Green Sun, Black Shadows (CG/Exalted)

Ok, I'm gonna post my plan here. Stunt is yet to be written due to waiting on the GM for info on Derangements. Once I have that I'll write one, or others are free to make a suggestion. Cutting down on the actual size of the vote this time and just using plan format.

[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy

STRATEGY: You will concoct a story of a conspiracy to steal the capsule and its contents.

Your superiors have ordered you to Area Eleven in order to investigate a possible link between the Purebloods and the assassination of Queen Marianne - it's an old case, but the murder of an honorable woman like the Queen can't be left unsolved. You've spend the last few months quietly gathering information and building up a network of informants. One such network was right here in Shinjuku ghetto. Your informants were able to learn that the traitors were making some kind of deal with the terrorists, but unfortunately you weren't able to learn the details until it was too late to stop it. The nature of the exchange was revealed to you not too long ago by an informant who managed to eavesdrop on it - the stolen capsule and its contents in exchange for a number of Sutherlands. The deal went through, but not before Clovis's forces arrived in Shinjuku.

Due to this, the traitors made a second deal with terrorists - if the terrorists would cover their escape, the traitors would leave one of their number behind in a Knightmare and provide up to date information on the location of Clovis's forces using the Frame's IFF system. That's how they routed his forces. They knew every move his generals were making, and used the Sutherlands they were given to maximum effect. This will have no doubt allowed the traitors to make good their escape from Shinjuku, so they are almost certainly long gone with their ill gotten goods. The remaining terrorists also seem to have retreated after the whipping the new model gave them, so they're likely to be gone soon as well.

At this point, reveal that you do have some information that may be helpful in tracking down the capsule, or at least rooting out any other agents of the conspiracy. Your informants weren't able to get any names of those involved in the exchange as the traitors were apparently quite cautious, but they did note one person with teal hair. Also, since the enemy used the IFF systems and you have a good idea of where the exchange took place, if His Highness can have the records of the battle brought in of the battle you should be able to point out exactly which Knightmare belonged to that particular traitor, and from that piece of data they should be able to determine who it was from record. From there you recommend that Clovis conduct a full top to bottom investigation of his own of the Purebloods - not every member is likely to be corrupt, but there's enough evidence to show that a purge is needed.

While he's having someone bring up the records, you make two requests.

First, you ask that he cease hostilities in the ghetto. With both objectives gone, it'll only serve to stir up the malcontents among the Elevens further, and you'd be out your remaining informants.

Second, and more importantly, you ask if he can tell you anything he knows about Queen Marianne's assassination. Your superiors are either nearly clueless or they're being tight-lipped, and you need any lead you can get, any name of a person you could talk to, would be a godsend.

After you've given them the 'evidence' it's time to leave. Get a ride out Shinjuku and have yourself dropped off a few blocks from Ashford Academy.

CHARMS: Using Words That Twist Like Daggers, you will inflict a Derangement upon Clovis. You will give him a temporary addiction to alcohol, and use the opportunity to get him drunk so he'll be more likely to reveal what you want to know.

Also use the Stunt Dice pool provided by What Is and What Should Never Be to supplement your actions - half for convincing Clovis about the conspiracy, and half for getting him to give you info on your mother's assassination.

STUNT: By the look on his face you can tell that Clovis believes you. You'd turned the Pureblood heroes into villains in his eyes. Well, Clovis looked like he could use another drink, and a small part of you was feeling magnanimous. You would oblige his vice. Twisting your Essence, you shove it into Clovis. He looks down at his glass, and once more downs the entire thing in one go. He pushes the button on the intercom. "Bartley, call off the operation. We've got traitors in the ranks. Bring me copies of the IFF records with maps, and do it quickly. Also bring in every Pureblood you can for questioning." "But, Your..." "DO IT NOW!" "Yes! Of course, Your Highness." He looks down at his glass again. It's empty. "FUCK!" He throws it across the room, then sits down and cups his face into his hands. You chuckle internally, pushing your own untouched glass over to him.
 
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[X] Enjou

Yet another person who makes me feel vastly inferior with their superior improvisation skills. :V
 
[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy
 
[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy
 
Maybe. Is that how that Charm's penalty manifests narratively, @Alexander89?
It can manifest like that. However I cannot confirm if what Lelouch is seeing is a result of that Charm.

Would using our powers to induce a derangement of irrational trust for us be a valid use of our charm?
This is a good idea. It's only 2 motes. @Alexander89 - is there a viable derangement for this?
Words that Twists like Daggers (maybe something like a compulsive need to tell the truth?) seems like it could be helpful here, if we want to gather info...

Yeah, it was mentioned. The question is if we can get a viable Derangement for it. That'd be up to @Alexander89 though.

Suggested thus far:
-Irrational Levels of Trust (make the character super naive)
-Compulsive Truthfulness

One thought if it's possible is if we could get a Derangement that is similar to the Partial Control version of the Overindulgence Virtue Flaw (makes the user prone to vice and excess) - "Here, Your Highness, let me pour you another drink. Now about Queen Marianne..." Soothing Balm of Insanity mentions imposing Virtue Flaws as Derangements, either partial or full, so it might work.

Another might be to inflict one of the conditions of Kimbery's Charm Intolerable Burning Truths on a character. Trust Is Naive might work, since it would allow us to really quickly build up a positive Intimacy with Clovis and our fake character here, and could be the irrationally trusting thing we're looking for. Mother Before Daughter might also work, as it makes it so the person can't betray a beloved character or someone they descend from, even through inaction - Marianne would count as a beloved character, and not telling a man investigating her murder something that would help might count for this condition.
For Derangements I am following this guide. Partial or full Limit Breaks can be selected, as the (Madness) Trigger. The Obsession is also valid.
 
Why do you want Orange-kun to die?

I don't, which is why I didn't namedrop him in the plan. I very much considered it, but since we have no "solid" evidence against him it's not really a good idea to do so anyways. We can let things happen naturally there.


It can manifest like that. However I cannot confirm if what Lelouch is seeing is a result of that Charm.

...we are so getting Dual-Gaze Paradox as soon as we can. I refuse to let you keep a tool to fuck with us so readily. I REFUSE! You'll just have to settle with Lelouch having a bunch of stalkers from school who are obsessed with him. :p
 
So looking over the list of Derangements I have a couple ideas for the best way to go about this.

1. Alcohol. Get him really fucking drunk. Using the (Thing) Addiction option, we make Clovis drink a lot. He's drinking whisky and he's drinking it quickly. He gets drunk, his judgement is affected, he's possibly more likely to tell us stuff depending on what kind of drunk he is. The good thing about this Derangement is that it'll seem entirely natural when he recalls it later, and he may even forget the latter part of the conversation.

2. We use the (Thing) Hallucination option to make the Thing a bloody ghost of Marianne, including the bullet holes. He'll see her wailing and moaning. "Lelouch... Nunnally... where are you... why does it hurt? Clovis... Clovis is that you. You've gotten so big... why... why does it hurt? Why can't I find my children? Why can't I go to them? Please... please help me... I need... to rest... I need... Lelouch... Nunnally... where are you..." This sudden appearance becomes a sign that we're someone who can help put Marianne to rest by finding her killers. I don't think he'd talk about the hallucination with anyone because they'd think he's crazy, and he might chalk it up to the whiskey.

Currently I'm inclined to go with the latter. Anyone have any thoughts?
 
Former, personally, the derangement trick works better if its entirely natural to them.

Theres always egging on a bit of paranoia as well.
 
The former. Unless he's already experienced hallucinations, this is going to look suspicious to him, especially if he had prior contact with the supernatural, be it Geass or Exalts.
 
I considered paranoia, but paranoia can just as easily go in our direction as well - we're a total stranger to Clovis, after all.
Actually, the the way we would create paranoia using revlids system would give us plenty enough control.
Revlid said:
(Emotion) Trigger

Cost: 1pt; Keywords: Derangement, Internal, Stackable

Phobias and philias and inexplicable furies. Upon encountering a single "trigger", the creature immediately feels a single base Emotion (fear, lust, rage, anxiety) that lasts until the end of the scene, and costs two Willpower to suppress (or one if the source of the trigger is no longer present). The trigger might be a colour, or a scent, or even a particular phrase.
Suspicion triggered by purebloods.

[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy
-[X] (Paranoia) Trigger: Purebloods
 
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Actually, the the way we would create paranoia using revlids system would give us plenty enough control.

Suspicion triggered by purebloods.

[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy
-[X] (Paranoia) Trigger: Purebloods

Suspicion against the Purebloods does not help us get info on Marianne's death, and the successful social attack would be convincing him of the conspiracy in the first place so he'd already have suspicion of them.
 
@Alexander89 - I've updated my vote to include the Derangement and stunt. See it here. Please let me know if there are any issues.

Also, I'll provide reasoning for everyone:
Why the Pureblood conspiracy? Because it's oh so very plausible and Clovis is having a very, very bad day. First the capsule with C.C. in it got stolen by terrorists, and he hasn't been able to find it. He's got his forces out looking for it, and things seem to be going well against the terrorists, but then suddenly everything goes to shit and his forces are completely routed. How could a bunch of primitive monkeys like the Elevens beat the clearly superior forces of Britannia? Oh, sure, the Lancelot drove them into retreat, but even that got damaged, and he still hasn't found the capsule. So suddenly Eric Granfeld from Internal Affairs shows up claiming traitors, providing an explanation for how everything went to shit, and he even has enough evidence to find a name and face to put to the traitors. Not only does it give Clovis someone to blame for his problems, it also gives him a thread of hope for tracking down the capsule, even if it might take some time. I can't imagine the difficulty rating for this would be all that high.

Why get Clovis drunk to get answers? Again, because it's plausible. He's already drinking heavily. We just need to ensure he keeps drinking. His judgement is affected, so he's more likely to tell us what we want to know, more susceptible to suggestion. Even after the Derangement ends he's not likely to suspect anything, and he may even be hazy on the details of our meeting. Hopefully he'll entirely forget telling us anything about Marianne, so he won't tell anyone else about it either. Even if he does, Eric Granfield doesn't exist, and since we're supposedly Internal Affairs it's entirely plausible that Eric Granfield is a cover so if someone doesn't turn up anything about him they wouldn't think it too odd.
 
New Charms, pending approval and re-check:
Bright Costumes and Bold Makeup
Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One Scene
Prerequisite Charms: What Is and What Should Never Be

Oramus' mind dwells on alien vistas beyond perception, an infinite forge of the impossible that stir the very Wyld into forms and patterns by the movement of his thoughts. When he so wishes, everyone can partake of this magnificence. By activating this Charm the Infernal may appear as anything she desires as an Illusion effect. Changing her appearance requires reactivating the Charm. She can also impose the Illusion onto another being within (permanent Essence) x 20 yards from the Infernal, which doesn't count as a Shaping effect. Seeing through this Illusion requires the viewer to spend Willpower equal to the Infernal's permanent Essence (maximum of 5 Willpower); once a viewer pierces the Infernal's illusory shape, the viewer cannot be affected by this Charm again during the Scene. The listed cost is for activations of this Charm outside of the Wyld, where motes must be committed to maintain an Illusion; in the Wyld, this Charm is free. Only up to seven Illusions can be kept up at once.
Play the Music, Light the Lights
Cost: 10m, 1 wp; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Shaping, Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: What Is and What Should Never Be

How can these mobile lumps of clay stand to live in such drear? Oramus shall give them a glimpse of profound horror, such that they shall never forget the powerful dramas enacted just beyond their vision! The Infernal takes a deep breath and release a cloud of potent Primordial Essence that seeps into an area, centered on her, with a radius of [permanent Essence x 100] yards. The area affected is a demesne aspected after Oramus and it's treated like a Wyld zone, but the changes and mutations granted fit the themes of Oramus First Excellency. A repurchase at Essence 4 lets the Infernal change it to suit the Yozi for any (Yozi) First Excellency they possess, though Creature of Darkness is always included, and so are all the other types of Demonic Mutations. While Raksha can perform Shaping Actions and Shaping Combat inside this zone the Primordial Essence poisons and flays their existence, imposing an External Penalty equal to the Infernal's Permanent Essence to all their rolls, with each botch inflicting an unsoakable level of aggravated damage. Countermagic targeted at the center of the demesne dispels it. The area affected has all the characteristics of a Bordermarch, becoming a Middlemarch at Essence 4, Deep Wyld at Essence 5, and Pure Chaos at Essence 6, through the Infernal can choose which one the moment of the Charm's activation if he meets the Essence's requirements.

At Essence 7 this Charm's duration becomes Permanent: the area affected has a radius of (permanent Essence) miles and becomes a Blasphemy effect.
Nightmares Glanced Through Mind's Eye
Cost: 7m; Mins: Essence 3; Type: Simple
Keywords: Emotion, Shaping
Duration: Instant
Prerequisite Charms: Flowers Bloom Like Madness

The nightmares of Oramus seep into the warlock's mind, not strong enough to yet appear in his dreams but still enough for a glimpse to serve as a mental defence against his enemies, should they seek to break his mind. When the Infernal uses Willpower to throw off Unnatural Mental Influence he may give the person delivering the influence, provided he is present within 10 x Essence yards of the Green Sun Prince, a flash of the impossibilities of Oramus' nightmares bursting through his mind as a Shaping effect, imposing a Derangement on the target with a bonus point value that is equal to or smaller than the amount of Willpower spent by the Infernal: the effect is undodgeable. This is also an Emotion effect building an Intimacy of terror applied to the Infernal. Exalts and other beings with a Limit trait can spend one Willpower to shake off the Derangement, but they gain one Limit point in addition to the normal cost for resisting Unnatural Mental Influence.
Glimpsed Through A Warped Mirror
Cost: 14m, 2wp; Mins: Essence 4; Type: Simple
Keywords: Shaping, Sorcerous
Duration: One Scene
Prerequisite Charms: Seven Signifiers of Self, Masque of Hollow Faces, Name Shrouded Under Veils, False Identity Internalisation

Oramus is a dragon with seven wings. He is also a temple with seven minarets, an ourobouros-serpent of seven colours, a galleon with seven masts anchored to a single pearl, and many more besides. These are facets of the true Oramus in all the infinite realities where he is manifest - they are the selves he is in many other worlds. Using this Charm the Infernal shifts shape to match one of the personalities created through Masque of Hollow Faces: he may be a scholar, a martial artist, a businessman or even an animal such as a peacock or eagle. Gender does not matter.

He can change his Attributes, removing one dots from one and assign them to another, through he must retain at least one dot in each Attribute; he can do the same with his Abilities, without the need to keep at least one dot in the affected Ability, and even choosing five new Favorite Abilities, through he cannot change the Caste ones. Specialties follow the same rules of Abilities, plus they can be renamed to fit the new circumstances.

The warlock can also assign new Merits and Flaws. For each point of Merit he must take a negative one in Flaw, so that the sum is always zero.

Equipment and clothing change with him but retain their attributes, modifying their shape to accommodate the new self. Artifacts do not lose attunement but are unaffected by the change, retaining their shape and attributes.

Backgrounds cannot be changed unless they represent an internal quality of the character rather than an external socioeconomic advantage, such as Breeding, Heart's Blood, Savant, Solar Bond, Whispers, etc. The character retains his memories and sense of self except to the degree that shifts in Virtues, Intimacies and Motivation adjust his behavior.

Forcing himself to take the shape of what he could have been in another world is taxing however, and the character may only maintain this capability until the next Scene. The Infernal always maintains the seven signifiers of who he is in some fashion on his body, for otherwise he would not be himself. They remain Obvious as the prerequisite, through no known form of Essence's sight or Charms can penetrated the disguise itself: even when he is a possibility from What Could Have Been the Infernal is still himself. The Charm's effect may be broken early by the use of Sapphire Countermagic.

This Charm has a special cost of 16 Xp. Upon learning it for the first time the character's player can create a self for one of the personalities made with Masque of Hollow Faces. The Charm must be repurchased once for every new self created. If a personality is discarded so is the self. Only one self can match a personality: if the Infernal modify a personality he must purchase a new self reflecting the changes.
 
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NOTE TO ALL: I'm going to add using our Stunt Dice provided by What Is and What Should Never Be to the plan. This is extremely likely to be the last thing we do in Shinjuku and after that we're not likely to be in any real danger since we're leaving the area and going back home. It's also really important we succeed here.
 
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Question.
Since Oramus is supposed to be in an infinite number of worlds, could he have a charm that allows for teleportation or interworld travel?

Say, first you buy the charm to travel instantly between locations, with an upgrade/repurchase that would allow us to go to the World of C, or Malfeas, or Yu-Shan even?
 
Just looking over some stuff for XP...

XP we've earned (some conjecture):
Scene: Shinjuku 1.1 - 5 XP? Not sure if we get any XP for the scene where we just Exalt. We didn't do anything to succeed or fail here, as there was no objective to this scene. For now I'm going to presume no, but that's up to the GM ultimately.
Scene: Shinjuku 1.2 - 5 XP for completing. 4 more XP for getting the Sutherlands and recruiting the terrorists. Maybe bonus XP for getting all 14 Sutherlands and having them all be very well equipped.
Scene: Shinjuku 1.3 - 5 XP for completing. 4 more XP for successfully whipping Britannia's ass and forcing them to send the Lancelot.
Scene: Shinjuku 1.4 - 5 XP for completing. 4 more XP for successfully getting an audience with Clovis. Likely a full +3 bonus XP for heavily damaging the Lancelot and having the terrorists not only successfully retreat but also help civilians. Maybe more for the success in the earlier action for gathering intelligence and learning about Lloyd being a Dragonblooded? Anyways, I'm confident we'd get the max bonus XP here.
Scene: Shinjuku 1.5 (yet to be written and completed) - 5 XP if we complete, 4 XP if we succeed in getting the information. Maybe some bonus XP for fucking over the Purebloods, and maybe some if Clovis calls off his forces and we save the remaining civilians.

So, presuming we succeed in the next Scene, we'll have a minimum of 39 XP plus however much extra bonus XP we get and however much XP from voting the GM gives us. Not a bad haul.

Priorities for XP expenditure...
- Essence 3. It's somewhat expensive at 16 XP, but as a primarily social build we rely heavily on Charms that work best when we don't have a totemic pillar of green light and shadow flaring into the sky complete with seven kaleidoscopic light wings. Increasing our Personal Essence pool is kind of important for us. Waiting to complete something regarding our Motivation that is epic enough to increase it isn't likely worthwhile given how long it'll take. Also, if we get this then Dual Gaze Paradox is probably something we want to purchase ASAP.
- We need some combat capabilities. Right now Lelouch isn't particularly suited towards it, even against mundane foes. I think putting points into Archery/Firearms would be good, as we already have a point there. It also works well with our ability to make surprise attacks. Some points in Dodge wouldn't be a bad idea, either. We could also throw some points into Dexterity, as Lelouch has three dots in it and being fast moving is more important than being super strong if you're using firearms as your primary weapon. Plus I think it'd be funny to be able to dodge Suzaku spin-kicks, or actually do the kind of things ninja-maid did when disguised as Lelouch in canon while running from the various students... and I think he'll need to do that more often anyways.
- Increasing our Ride/Drive and Knightmare Frames (Drive) abilities will be very useful, though it's not necessarily an immediate priority. Being able to compete with the likes of Suzaku and other elites on the battlefield if it comes down to it would be important, especially once we've gotten Lelouch his own custom Knightmare Frame. We can't always be sure Kallen will be around to protect us.
 
On Play the Music, Light the Lights, just checking, one of the prereqs already grant us the ability to engage in shaping combat and the like right?
 
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