Green Sun, Black Shadows (CG/Exalted)

Pleasant Dreams Berceuse
Very neat, but I'd make a slight edit about the willpower gain:

They will experience pleasant dreams during their rest and will be guaranteed to regain at least one point of Willpower when they wake,

That way this charm isn't a handicap for those with a high Conviction rating (I think you roll Conviction and gain successes Willpower, right?)

Seven Pledges is really, really powerful. The botches are a thing, but the real utility comes in forcing your opponents to play a game. So Anesidora or Lelouch could intercept an enemy ambush and decide to play 4-board transdimensional Go. Even in the unlikely event that the attackers win, they'll have been tied up for far too long to be relevant. In fact, I think this charm needs an exit clause to avoid silliness like being stuck forever in a tied game: Perhaps the attacker can bow out and abandon their hostile intention, gaining some appropriate intimacy to the nature of their defeat.

I also noticed how rule 7 is "being caught cheating..." I expect that Anesidora would employ a lot of sleight-of-hand.
 
Probably should modify the betting pledge to account for someone refusing to play or refusing to bet. Doing either counts as having lost the game and allowing any price to be extracted pending on story teller approval.
Also, what happens if the player can't agree on bets of equal value? There are a couple of things to nitpick, but I love the concept.
Seven Pledges is really, really powerful. The botches are a thing, but the real utility comes in forcing your opponents to play a game. So Anesidora or Lelouch could intercept an enemy ambush and decide to play 4-board transdimensional Go. Even in the unlikely event that the attackers win, they'll have been tied up for far too long to be relevant. In fact, I think this charm needs an exit clause to avoid silliness like being stuck forever in a tied game: Perhaps the attacker can bow out and abandon their hostile intention, gaining some appropriate intimacy to the nature of their defeat.

There's nothing in the system that actually forces you to play a game. If the prospective players don't agree that they have something of equal value that they're willing to bet, they don't have to play - they can just give up their immediate conflict for the time being and go do something else. Or they can try social combat, which is perfectly legal as it doesn't count as murder, war, violence, or robbery (though some social Charms that could be considered as stealing Intimacies might be considered the latter) and might actually be necessary to convince someone to play a game with you. As long as the game hasn't started, there's nothing stopping you from backing out at any time.

Regarding tied games, if the game is such that it allows for ties (such as a stalemate in chess) then the rules of the game say neither player wins and nobody gets their bets. If there's no explicit rule (like a coin toss where the coin lands on its edge), then the players can negotiate to say they both lost, they both won (bets are exchanged in both directions), or they can play again.

It works as No Game No Life does, since that's what the Charm is based on. However, the Charm is not perfect since it doesn't cover the whole of the world - someone could try attacking from outside of the field, they should send automata in to attack, they could dispel the field with countermagic if you haven't put the center somewhere secure, etc.

Very neat, but I'd make a slight edit about the willpower gain:

That way this charm isn't a handicap for those with a high Conviction rating (I think you roll Conviction and gain successes Willpower, right?)

That's what was intended, so I'll fix the language accordingly to make it clear. It just ensures that no matter what you regain some Willpower.

I also noticed how rule 7 is "being caught cheating..." I expect that Anesidora would employ a lot of sleight-of-hand.

Yes. That's also something from No Game No Life. Cheating is very much allowed, so long as you're not caught at it. This is why it's advantageous to be the challenged party rather than the challenger - it lets you set up your game in a way that makes cheating easier.
 
Seven Pledge Playing Field
Cornelia: Zero! I challenge you to a duel!
Lelouch: Very well, I accept your challenge. We will be playing Paradox-Billiards-Malfean-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker.
Cornealia: ...Uhhhmm, is it still possible for me to withdraw my-
Lelouch: No backsies. NOW, LETS DUEL!

That Charm is awesome, I have to say. One possible suggestion how to make it work better against those who would break its rules:
If one violates the first plege, in addition of being cursed they also lose all the protection granted by the first pledge, while still being subject to more curses if they themselves break them, even against an aggressor.
It might be too powerful effect, as you could goad someone to attack you via social combat and Charms and then destroy them without much effort as they are suffering from the botches that would likely start appearing when fighting to death.

Now on this one:
The bonus successes are granted to the inspired commanding officer the first time a specific strategy or tactic is employed in a war.
I feel it could be a bit more lenient as what triggers it, as completely unique strategies and tactics might be hard even for Lelouch (unless you meant that it works when a strategy or tactic is used the first time in that specific war). Maybe make it work when used with the themes of the First Oramus Excellency, with a bit more emphasis on uniqueness than normally, but also accepting things like shattering expectations and ignoring conventions, number seven, impossible solutions that none thought possible, actions that foster or aid rebellion and of course, number seven.
 
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Cornelia: Zero! I challenge you to a duel!
Lelouch: Very well, I accept your challenge. We will be playing Paradox-Billiards-Malfean-Roulette-Forth Dimensional-Hypercube-Chess-Strip Poker.
Cornealia: ...Uhhhmm, is it still possible for me to withdraw my-
Lelouch: No backsies. NOW, LETS DUEL!

As funny as that would be, they'd have to agree on what they're betting first.

Now on this one:


I feel it could be a bit more lenient as what triggers it, as completely unique strategies and tactics might be hard even for Lelouch (unless you meant that it works when a strategy or tactic is used the first time in that specific war). Maybe make it work when used with the themes of the First Oramus Excellency, with a bit more emphasis on uniqueness than normally, but also accepting things like shattering expectations and ignoring conventions, number seven, impossible solutions that none thought possible, actions that foster or aid rebellion and of course, number seven.

Yes, it's meant to be the first time the tactic or strategy is used in the specific war. And as far as uniqueness goes, it'd be up to the storyteller to determine whether it was unique enough to count - similar to doing stunts, which get boring if you do the same thing over and over again and thus loses the benefits of stunting.
 
I have an idea for future Infernals. Basically, once NSMS posts his Ophidian Scourge, then we wait until 5 Internals die, or a entire arc is completed after an Infernal dies. Whichever one comes first. Once one of those two occur, then we can start making Infernals again. Does that sound good to any of you?
 
So this is a Sorcerous and Shaping Effect right? This thing forces people to abide by the rules.

So a Solar with Integrity Protecting Prana should be able to go "Fuck this", activate IPP, and avoid even having to swear the pledges?

The Sorcerous effect creates the area in which the pledges basically become the local reality - everyone inside the field is aware of the pledges, and that breaking them has dire consequences. (similar to how you know there are dire consequences if you don't work towards the goal given for a favor of VEE, even if you don't know what they are) If you don't want to adhere to the pledges, you leave. You can violate the pledges at any point if you so wish, but you'll suffer terribly for it by getting a number of automatic botches.

The Shaping keyword refers to how the bets are enforced for pledge five. Sometimes this isn't needed, as it can just be a matter of handing over the bet you've made, if it was something like an object or money you have on hand. If it's something conceptual though, the Shaping effect will attempt to enforce it. For instance, if the bet was "the loser becomes the winner's loyal servant forever" the Shaping effect would do something like create an intimacies of loyalty and obedience in the other person that can't be removed except by someone else winning their freedom in another game. If they loser rejects the Shaping effect with a Charm such as Integrity Protecting Prana they will be suffer the standard consequences for breaking the pledges for breaking pledge five - they get the botches and will suffer immensely for them.

EDIT - The Second Circle Demon Sigereth has a similar Spirit Charm in terms of bet enforcement:
Mind-Knife Sacrament—Transfers a game's ephemeral wager from loser to winner
 
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Speaking of Charms, Alexander added this one some time ago from DotFA - LoC after I discussed with him about it:
Roots of the Brass Lotus
Cost: —; Mins: Martial Arts 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

For the heroes of Hell it is an easy feat to master the arts of their inferiors. The experience cost of Terrestrial Martial Arts Charms is reduced to 4xp, or 5xp if Martial Arts is not a Caste or Favored Ability, and their training time is halved. During character creation, Terrestrial Martial Arts Charms cost half as much as native Charms, meaning that each starting Charm (or Charm purchased with bonus points) allocated to such a style provides two Charms instead. As a final benefit, the character no longer needs to pay a surcharge when using elementally aspected Terrestrial Martial Arts styles. Should a character who already knows Terrestrial Martial Arts learn this Charm, the experience cost of those Charms is retroactively lowered and the character is refunded the difference.
And My Dark Secret has been added to available TED Charms. Is there any interest towards learning one or both of these?
 
Speaking of Charms, Alexander added this one some time ago from DotFA - LoC after I discussed with him about it:
Roots of the Brass Lotus
Cost: —; Mins: Martial Arts 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

For the heroes of Hell it is an easy feat to master the arts of their inferiors. The experience cost of Terrestrial Martial Arts Charms is reduced to 4xp, or 5xp if Martial Arts is not a Caste or Favored Ability, and their training time is halved. During character creation, Terrestrial Martial Arts Charms cost half as much as native Charms, meaning that each starting Charm (or Charm purchased with bonus points) allocated to such a style provides two Charms instead. As a final benefit, the character no longer needs to pay a surcharge when using elementally aspected Terrestrial Martial Arts styles. Should a character who already knows Terrestrial Martial Arts learn this Charm, the experience cost of those Charms is retroactively lowered and the character is refunded the difference.
And My Dark Secret has been added to available TED Charms. Is there any interest towards learning one or both of these?
What does DotFA - LoC stand for?
 
What does DotFA - LoC stand for?
Dreams of the First Age - Lords of Creation. There are two editions of it, with some differences. The version of the Roots of the Brass Lotus we are using is from the later revised edition. EDIT: With the name Swallowing the Lotus Root for the original Solar Charm, which notes that there are different versions of the it for every other Celestial Exalt type too.
 
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Roots of the Brass Lotus would be useful if we plan on learning a Terrestrial MA style. They tend to be solid and well-rounded, but not as extreme or weird as CMA and SMA can be. TMA will let you double your damage. CMA will let you throw your opponent a mile into the sky.

Honestly, I don't think a martial arts style is a good choice for us. Lelouch isn't a traditional fighter; He won't throw a fiery punch that cracks steel, he'll make the ground under your feet grow razor-petaled flowers before flickering away in shadow. We should focus our XP into becoming better at our strengths (organizing all this nonsense), while delegating our weaknesses (send Akito to smush them).
 
Wow, Pleasant Dreams Berceuse is particularly interesting for that better sleep effect. The two charmsets that cause poor sleep are Malfeas and Oramus-which matches up really well thematically (or will when we get a Malfean Deva). Maybe we should consider equivalent 'sisterhood' charms for Anesidora and our eventual other?
 
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Roots of the Brass Lotus would be useful if we plan on learning a Terrestrial MA style. They tend to be solid and well-rounded, but not as extreme or weird as CMA and SMA can be. TMA will let you double your damage. CMA will let you throw your opponent a mile into the sky.

Honestly, I don't think a martial arts style is a good choice for us. Lelouch isn't a traditional fighter; He won't throw a fiery punch that cracks steel, he'll make the ground under your feet grow razor-petaled flowers before flickering away in shadow. We should focus our XP into becoming better at our strengths (organizing all this nonsense), while delegating our weaknesses (send Akito to smush them).
Hmm. You have a point there. If only there was a style that focused on striking opponents even while talking to them without anyone noticing anything wrong. It would be even better if it would kill those same opponents days or even weeks later by supernatural poisons and diseases that lurk within the victim unnoticed until they activate. As an added bonus, this hypothetical style could have an capstone Charm that would weaken the foe's capability to resisting those (and other) poisons and diseases. It would be a quite good fit for Lelouch, who was no qualms about the methods he uses and is a social chameleon with disguise magic at his disposal.

Its such a pity there isn't a style like that. And that it isn't named the White Veil Style.
 
Hmm. You have a point there. If only there was a style that focused on striking opponents even while talking to them without anyone noticing anything wrong. It would be even better if it would kill those same opponents days or even weeks later by supernatural poisons and diseases that lurk within the victim unnoticed until they activate. As an added bonus, this hypothetical style could have an capstone Charm that would weaken the foe's capability to resisting those (and other) poisons and diseases. It would be a quite good fit for Lelouch, who was no qualms about the methods he uses and is a social chameleon with disguise magic at his disposal.

Its such a pity there isn't a style like that. And that it isn't named the White Veil Style.
Obviously. Only a truly insane person would think a style like that existed.
 
The first rule of White Veil Style is that there is no such thing as White Veil Style.



Hey, you know who I bet could tell us all about how this style doesn't exist? Someone who has been around for ages, hangs around near the highest echelons of society and tends to wear white all the time for no particular reason.


....Hmm. Can't think of anyone off the top of my head.




 
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Hmm. You have a point there. If only there was a style that focused on striking opponents even while talking to them without anyone noticing anything wrong. It would be even better if it would kill those same opponents days or even weeks later by supernatural poisons and diseases that lurk within the victim unnoticed until they activate. As an added bonus, this hypothetical style could have an capstone Charm that would weaken the foe's capability to resisting those (and other) poisons and diseases. It would be a quite good fit for Lelouch, who was no qualms about the methods he uses and is a social chameleon with disguise magic at his disposal.

Its such a pity there isn't a style like that. And that it isn't named the White Veil Style.
Such a non style would be hypothetically a very good choice. I would approve, if such a thing could happen.I'm laughing so hard
 
Hey, you know who I bet could tell us all about how this style doesn't exist?
While that would be hilarious, she only has Martial Arts 3 in her character sheet. This would mean she could know only up to the two first Charms in the style if there was such a thing as the White Veil Style.

...Unless she is a lying liar who lies even in meta, and actually has a higher score. Hmm. I might write an omake about this later on.
 
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I'd say that it's perfectly in character for CC to 'forget' things like actually being even more of a badass than she looks.

Boredom and immortality born apathy is a hell of a drug.
 
So, I came up with another Deva from watching anime and seeing a character that would fit for a Deva concept. One we could get a lot of use from, I think. Seyrun would absolutely love them.

Gyilkos, the Moonlight Assassins
Devas of the First Circle,
Progeny of the Eternal Night of Grace



Sinnihtáre once talked to her progenitor's Coadjutor about his dream to create the most feared group of assassins in all of Malfeas and was inspired. Her honored progenitor can find more time to relax if his enemies are dead, after all. As such, she created the Moonlight Assassins.

The Gyilkos appear to be young teenage girls or boys with sky blue eyes and dark blue hair, wearing hooded dark greenish-blue clothing with glowing green accents. They wear scarves that appear to be made of green witch-light that are for some reason difficult to notice from a distance and always moves as if being blown around by wind. The skin on their arms and legs gradually changes to a pure black color as it approaches the extremities, though goes back to their normal tone at their fingers and toes. Under their hoods they are wearing headphones that constantly play music, though this does not interfere with their ability to hear other things.

These assassins work from the shadows, preferring to eliminate their targets from a distance with their sniper rifles. The Midnight Assassins are always deadly, but they are most so at night when they can become invisible or jump great distances to position themselves for a stealthy kill. They work well in groups and take orders from superiors readily, so long as they are able to eliminate the enemies of their masters, be it through active assassination or by guarding their masters while unseen.

In their free time they tend to be loners, preferring to be by themselves and simply listening to music while relaxing. When praised by a superior, they become happy, though are often visibly embarrassed by it. If their headphones are ever taken from them and cannot easily be retrieved, they will be compelled to seek a source of music until they can retrieve them or get new ones. They may resist this compulsion for a scene by gaining a point of Limit, but they will be visibly nervous until they can hear music again.

Gyilkos reproduce by wrapping a scarf around a mundane sniper rifle and a mundane shotgun and having requiems played to it for hours. When enough time has passed, the scarf and gun will burst into bright green flames and a new Gyilkos will arise from the blaze. Because they lack musical talent of their own, they must ask someone they trust to assist with the playing.

Motivation: To eliminate the enemies of Sinnihtáre and her family.
Attributes: Strength 3, Dexterity 5, Stamina 3; Charisma 2, Manipulation 2, Appearance 3, Perception 5, Intelligence 3, Wits 4
Virtues: Compassion 2, Conviction 4, Temperance 2, Valor 3
Abilities: Archer/Firearms 5 (Sniper Rifles +3), Athletics 3 (Leaping +3), Awareness 4, Dodge 3, Integrity 2, Larceny 2, Linguistics (Native: Old Realm. Others vary.) 2, Lore 1, Resistance 2, Stealth 5 (Ambush +2), Survival 2, Thrown 1
Backgrounds: Backing (Sinnihtáre) 1
Charms:
Call - Other Gyilkos
Essence Plethora - 10 extra motes
Materialize - Costs 55 motes
Moon Walk - A Gyilkos multiplies the distance they may jump by six. While in Creation, this Charm only works at night.
Sneak Walk - By committing 15 motes of Essence, a Gyilkos may become completely invisible in all spectrums of light, though senses other than sight may detect them. Any form of Essence Sight such as All Encompassing Sorceror's Sight can see the Gyilkos in this state, but the user must still pierce the Gyilkos' regular stealth with a (Perception + Awareness) roll to actually notice them. If the Gyilkos performs an attack or other hostile action against another character, she must spend another 15 motes to maintain her invisibility or it will be lost. If directly exposed to Creation's sun, the Charm will deactivate automatically.
Hurry Home - The Gyilkos may recall her weapons to her hands.
Principle of Motion - The Gyilkos may have up to 3 actions banked.
First (Ability) Excellency - Dodge
Second (Ability) Excellency - Firearms, Stealth
Third (Ability) Excellency - Firearms
Join Battle: 8
Attacks:
Punch: Speed 5, Accuracy 6, Damage 2B, Parry DV 3, Rate 3
Kick: Speed 5, Accuracy 5, Damage 5B, Parry DV 2, Rate 2
Clinch: Speed 6, Accuracy 5, Damage 2B, Parry DV —, Rate 1, Tags P
Witchfire Sniper Rifle: Speed 6, Accuracy 16, Damage 10L/2, Range 450, Rate 1, Ammo 12, Tags 2, O
Witchfire Pump Action Shotgun: Speed 6, Accuracy 13, Damage 5L, Range 20, Rate 2, Ammo 6, Tags 2, St
Soak: 3L/5B, 4L/6B against bullets (Bulletproof Clothing 2L/2B, 3L/3B against bullets)
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Dodge DV: 5 Willpower: 8
Essence: 3 Essence Pool: 75
Other Notes: The Witchfire weapons are actually both one weapon that switches forms, and a Gyilkos may switch the weapon between those forms as a miscellaneous action. The weapons are also considered to be part of the Gyilkos, and will disappear from existence upon death.
 
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Gyilkos, the Moonlight Assassins
That's pretty neat! I particularly like their method of reproduction, and how they have to have music. Fits Sinnihtáre's themes nicely. However, I think that a difficulty 5 check to detect a FCD is too high, considering you need magic to even attempt it. Maybe a simple roll-off of both parties' Essence rating?
 

Nah, it's something from the current season of anime. Luck & Logic. Not a great anime by any stretch of the imagination, and rather generic, but it's watchable if you've got spare time.

That's pretty neat! I particularly like their method of reproduction, and how they have to have music. Fits Sinnihtáre's themes nicely.

Yeah, Sinnihtáre is rather smart about fulfilling her Urge. The Gardelivs fulfill her Urge by creating music themselves, and the Gyilkos would end up being relaxed constantly by virtue of listening to music from the moment they're born.

However, I think that a difficulty 5 check to detect a FCD is too high, considering you need magic to even attempt it. Maybe a simple roll-off of both parties' Essence rating?

Maybe just change it so that you still have to pierce any other Stealth they're using? Their regular stealth is still applicable, after all.
 
Yeah, Sinnihtáre is rather smart about fulfilling her Urge. The Gardelivs fulfill her Urge by creating music themselves, and the Gyilkos would end up being relaxed constantly by virtue of listening to music from the moment they're born.
So now we have courtesans who infiltrate courts and gather secrets and play music, as well as assassins who murder in the night and have music for a basic need.

We're gonna see a lot of these two pairing up, aren't we?

Maybe just change it so that you still have to pierce any other Stealth they're using? Their regular stealth is still applicable, after all.
That sounds fine, and is in-line with AESS and similar sight-charms.
 
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