- To fuse, gems must have reasons they can point to, then compel those reasons. Points go to the GM.
- The GM can compel a suitably dramatic inter-gem conflict to suggest a gem should split.
- Compelling a fusion always costs one per player involved. To buy it off, each player must pay it off together. If the players can't accept or decline in unison, the fusion splits. (You can pay someone else's fate point if they want to decline but can't afford to, if you're in the same fusion as them.)
- (Alternately, compelling a fusion always costs one per **Gem** involved, not per player. You-know-w…