Green Sun, Black Shadows (CG/Exalted)

So, I had a thought. We've been talking about how to make Lelouch more viable in combat, and currently we don't have any armor. Now, we can't go walking around in body armor, especially in social situations, but I had an idea. Or more precisely I'm stealing one.

In Worm, the main character uses her ability to control spiders to make her costume out of spider silk, which is stronger than Kevlar.

The Anuhles have the ability to create webs, presumably really big ones given how big they are, so their silk is probably pretty strong - at least as strong as the Darwin's bark spider, which is ten times tougher than Kevlar. Since they are good at sewing (two dots in Craft (Wood)) we can have them make copies of all our clothing using their silk, providing us with clothing that will stop a bullet - we'd still feel the hit and it'd hurt, but our school uniform could possibly prevent us from taking much (or any noteworthy) damage when shot with a handgun. Our costume for Zero can and should get additional padding for additional soak.
They totally can: demon-spider silk is very, very strong.

We'll probably end up doing that in a few days time. I imagine the Yozis are eager to get the Reclamation moving, so they'll call the entire Coven in to meet up.
You and the Scourge. Considering who you voted...

We have any charm to make a noble pissing magitek heroin?
That involves very un-ethical magitek surgery.

I'm gonna ask about all the castes, all the Exalt types, etc. I've got a lot of questions Lulu need IC knowledge about.

@Alexander89 - I'm presuming that a chance for XP expenditure will come after the Q&A session?
You can use it even now, but changes will manifest the following day, which is when the next scene begins.
 
Dex 4 or even better, Dex 5 followed by Dodge 5. This is the bare minimum to surviving mooks.

Errr. We have Dodge 0 and it is not a Caste ability. So that will take a while. Dex 4 needs training too.

A dot or two in drive are a good purchase now. Since ideally we should be inside a ton of (soul)steel* everytime we enter combat.

*(i hope we get the Gawain soon, that thing is badass.)
 
How many dots are needed for Kallen/Suzaku level skill?

5 at least and maybe specialized drive charms, if they know some kind of Knightmare terrestial martial art. But that shouldn't be our objective. In combat, staying alive while we direct our forces is all we need, we can left the actual combat for our troops. We just need enough competence to defend ourselves from random mooks.
 
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With Dex 4, Dodge 1, Excellency use, Broken Cell Circumvention... You could possible be good as them in terms dodging hits but you'll be burning essence like crazy.

For that mote-price you can almost use a perfect defense. (We should buy one, btw. And a surprise negator too)

Ideally, we should control the field so that no enemy comes close enough to us to atack. But since that is way too optimistic, we will need a few defense charms.
 
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Adding new Charms:
Pyreflame Footlights
Cost: 14m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Shaping
Duration: (Permanent Essence) days
Prerequisite Charms: Midnight's Shadow Scars

The Neverborn are pure examples of the impossible made actual; the Primordials could not die, and yet a number of them now suffer in agony forever in death without end. Owing to this Oramus finds them unhealthily fascinating and remains the only Yozi who will treat with them (besides the Ebon Dragon, who transgresses all bounds of propriety). Upon activating this Charm, the Infernal gains a temporary rating in Whispers equal to her permanent Essence score, up to 5, and may use Sorcerous Enlightenment of Oramus to imitate Necromancy spells as well as Sorcery spells for the Charm's duration, but only up to the Iron Circle. However, while this Charm is active, the Infernal loses the ability to regain Willpower through any means other than stunting, as her nightmares are haunted and warped by the eternal dying screams and curses of the Neverborn.
Dancer In Infinite Silence
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pyreflame Footlights

As the Lord of Not conversed with his dead siblings in dreams, he discovered to his great surprise that the twisted world spawned from their nightmares contained within it a faint spark of the blazing inferno of the Beyond, for it was a thing that could not be, and yet demonstrably existed. This Charm upgrades Pyreflame Footlights: while that Charm is active, the Infernal considers the Underworld and all denizens native to the Underworld, such as ghosts, to be magical (see "Magic").
To avoid a total rip-off of Ultimate Darkness Internalization.
 
And, finally:
Crimson King Shintai
Cost: 30m, 2w; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Combo-Basic, Shaping, Form-Type, Obvious
Duration: Indefinite
Prerequisite Charms: Touch Of The Eldest, Calculating Dho-Hna Angles, Horror and Beauty As One, Oramus Mythos Exultant

Pity poor Oramus, for if he could activate this charm his troubles would cease. Alas, the Incarna decreed that only his most restrictive Jouten would be admitted into the realms of the real. Green Sun Princes face no such bindings, and may call forth their bloody majesty into Creation at will, transforming themselves into a cape of billowing red fluid draped around a humanoid emptiness, crowned with a wreath of Crimson fire.

While using this charm the Infernal must pay a 3 mote surcharge on the cost of any charms not belonging to Oramus.

In this form, the Infernal can be everywhere and nowhere. The Infernal adds his Essence in automatic successes to all Awareness rolls and may reflexively move to any point he can perceive by spending 1 mote. This movement effect does not grant the Infernal any special ability to dodge attacks and only takes effect after any attacks against the Infernal made on that tick have been resolved. This ability instead does instantly and perfectly end any grapple that the Infernal is subject to, and this power does NOT suffer the imperfection of the Dragon Beyond the World. Furthermore, the Infernal can reflexively hold any damage he suffers Elsewhere, committing one mote for a bashing level, two motes for a lethal level and three motes for an aggravated level. The Infernal can transfer these wounds in step 10 of combat resolution the instant he would normally suffer them and can hold them for up to the duration of this charm. The infernal heals these wounds even while they are Elsewhere at normal rates, after healing any wounds on his health track. Such wounds always count as wounds on the -0 track.

While wearing the crimson crown the Infernal has dominion over many unreal kingdoms. The Infernal always counts as being part of a mass combat unit with magnitude at least equal to that of the creature or unit attacking him or his permanent Essence, whichever is higher, for the purposes of calculating magnitude penalties (before taking account of bonuses for formations), and always forces a rout check on enemies damaged by the Infernal or his unit (charms or effects that would normally prevent rout force an Essence roll off). The Infernal always counts as being leader of a social unit with a magnitude equal to his Essence and a policy the same as his motivation. The magnitude of this social unit can never be reduced, but if its loyalty is reduced to zero the Infernal must still capitulate to the social attack that brought it to this point. Loyalty is then restored as if the social unit's magnitude shrunk.

Finally, any troops routed by the Infernal or his unit, or any targets reduced to zero willpower by the Infernal's social attacks, can be added to the Infernal's kingdom as a Shaping effect. The subjects are dragged screaming (often by tentacles) to realms beyond, never to return. Spirits subject to such effects are never reborn and demons count as dead for the purpose of fetich death and similar effects, and targets taken beyond never leave ghosts. Celestial Exaltations do find their way back to Creation after an indeterminate time. At Essence 7, this power transcends reality itself and no longer counts as a Shaping effect.
To be the King to end all Kings.
 
Ok, got my questions written up, and put in a plan for XP expenditure to get Lelouch a good basis for combat.

[X] Plan Be Thorough
-[] First and foremost, you need to know the general history of Creation, the Yozis, and everything else. Once you have that, ask any of the following questions which aren't answered by the info Seyrun gives you on that:
-[] You'll need some pertinent details about who you're working for.
--[] Given that Oramus showed up during your Exaltation, you imagine that he's your boss so to speak. Get confirmation of that, details of who he is and his role among the Yozis.
--[] Who else is important to note among the Yozis? Also, do they have any hierarchy among them or are they all more or less equal? You were noted to be a Peer, so where do you fit in among the ranks?
-[] The Reclamation. You're expected to help the Yozis escape their prison and reclaim Creation. What does that entail? What is your specific role, how often can you expect your marching orders to be updated, and how will it be communicated? Also, what do the Yozis intend to do once they've won?
-[] You have a Caste. This implies there are others of your kind working towards the Reclamation. What are the other castes, how many others can you expect to be working towards the Reclamation, how many others like you are there, and will you be expected to work directly with them or is every agent independent? Also, does Seyrun know the identities of any other agents of the Reclamation in the area?
-[] The Exalted. You know that there's your kind, and you know there's the Dragonblooded. You need a rundown of every type of Exalted, what kind of powers they have, if they also have their own castes, how many of each kind you can expect to exist, if the other types work for anyone in the same manner you do or have unified goals, what the conditions for receiving an Exaltation is, etc.
--[] Also, can the Anuhles smell any Exalted types other than Dragonblooded? Regardless, you can never be too cautious. Send two out to discreetly scout the school to see if any of the students or staff are a kind of Exalted they can detect. Avoid interactions with them, just report back after slipping away if they're noticed.
-[] Seyrun mentioned that Shinjuku was halfway to being a Shadowland. That doesn't sound good. What does that mean? Also, are there any similar concepts you should be aware of?
-[] It was confirmed that there's some kind of masquerade going on regarding magic. What are the important details?
-[] Clovis had a green tint to his hair, and you remember otherwise. Given everything else that's happened, an oddity like that shouldn't be ignored. Does Seyrun have any idea what that might signify?
-[] You have an idea. Spider silk is supposed to be very strong, even better than the materials body armor is made of, and Seyrun noted your minions are good at sewing. Could they use their silk to create clothing you can wear around normally that is bulletproof? If so, get some of them to work making some new school uniforms and casual clothing for you.
-[] Speaking of the minions, do the Anuhles have any needs you should be aware of? Do they have to eat often, and can they restrict themselves to hunting things like rats? You don't want a bored demon deciding it wants to eat a human who isn't an enemy.
--[] Speaking of eating people, confirm if they ate the corpse of the green haired girl or not. You don't imprison normal human beings in giant metal capsules. If they ate her was there anything unique about her they might have tasted. If not, who took her?
-[] Anything else Seyrun thinks is important for you to know.

I believe this should cover all the important information Lelouch needs to know. Let me know if I'm missing something important.

[X] XP Expenditure Plan - Basic Combat Proficiency

Dexterity 4 - 7 XP (one month)
Dodge 1 - 3 XP (6 days)
Athletics 1 - 3 XP (6 days)
Resistance 1 - 3 XP (6 days)
Firearms 2 - 4 XP (6 days)
Knightmare Frames (Drive) 2 and 3: 4 XP (Immediate)

24/30 XP spent.

Reasoning: Lelouch is very solid as a social character right now, so he doesn't really have a desperate need for an increase in any of those areas. However, he doesn't have much in the way of combat proficiency. As such I'm for increasing our Dexterity to 4 as our first purchase. After that is Dodge, because basic proficiency at doging is a must in combat. Athletics because it'll give us some proficiency with running around. Resistance because it lets Lelouch stop bleeding or avoid knockdown if he does get hit, and will give him greater endurance when dealing with strenuous activities. Firearms because Lelouch really isn't good for fighting in close quarters, and we have a gun as a weapon already. That should give Lelouch a firm basis for personal combat that will make him better than the vast majority of mortals. After that is getting the last two dots in the Knightmare Frame (Drive) specialty, which when combined with his dot in Drive will give him four base dice and thus put him on par with skilled pilots - he's still well below the level Suzaku, Kallen, or any other super-elites can fight at, but he won't be a pushover.

Six XP remain, and I'd prefer not to spend them - we could spend them to further one of the other options once they finish training, or we could save it so that at the end of the next scene we'll have enough for Essence 3 and Dual Gaze Paradox.
 
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[X] Plan Be Thorough
[X] XP Expenditure Plan - Basic Combat Proficiency

The Infernal adds his Essence in automatic successes to all Awareness rolls and may reflexively move to any point he can perceive by spending 1 mote.
Does this only account for natural senses, or are things like cameras included as well?
 
Ok, got my questions written up, and put in a plan for XP expenditure to get Lelouch a good basis for combat.

[X] Plan Be Thorough
-[] You've got a gist of the history of the Yozis and their overthrow, and you can go into more detail about the history of Creation with Seyrun later. (off-screen - no need to have the GM write the full history of Exalted) More important for now is the pertinent details of who you are working for.
--[] Given that Oramus showed up during your Exaltation, you imagine that he's your boss so to speak. Get confirmation of that, details of who he is and his role among the Yozis.
--[] Who else is important to note among the Yozis? Also, do they have any hierarchy among them or are they all more or less equal? You were noted to be a Peer, so where do you fit in among the ranks?
-[] The Reclamation. You're expected to help the Yozis escape their prison and reclaim Creation. What does that entail? What is your specific role, how often can you expect your marching orders to be updated, and how will it be communicated? Also, what do the Yozis intend to do once they've won?
-[] You have a Caste. This implies there are others of your kind working towards the Reclamation. What are the other castes, how many others can you expect to be working towards the Reclamation, how many others like you are there, and will you be expected to work directly with them or is every agent independent? Also, does Seyrun know the identities of any other agents of the Reclamation in the area?
-[] The Exalted. You know that there's your kind, and you know there's the Dragonblooded. You need a rundown of every type of Exalted, what kind of powers they have, if they also have their own castes, how many of each kind you can expect to exist, if the other types work for anyone in the same manner you do or have unified goals, what the conditions for receiving an Exaltation is, etc.
--[] Also, can the Anuhles smell any Exalted types other than Dragonblooded? Regardless, you can never be too cautious. Send two out to discreetly scout the school to see if any of the students or staff are a kind of Exalted they can detect. Avoid interactions with them, just report back after slipping away if they're noticed.
-[] Seyrun mentioned that Shinjuku was halfway to being a Shadowland. That doesn't sound good. What does that mean? Also, are there any similar concepts you should be aware of?
-[] It was confirmed that there's some kind of masquerade going on regarding magic. What are the important details?
-[] Clovis had a green tint to his hair, and you remember otherwise. Given everything else that's happened, an oddity like that shouldn't be ignored. Does Seyrun have any idea what that might signify?
-[] You have an idea. Spider silk is supposed to be very strong, even better than the materials body armor is made of, and Seyrun noted your minions are good at sewing. Could they use their silk to create clothing you can wear around normally that is bulletproof? If so, get some of them to work making some new school uniforms and casual clothing for you.
-[] Speaking of the minions, do the Anuhles have any needs you should be aware of? Do they have to eat often, and can they restrict themselves to hunting things like rats? You don't want a bored demon deciding it wants to eat a human who isn't an enemy.
--[] Speaking of eating people, confirm if they ate the corpse of the green haired girl or not, and if so if there was anything unique about her they might have tasted. If not, who took her?
-[] Anything else Seyrun thinks is important for you to know.

I believe this should cover all the important information Lelouch needs to know. Let me know if I'm missing something important.

[X] XP Expenditure Plan - Basic Combat Proficiency

Dexterity 4 - 7 XP (one month)
Dodge 1 - 3 XP (6 days)
Athletics 1 - 3 XP (6 days)
Resistance 1 - 3 XP (6 days)
Firearms 2 - 4 XP (6 days)
Knightmare Frames (Drive) 2 and 3: 4 XP (Immediate)

24/30 XP spent.

Reasoning: Lelouch is very solid as a social character right now, so he doesn't really have a desperate need for an increase in any of those areas. However, he doesn't have much in the way of combat proficiency. As such I'm for increasing our Dexterity to 4 as our first purchase. After that is Dodge, because basic proficiency at doging is a must in combat. Athletics because it'll give us some proficiency with running around. Resistance because it lets Lelouch stop bleeding or avoid knockdown if he does get hit, and will give him greater endurance when dealing with strenuous activities. Firearms because Lelouch really isn't good for fighting in close quarters, and we have a gun as a weapon already. That should give Lelouch a firm basis for personal combat that will make him better than the vast majority of mortals. After that is getting the last two dots in the Knightmare Frame (Drive) specialty, which when combined with his dot in Drive will give him four base dice and thus put him on par with skilled pilots - he's still well below the level Suzaku, Kallen, or any other super-elites can fight at, but he won't be a pushover.

Six XP remain, and I'd prefer not to spend them - we could spend them to further one of the other options once they finish training, or we could save it so that at the end of the next scene we'll have enough for Essence 3 and Dual Gaze Paradox.
Seyrun: "That's a lot of questions Boss. Are you sure you don't want to hear the story of Creation first, to avoid misunderstandings?

What did you change in it? Or did you just add it in the charm shop?
I added it. Now It's Ebby's Charms turn.
Does this only account for natural senses, or are things like cameras included as well?
Good question. The answer is: do a Stunt.
 
Ouch, that's going to hurt Lelouch. Finding out one of his friends, someone he sees everyday, failed at something so badly she waas given an infernal exaltation. And he didn't notice a thing.

The guilt's going to grab him hard.

I'm looking forward to the drama this will offer.
Actually, things happened when he wasn't present and quickly, but it's true Lulu is going to take it hard.

Meanwhile, I would like suggestions for "Ascendancy Mantle of Oramus", the final Charm to complete the set.
 
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