warp activates and a large Gem appears with square hair and huge gauntlets... roll KNO. If you make a check of 3, you'll recognize this figure.

Light covered her face, she didn't want to have the others see her crying. Big, green droplets rolled down her cheeks and into her palms. She ran and ran and ran, hoping this was all some sort of hallucination. Soon she would realize that this was just another test from Blue Diamond. "I just.. want to go home!" She wailed to herself.

Aquamarine: The shell scrapes, but that's the extent of the damage. (DEF->2) The Mimic chitters again, and lunges in for another scratch with its terrible claw...

Light wanted to sit there and just die on the spot, but she remembered that Blue Diamond wanted her to be a leader, not a burden. She wiped her tears and stomped over to the nearest tent. There sat a Dravite, who had a strange, shimmery liquid flowing from her chest. Light shuddered.

Beige, you've spotted GARNET, a powerful member of the Crystal Gems assumed to be crushed in the Rebellion. From what you know about the rebellion: "..." She doesn't say anything, but she removes a strange tool and attaches it to the Warp Pad. It's... it's a.... roll AWA, SCI or KNO, Beige.
 * She's a fusion.
 * She's a Rebel Leader.
 * She's able to see into the future, which means she's seen you just as much as you've seen her.

Light seems to have mistaken an injured Peridot for a Dravite. There are no Dravites currently in the camp; in the future, refer to the Player Guide in both the [Broken Gems] and [Homeworld Gems] sections to check and see who's at camp. "Do I look like I'm alright, d-dirtbag?" The Peridot coughs, and their eye vanishes from existence. "Someone sabatoged the ship... all of our navigation systems went haywire on entry, and now everyone is DEAD! And it's all that traitor's fault! Why, when I get my limb enhancers on them, I oughta-- raet meht bmil morf bmil!"

Beige can't see what she's planted! Her future vision picked the best outcome for her placement of the object in question-- it's out of your reach! You'll have to get reeeeally close to see it. But that's not always a good idea.

Light took a step back and realized this was a Peridot, nobody important in her eyes. "Calm down!" She exclaimed. "You're hurt," She said, pointing at her chest. "And your eyes kind of are all weird... I don't know how to explain it..."

Aquamarine makes a small 'Tch' sound, and jumps up once again. instead, she point down her foot, as if she is about to step on the Gem Mimic. she lets out a small battle cry for dramatic effect, and moves down as much as gravity can pull her to.

Light: The Peridot is speaking in backwards phrases, making it impossible to comprehend her. When you glance down at her waist, you can see her gem is cracked... you'll need real scientists to solve this problem. Or, well, someone with LOV, someone with EMP, and someone with PRO. If you don't have any of those, it's best you help out in any other way you can.

Light tries not to scream as she sees this poor gem dying. Light was good at science, so she decided she could help this Peridot before things get out of hand. She rips off a peice of her dress and ties it around the Peridot's gemstone, keeping it together in case it falls apart. "It's going to hurt, but at least you'll stay alive until someone who can heal comes around." Light, realizing there's nothing more she could do but provide comfort, sits in the corner and watches the dying gem.

Light receives a look of incredulousness and gratefulness from the heavily injured gem. They should manage to hold together long enough for a group of gems to heal them. They would appreciate their good samaritan with words, but they can't exactly speak in a forwards direction.

Aquamarine jumps onto the claw, before smashing down expertly with the weight of gravity. The Gem Mimic cannot stand any more damage, and it snaps in half! Its goo spills out all over the ground, and its gem still looks... attached. It's horrifying to look at, but you got rid of a terrible monster...

Mission Advanced: Clear the Area (3/5)
 * This region is infested with strange gem-bug hybrids. Clearing out 5 different groups should clear it out, and then you can reactivate the local Warp. Doing so will allow you to take territory back from monsters and the Crystal gems.
 * Gem Widows located and decimated by the Gemhurculean Beetles. Only small, manageable patches remain. (Complete)
 * Gem Mimics lure gems towards them with shadows and clacks in order to drain their light and use it in their egg-clusters. Or, well, they used to, until a brave gem killed their Hunter. (Complete)
 * Gemhurculean Beetles still roam this land. Perhaps they can be chased off.

Beige, heads back to camp to hand in the broken limb enhancers. Beige avoids combat until they return to camp. There's a Light comforting an injured Peridot... meeting up with them is not a bad idea.

Aquamarine shakes her foot, getting the 'goo' off in the process. She decides to head back toward the camp, and sees movement in one tent. She pulls out her scythe once again and quickly approaches said tent, opening it and seeing two Gem, one Green and one of a dark Navy hue. She notices the injuries on the former gems body as the latter tries to console them. Aquamarine's weapon is still out. "You're not rebels, are you?" She says, in an attempt to sound confident but sounds like the exact opposite, and her voice comes out a little shaky. However, she is slightly relieved at the fact that it wasn't another sort of Gem monster.

Beige enters the tent, and sees a Peridot with missing limb enhancers...

This Peridot has intact limb enhancers, save for a damaged leg. Most of the Peridots left here are broken... but you somehow doubt the limb enhancers you found all the way out there belong to any of these dead Peridots. Beige decides to go around and comfort the dying gems.

Aquamarine notices the other gem that had just came in, and introduces herself. Everyone in this group knows one another as crewmates, even if only as acquaintances.

Beige, you are looking for trouble... you notice, far ahead of you, a bright noise as a warp activates and a large Gem appears with square hair and huge gauntlets... roll KNO. If you make a check of 3, you'll recognize this figure.

Aquamarine remembers the salvaged metal parts, and decides to ask Beige if anyone they know can help complete the tent.

Rhodalite woke up in a tent to the sound of another Gem's voice. A blue gem was standing there. Rhodalite sat up, and stared at the gem who had entered. "Where am I?" she asked.

Desert Rose was reviewing to a group of gems about the Crystal Gems. One of the listening gems, a Chrysoprase, raises a hand. "Why are you tellin' myths and stories? We KNOW Peridot Facet-2F5L Cut-5XG was a traitor, that's why we CAME here in the first place. But Homeworld said the Crystal Gems are dead, along with the rebellion. Don't be startin' rumors!"

Beige looks to see if there are enough required parts to manufacture a sort of structure.

There's 5 metal sheets lying around. A good ENG roll could rig them into a structure, but it'd be much more stable if you could get some crystal poles salvaged from the wreck. It's a STR roll to salvage, and you can make this check hourly. As for the ENG roll, you have to beat a 2. Adding the poles inside will give the structure stability and won't require any repairs later on.

"Oh yeah, these were part of the ship, we can make a shelter to tend to the wounded! Erm, I'm not the best in engineering, but I can console these gems. Mind working on the shelter?" Aquamarine asks, as she slowly walks to the shards, feeling her heart tear. She holds some of them up. Aquamarine feels the vibrancy of life humming from the shards... could it be? That a Gem could be restructured from its shards... the thought of it fills her with hope, but without a Programmer and someone versed in the magic of love, this shard has no hope of recovery.

Mission Unlocked: [Function and Design] (0 active / 5 required Relays)(0 functional / 1 required Computers)
 * There are several computers which need fixing around the campsite. If you can get a computer running with an ENG assistant, you can get broadcasting to the area. You'll also need to set up Relay Points to get the broadcasting to work, so there's a job for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Rhodalite stood up, and walked outside of the tent she was in. as far as she knew, she had just reformed. There was a group of gems sitting in the clearing, and one was standing up, telling them about something. She walked up to them.

Turquoise sees the computers are broken. Turquoise spots Rhodalite as they head out to the mainframe. Luckily, fixing computers is something they knew how to do! They managed to get it running, only to realize its signal is going nowhere. They need some active relays to make it work effectively. For now, they integrate it with the existing communications relay, allowing them to send information directly to all Gems in the campsite.

Rhodalite sees a blue gem look at her before walking over to a computer. Rhodalite approaches the other Gem, and asks them "Where am I? What happened?"

Rhodalite, you notice something in the far distance... it looks like... a communication tower? But there's no light coming from it. Maybe, if you could get a team over there, you could get some of those parts to make relays.

Turquoise and Rhodalite continuing the mission with the PRO reward, [Function and Design]. As your group heads out into the wilderness, you might encounter monsters... or worse. Hereafter, they're referred to as Team Relay.

Beige manages to retrieve 5 Crystal Poles! Perfect! With this many, they can create a stable Tent. They construct a MEDICAL TENT for 5 SHEETS and 4 POLES.

[Medical Tent][x1] - This tent can house up to 10 injured gems comfortably, and store a variety of medical equipment inside. It's protected from the elements, such as rain, snow and hail, and can be folded up neatly for transport. It's very sturdy.

Turquoise and Rhodalite avoid a nasty patch of Gem Bees that were swarmed around a crystal tree, and they make it to the Communication Tower unnoticed. This tower is a relay for the larger Communication Hub somewhere on this planet... either way, it's full of materials for creating more, smaller relays. Beige desires to join them, and hopefully set up a relay station in the area.

Back at camp, Desert Rose is exasperated. Beige remains at camp for now and debates Desert Rose.

Aquamarine sighs, looking back into the shards.

"I'll come back for you," She whispers.

"I won't let you go like I did with h-her. ​" Aquamarine continues, as she wraps a small cloth strewn on the ground to shelter the shattered gems. She sheds a small tear, wiping it away as she continues to find the others, and to return back to the others she met.

Turquoise, you spot Rhodalite as you head out to the mainframe. Luckily, fixing computers is something you know how to do! You manage to get it running, only to realize its signal is going nowhere. You'll need some active relays to make it work effectively. For now, you integrate it with the existing communications relay, allowing you to send information directly to all Gems in the campsite.

Rhodalite, you manage to use your vast knowledge to determine some important things about the structure, the most important of which the last. Rhodalite remembers exactly where the weak points are, and strikes them with precision and aptitude! They make exactly 5 new relays, one of which can be activated immediately.
 * Activating this structure will beam a signal out in all directions.
 * It's tall enough to be used to scout out an extra landmark or two.
 * It looks a little fragile.
 * There are weak points you can hit to break it down.
 * If you hit the weak points just right, you can break off usable chunks.
 * Reactivating the structure as-is would alert people.

Beige, you start up the power source. It should last for 24 in-game hours. The time is currently 4PM, Log Date 3 4 45.

Aquamarine, you see a fancy new medical tent set up around the injured gems! This is good news, if you've seen any before. There's also a salvaged medical device, thanks to someone new. You hear the hum of the battery as it starts anew, and you feel the pulse from the communication channel in your mind.

Looks like, right now, everyone's connected to the computer. Rhodalite tells Turquoise what they learned.

Mission Advanced: [Function and Design] (1 active / 5 required Relays)(1 functional / 1 required Computers)
 * Participants so far (Eligible for the reward): Beige, Rhodalite, Turquoise.
 * You've gotten the computer to run! You'll also need to set up Relay Points to get the broadcasting to work, so there's still jobs for everyone! If you can set up the relays just right, it'll give you a view of the location as well...
 * Reward: +1d6 Programming (PRO)

Desert Rose has left the camp in search of Gem Monsters to fight. Rhodalite, here's what you know about relays:
 * Monsters tend to cluster around them.
 * Relays need to be placed in high places.
 * They don't need any special preparation, just stick them in the ground.
 * No roll required.
 * If a computer is installed in it, they can soak some of the surrounding energy to send a message to the main hub.

Rhodalite feels... strong! Strong enough to do anything! The very earth shall quake beneath their feet! Also, they had no need to roll STR to lift or install these. But, who cares? STRONG! They install the relay.

Beige decides to join the others in setting up relay stations. But first, he resets the battery.

Desert Rose runs into a herd of Gem Flies! They whiz about, getting extremely close to his face and buzzing loudly. They seem to be more of a nuisance than a threat, but you need to clear your territory anyhow.

Yellow Topaz, how are you warping to a cave? Which cave? I don't remember mentioning a cave, but feel free to refresh my memory.

Beige gets the engine going again! It'll last a while. Then, they head off to meet up with Team Relay.

Team Relay learns the following about the relays:
 * They need to be set up somewhat distantly apart.
 * As long as one computer is controlling them, they can just bounce signals.
 * Bouncing signals doesn't require a computer.
 * You can make new relays, in case one breaks, with 4 Crystal Poles.
 * They need to be placed in high places. On top of trees, mountains and cliffs should do.

Desert Rose continues to valiantly fight off flies.

Beige, you manage to catch up with Team Relay. Turquoise jumps up the cliff with little effort, reaching a higher level... you can see the forest surrounding the canyon. There's activity, and... strange, stone structures filled with parasitic organic life. They walk around, and look... gem-like. Only, you can't see any Gem on them? That's... terrifying. What are these?

Zoisite finds themselves in the wreckage of the ship they were aboard. A segment separated from the main ship and fell somewhere near the campsite, deep inside the canyon. From here, they make their way back to the rest of the gems at the campsite. Right now, it's just the medical tent, which holds Chrysoprase, a few damaged gems like a Peridot, a Ruby and a Pearl, and many, many shattered gems. There's no rebels... just a few of your crew-members, injured and hurt.

Team Relay finds something. Are those... humans? Oh stars, they've evolved to make structures with their mouths or something. Here's what you know:
 * Humans are parasites.
 * The rebellion took place because of the presence of life...
 * Especially human life.
 * They probably have mind control powers or something.

Team Relay gathers together atop the cliff, staring at the boundless world around them... it's huge. There's no telling how much world there is left to explore, and what dangers it might hold... the Homeworld Gems seem to be in a region known as HELLS CANYON. This place is littered with all manner of beast, not to mention human patrols known as HIKERS. They approach the camp slowly... what to do with them? Turquoise approaches swiftly, planning to intercept them.

Hiker Male: "We can just take a little detour to the river, hon..."

Hiker Female: "A little detour, a little detour~ We'll be to the river faster this way!"

Hiker Male: "Yep! And it looks like there's a campsite ahead... maybe we should stop and say hello?"

The hikers speak... gem? How can this be? Do they have some sort of translation device? Turquoise then hid behind a rock.

Turquoise: [whispering] What? They speak our language? These creatures really are strange!

Hiker Female: "Did you say something about me being strange, darling~?"

Hiker Male: "I didn't say anything, hon. It was probably just the wind."

Try and be more stealthy when approaching these creatures! They understand the language too... their use of loving words is sickening, enough to shake you to the core. Roll to resist the status condition [Xenophilia] with FAI. If players don't have FAI, they'll be automatically inflicted with it.

Here's some simple plans for simple solutions that Turquoise thought of:
 * Scare them off by driving a gem creature nearby them!
 * Follow stealthily, like some sort of camouflaged gem. Smear some mud on your cheeks.

Turquoise is feeling the effects of [Xenophilia]! It's impossible to attack these interesting creatures until you return to camp and someone uses their FAI to cleanse you of your interest.