TheHoverpope/Granassa
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Granassa, progeny of the Grieving Lord, the Malfean Light
The Granassi are in all of Malfeas, they are the light that shows its majesties and its imperfections, they are the light that shows the glory and the horror. They show the demon realm and everything it is.
When in creation, they perform the same task: they show the demon realm and everything it is. Each Granassa is shines its light, and in its presence metals look a little more like brass, and every stone looks a little bit blacker. In its passing, men start wars and lovers fight. The Granassi have no bodies, even when materialized; they are light and intellect, and little else. This is a strength and a weakness; they can do little to affect the world, and the world can do little to hurt them. The only way to actually find the center of their being is to watch for the fall of the green shadows their light casts.
Attributes: Strength 0, Dexterity 4, Stamina 1, Charisma 0, Manipulation 3, Appearance 4, Perception 2, Intelligence 3, Wits 2.
Abilities: awareness 3, brawl 4, dodge 3, socialize 2,
Virtues: Compassion 1, Conviction 4, Temperence 3, Valor 3.
Willpower 6.
Soak 0L/1B, Health levels -0,-1,-1,-2,-2,-4,I.
Essence 3, Essence pool 62
Cost to materialize 31
Charms: Stoke the flames, Uncanny Prowess, Donning Spiritual Armor, Harrow the Mind, Essence Bite
Notes: The Granassa is naturally immaterial; it is at +3 difficulty to hit unless the attacker uses an appropriate stunt or essence sight. If the Granassa activates Donning Spiritual Armor, A sphere appears wherever its center is, negating the penalty earlier. The creature's bodiless nature means that no attack can do more than one level of damage without the use of a spirit destroying charm.
The Granassa's essence bite takes the form of a ray of light, and makes any creature it hits beautiful and terrible. Their appearance is raised by one point for each time the charm is used. However, when they are out of the light the Granassa casts, they are wretched and terrible, losing one permanent point of appearence for every time the charm is used. This heals as if lethal damage for exalts and gods.
In the presence of a granassa, one must make a successful Wits + perception, diff 3, or view everything and interpret each other's words in the worst possible light. If the roll fails, people will take compliments as condescending, gifts as traps, and love as a fraud. All social rolls are at -3 dice, and those under the demon's light are paranoid. If the roll botches, then the player becomes addicted to the purity of the Malfean light and will seek it out again. In the Granassa's light, all demons always gain 1 appearance and 2 dice to presence and socialize rolls.