BALSERAPHS, The Liars
"But won't my parents be upset?" the little boy asked.
"I'm not supposed to talk to strangers."
"Don't worry," I laughed, winking at him. "Anyway, an uncle's
not a stranger. They won't even know I was here. Trust me."
Penultimate liars, the Balseraphs are powerful celestial forces, the most
malevolent Band of demon. No other sort of being is so deeply wrapped in
his own selfish perspective.
Balseraphs, widely regarded by the rest of Creation as the universe's biggest
liars, don't see it that way -- but that's no surprise. A Balseraph cares
for nothing save his own perspective, however warped and twisted a take
on reality it may be.
Resonance
To a Balseraph, everything is a struggle, everyone is duplicitous, all motivations
are suspect and there are no innocents. These demons skew their observations
to support their dark suspicions. All evidence, however contrary to their
position, merely reinforces their previous opinions. This solidity of perspective
is what characterizes the personal symphony of a Balseraph, and it's what
keeps his forces from falling apart without the ultimate truths of the Symphony
to support his heavy soul.
A Balseraph can, through a minor exertion of will, extend his personal symphony
into other people's hearts, making them see his lamentable, paranoid point
of view. This ability serves a Balseraph well, as long as he keeps his stories
straight . . .
Dissonance
Broken angels or not, a Balseraph is still a Seraph at heart. A Balseraph
would no more lie to you -- from his perspective -- than his Heavenly counterpart
would.
When a Balseraph lies, he creates an entire reality within himself in which
the untruths his mind creates are true -- not could be true, but are true,
must be true. Passionately earnest certainty is the devil's finest instrument.
But the artificial structures of lies a Balseraph builds in his soul are
delicate, and must be perfect; imperfections are like broken strings to
the instrument of his personal symphony. If a Balseraph contradicts himself
to someone in a way that shows one of his personal truths to be a lie, then
he fractures his synthetic truth and generates dissonance.
Manner and Appearance
A Balseraph is tall and slender in the corporeal realm, graceful and hypnotic.
He dresses smartly, giving the same attention to his appearance as he does
to his lies. In his celestial form, a Balseraph looks like a many-eyed,
winged serpent, similar to a Seraph, though the distinction is immediately
noticible. These creatures, the most malevolent of demons, shroud themselves
in a palpable air of mystery and reservedness, directly opposed to the truthful
open-heartedness of the Seraphim. When the Balseraphs speak, people listen.
Other Bands don't question the Balseraphs. Not because another demon would
ever think the Balseraphs tell the truth, but because questioning their
honesty only makes you look gullible, that you think a Balseraph wouldn't
lie to you, as well as stupid, that you think he'd admit it. Asking a Balseraph
if he's really telling the truth is like asking a politician if he really
cares about his voters. And besides, it's rude.
Balseraphs, beyond being the most malevolent Band of demons, are also the
most freakishly paranoid. Since they can seldom be troubled to tell the
whole truth, they assume no one else does either.
Like their divine analogs, Balseraphs think of themselves as stringed instruments,
from guitars to violins. The delicacy, precision and grace required to play
such instruments serves to reinforce their smug vanity.
Game Mechanics
Balseraphs lie like rugs. They can invoke their resonance for twisting and
distorting a person's reality any time they wish, persuading a number of
people equal to the check digit of the successful roll.
The target of the lie may resist with a Will roll of his own. Don't treat
this as a conflict; the victim only needs to roll his Will, or lower. If
successful, the ensuing backlash will give the demon a point of dissonance,
and he won't be able to use his resonance on that victim for a number of
hours equal to the check digit of the victim's Will roll. If the target
fails his Will roll, he will be impressionable to the words of the Balseraph
for a number of minutes equal to the roll's check digit.
When resisting the lies of a Balseraph, a
Seraph
has the number of his Celestial Forces added to his Will roll whether the
angel is aware of the liar's true nature or not!
Whatever the Balseraph says (within reason; see the next paragraph), the
victim will consider to be an absolute truth. Other people may try to change
the person's mind, but the victim will steadfastedly remain convinced otherwise
for a number of days equal to the demon's Celestial Forces. Balseraphs don't
generate dissonance just because an old victim changed his mind -- the demon
still remembers what's "true."
Now of course, you can't convince someone of anything -- no one's going
to believe the sun is really the moon. But anything which can't be proven
by the hard fist of reality, either fact or opinion, is the playground of
the Balseraphs. Even when a Balseraph is trying to convince a person of
someone else's opinion ("He doesn't love you.") and that someone
else is standing right there ("But I do! I do love you!"), the
will of the Balseraph rules the day.
But when a Balseraph contradicts himself to one of his previous victims
-- only by word, not by action -- this generates a note of dissonance, even
if the victim no longer believes the demon. If a demon contradicts himself
to a victim by action (for example, supernaturally convincing a woman he's
not going to shave her head, and then tying her down and shaving her head)
he'll still generate a point of dissonance, but only until he can successfully
bring the victim under his thrall again. ("I didn't shave your head,
you did.") And no matter how many times a Balseraph uses his resonance
on someone, he can only generate one point of dissonance from that person
at a time. Once that point is cleared up, he's vulnerable to getting another
point of dissonance from that person but not for any lies which have already
been aired.
It's important for the player and the GM to keep track of what a Balseraph
character has said, and to whom. This might sound like work, but doesn't
really amount to a lot of bookkeeping. Only really worry about it with characters
who're likely to appear in more than one gaming session.
And any desire to stay in character aside, it's bad form to lie to the GM.
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