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==Refinements== The "class" splats. Prometheans are divided by their "Refinements", their philosophical approach to undertaking the Great Work and achieving the New Dawn. All Refinements take their name from the Latin name for a particular metal to follow their alchemical theme, such as Stanneum (Tin), Aurum (Gold), Cuprum (Copper), Aes (Bronze) or Argentum (Silver). Unlike most social splats in the World of Darkness, because each Refinement focuses on a very specific concept of spiritual refinement such as Aid, Mortality, Torment, Source, etcetera, it's understood that a Promethean will change between Refinements on a relatively regular basis, instead of trying to stick to just one for the entirety of their existence. In first edition, Refinements weren't really anything special. They defined which two Transmutations you could start taking dots in and were used to unlock Athanors, which were permanent passive special abilities that'd also translate over into special bonuses if the Promethean achieved the New Dawn. You could freely switch between them, but it would take time in order to fully "grasp" its nuances; a week with a tutor, or a month figuring it out on your own. The exception is Stannum (or Centimanus, for Zeky); the experience of Torment is so instinctive to Prometheans that they can ''instantly'' switch over to it, but it's so seductive that it takes twice as long to change out of it. In 2e, Refinements became vastly more important, as pursuing them became necessary for the New Dawn to occur. With every Refinement comes a number of Roles. If a Promethean can fulfill these Roles they become closer and closer to the New Dawn and finally become human. A Promethean has to fulfill no less than ten Roles picked from at least four Refinements to be able to attempt the New Dawn; the more Roles thus mastered, the easier it is to accomplish the New Dawn and the easier the Redeemed Promethean's life will be upon becoming human. There are 10 refinements in total: five simple and five complex. Starting with a simple refinement a Promethean can, upon completing its Role, either perform another role in the same Refinement or switch Refinements. The complex Refinements require a teacher of some sort (either a living practitioner, an Athanor, or a book- the former is preferred since it offers not only a closer look at what goes into the Refinement but some much-needed company on the Pilgrimage), and a Promethean can never have more complex than simple refinements. Because of their philosophical nature, Refinements also affect and influence a Promethean's study of how to manipulate Pyros, and so each is associated with two specific Transmutations. ===Simple=== ====Aurum, Refinement of Gold==== ::'''Nickname''': Mimics ::'''Concept''': Mortality ::'''Associated Transmutations''': Deception, Mesmerism The thing about Prometheans that you need to remember is that they don't come into the world with an instruction manual. When they wake up, they don't know anything. Humanity in particular baffles and confuses them; they know they have to become human to accomplish the Pilgrimage, but they don't have the advantage of decades of conscious and subconscious social tutelage to fall back on to teach them about what that means. So, followers of Aurum, known as Mimics, focus on trying to better understand humans and blend in. As the New Dawn is the ultimate goal of Prometheans, it's a natural fit, but it doesn't hold ''all'' of the answers. Their Roles are: * Companion: By living as an equal amongst humans (friends, lovers) the Promethean wants to learn intimacy and human interaction. It may be on an individual basis or as part of a group, but the threats of Disquiet and Torment are always present. * Follower: Through trust and deference, the Promethean wants to learn how to trust people- a difficult lesson for a being that is persecuted simply for existing. Some take it too far and become almost totally subservient to that one person. * Leader: By taking charge themselves, they learn how to care for people, whether this is actual care or more in a mentor-like way. =====Pneuma, Refinement of Grace===== ::'''Nickname''': Edenites An alternative refinement of gold, the Edenites believed that only the grace of God can bring about the New Dawn, so they seek to become paragons of their faith and christian morality. It has the same roles as above, but all are within the context of a religious community. The refinement is however a dead end, since it relies on an external source and eschews the need to explore multiple refinements, its follower eventually stop progressing on their Pilgrimage. By the end of the [[Wikipedia:Thirty Years' War|Thirty Years' War]], the refinement dies out due to the fracturing of the christian faith and as more people begin to question the existence of God. ====Cuprum, Refinement of Copper==== ::'''Nickname''': Pariahs ::'''Concept''': Self ::'''Associated Transmutations:''' Metamorphosis, Sensorium One of the more philosophical Refinements, the Pariahs focus their efforts on attempting to find rebirth through understanding themselves and their territory. With some slight resemblance to Buddhism and Taoism, the Refinement of Cuprum preaches that the superiority of the soul to the body of and of nonresistance to fighting. Pariahs withdraw from human contact, adopting hermit-like lifestyles wandering the world and attempting to understand their place in it with the hope that this will eventually convince the world to accept them as part of it. For a Pariah the most important thing is to learn how to come out of their shell, bit by bit, to emerge as something new. Their Roles are: * Hermit: By seeking solitude and reflecting on themselves, a Hermit seeks self-knowledge and interacts with others solely on their own terms. When a Hermit emerges from their seclusion, they will emerge as a new person. * Sage: Living in solitude, Sages are willing to have others in their company for some time so that they can instill wisdom upon the visitors, so long as they prove themselves worthy of that wisdom first. * Watcher: Stalkers, in more way than one. By hiding and following someone the Promethean can learn stealth and tracking, and more importantly they can learn how humans behave when they're not around so they can better determine if their presence would make a positive impact on the world. ====Ferrum, Refinement of Iron==== ::'''Nickname''': Titans ::'''Concept''': Corpus ::'''Associated Transmutations''': Corporeum, Vitality Ferrum focuses on the physical aspects of the Promethean rather than the spiritual. The Titans seek out struggle and overcome it, learning from the experience. Titans strive to master their bodies, becoming stronger, faster, better in the belief that when they have mastered their flesh, they will have attained the physical perfection needed to shed their impurities and attain the New Dawn. Their Roles are: * Exemplar: It's no use being the biggest badass on block when nobody around you grows along with you. Training others trains you as well, in ways you could never train yourself. * Martyr: You're a badass. Use it to protect those less badass than you. You can take it, and what doesn't kill you will make you even stronger. * Soldier: Learn how to protect yourself. Through that, protect others. ====Plumbum, Refinement of Lead==== ::'''Nickname''': Originists ::'''Concept''': Source ::'''Associated Transmutations''': Disquietism, Saturninus The counterpoint mirror to Aurum, practitioners of Plumbum make the rather reasonable argument that if you want to become more like a human, you should probably figure out exactly what the hell you are and how that makes you different first. The Refinement of Lead focuses on studying the base Promethean condition: how Disquiet and the Wasteland work and how to lessen their impact, identifying just what makes them tick and how they tick in order to make reasonable deductions into why. Because of this, Lead is second only to Stannum as the most likely choice for a Promethean's first Refinement. Their Roles are: * Ascetic: By being alone or with fellow Ascetics a Promethean can learn what it is like to be a Promethean without endangering others with their powers. Groups of Ascetics tend to not last very long but they can get shit done fast. * Chronicler: Essentially a historian of the Promethean condition. By talking to other Prometheans, they discover what they are, where they come from, and where to go next. * Pilgrim: Travelers who seek where they came from, and from there they can decide where to go next. They are the glue that keeps a Promethean throng bound together. ====Stannum, Refinement of Tin==== ::'''Nickname''': Furies ::'''Concept''': Torment ::'''Associated Transmutations''': Disquietism, Electrification There are many philosophical arguments that one could make to justify the Refinement of Tin, from the fact that Torment and Disquiet clearly ''are'' natural parts of the world as far as Prometheans are concerned, to the need to understand the propensity for destructive rage that lurks within the Created, to learning about how their anger ties into the human concepts of revenge and justice, but ultimately it all boils down to something simple. Furies use their Torment and hopefully learn to master it rather than being mastered by it. The Prometheans have to put up with a ''lot'' of shit in their day to day lives. And sometimes, it's good to be able to dish out a little payback. Their Roles are: * Outcast: By living on the fringe of society, a Promethean can learn from the farthest parts of humanity in the hopes of coming closer to it. * Savage: Weaponizing their Disquiet, a Promethean can learn what effect his fury has on others and how fear can break down a community. With luck, he won't go further and become a Centimanus in the process. * Vigilante: By establishing himself as the protector of a community, the Promethean can be a source of justice in places where there is none. ===Complex=== ====Aes, Refinement of Bronze==== ::'''Nickname''': Sentries ::'''Concept''': Aid ::'''Associated Transmutations''': Benefice, Corporeum The Sentries are the upholders of hierarchies, putting the [[Greater Good|good of the group before their own]]. This Refinement is only practiced by Prometheans who have managed to form a Throng (a traveling group of Prometheans), it focuses on the idea of sacrifice and teamwork, striving to become the best they can in order to ensure that others are helped and guided. Their Roles are: * Bodyguard: By protecting their charge from danger, a Promethean learns how to deal with people on their terms instead of the Promethean's own. * Seeker: Tending to the emotional and spiritual needs of a group, the Promethean learns that sometimes people need to hear things they should hear, instead of what they want to hear. * Servant: By taking up the burdens of others a Promethean learns how to adapt in many ways: how to suit others, how to fit in, and how to feel empathy for another. ====Argentum, Refinement of Silver==== ::'''Nickname''': Mystics ::'''Concept''': Mystery ::'''Associated Transmutations''': Sensorium, Spiritus The Mystics are, in a word, curious. Argentum is basically the same "let's learn about the neighbors!" mindset as Aurum, but applied to the ''other'' creatures of the night instead of humanity. Now, this might seem counter-intuitive at first glance, but remember the point made in Aurum; Prometheans don't really know anything about humans, they just know they need to become one. So, Argentum is a valuable philosophy to them as the Study of What Humans Are Not, aka vampires, werewolves, mages and all other wonderful critters that hide in the dark are their focus. It does kind of suck if your Storyteller is adamant on running a game where you don't meet any other kinds of supernatural phenomena beyond Prometheans and their little bubble of Azoth-related weirdness, but on the other hand, there's never a shortage of ghosts or spirits, especially when an Ulgan is around. Their Roles are: * Envoy: The unlucky bastards who get to make first contact and hopefully convince the other game lines that they mean no harm, hopefully before the werewolf rips your head off because it thinks you're possessed by a spirit. Which, if you're an Ulgan, is not entirely incorrect. * Observer: The bookish ones, keeping logs on what the other game lines are and what they can do in an attempt to learn from them and not get brutally murdered in the process. With luck, they can learn how they differ from humanity and apply that knowledge to the Promethean condition. * Wardens: The Prometheans who are [[LARP]]ing [[Hunter: The Vigil]]. No idea what they're up against, but they carry everything that might help against the (other) monsters out there. ====Cobalus, Refinement of Cobalt==== ::'''Nickname''': Cathars ::'''Concept''': Impurity ::'''Associated Transmutations''': Contamination, Deception As you'd expect of a place called the World of '''Darkness''', the world that Prometheans live in is not a happy place. And, likewise, humans are far from angels. The Cathars seek perfection through imperfection. They devote themselves to study of the darker and seedier aspects of life; sin, vice, madness, cruelty, evil, all so they can learn to better identify the impurities in their own souls and expel them. By knowing their limits and fallibilities the Promethean can learn how to [[Planescape: Torment|endure, and in enduring grow stronger]]. This is a very difficult path to walk, as such focus on humanity's ugly side and the Promethean's own flaws can lead to disillusionment that ultimately guides them down the path to Centimanus. Their Roles are: * Confessor: By helping others overcome their weaknesses and deal with their sins the Promethean learns more about why people do bad things. * Deviant: Sex, drugs and rock & roll, baby! By indulging in vice and sin the Promethean gets a first-hand look at what it's like to sin. This can also include things like self-mutilation, checking into a mental ward or even become part of a hate group. [[Racial Holy War|Empty a Glock on Count Orlok!]] * Provocateur: Instead of indulging in vice the Promethean pushes it, the better to see how the impurities in people's hearts and minds can affect them. Be a fucked up whore, a drug dealer, incite crowds into violence or lurk internet forums and [[troll]] them. ====Mercurius, Refinement of Quicksilver==== ::'''Nickname''': Savants ::'''Concept''': Pyros ::'''Associated Transmutations:''' Alchemicus, Vulcanus Prometheans are creatures born of alchemy and the Divine Fire, and it's only natural that some seek to find the keys to completing the New Dawn by unlocking the secrets of Pyros. The Savants are the [[wizard]]s amongst Prometheans, learning how to do Alchemy beyond the abilities of their fellow kin. Despite being a bunch of nerds they can grow immensely powerful. It is one of the deeper and more thought-provoking Refinements, and requires a certain level of introspection to even contemplate. Their Roles are: * Craftsman: These Prometheans simply build and make thing, just to say that they can. * Explorer: The world is filled with answers, and these Prometheans try to match them to the right questions. * Scientists: By experimenting with their abilities in the scientific method, the Promethean can figure out just what it can and can't do. Unfortunately they tend to place their science above any kind of ethics. ====Phosphorum, Refinement of Phosphorus==== ::'''Nickname''': Light-bringers ::'''Concept''': Ephemerality ::'''Associated Transmutations''': Luciferus, Vulcanus The Light-bringers know that the path to the New Dawn takes long years, if not decades. They don't want to wait, they want to be human, and fast! As such, the followers of this Refinement want to feel alive more than anything else, spurring themselves and other Prometheans forward and understanding humanity by understanding the nature of mortality. Their Roles are: * Daredevil: Live fast, die young. Preferably more of the former. They do dangerous and stupid things to the point of [[Chaotic Stupid]] because it makes them feel alive and teaches them about the thrill that can only come from the proximity of death. * Psychopomp: To truly appreciate life, you must know death. By studying death in some way or form the Promethean hopes to learn about life from it. * Whip: Spur others onwards to [[meme|JUST DO IT]]. If they don't act, they don't live and need to be dragged into life, kicking and screaming if it must be. By pushing others to take risks, the Promethean learns about the concept of risk in itself. ===Centimanus, Refinement of Flux=== ::'''Nickname''': Hundred-Handed, Freaks ::'''Concept''': Monstrosity ::'''Associated Transmutations''': Pandoran (1e) or Flux (2e) The Refinement no Promethean likes to talk about, Centimanus is the complete opposite of all other Refinements in that it focuses on embracing the alien and evil aspects of Promethean nature. The Hundred-Handed have effectively given up on the New Dawn entirely; as far as they can see, if the world is going to keep treating them like monsters then they may as well become monsters in reality too. Centimani ''reject'' the New Dawn as either impossible or simply not worth it, instead focusing on becoming the greatest monsters that they can be. Between their mastery of Flux and their ability to command Pandorans, other Prometheans view them with pity at best and at worst feel they have to be destroyed for the good of the rest of their kind. In first edition, despite this association with negative aspects of Pyros, being a Centimanus could still serve as a bizarre and unconventional step on the Pilgrimage; potentially misleading, yes, but also a great way of understanding humanity by further becoming aware of the parts of human nature that lead humans to become other gamelines' monsters. In 2e, however, Centimanus was changed into a true embodiment of stasis and degeneration; this Refinement has ''no'' Roles, and so a Promethean cannot progress on the Pilgrimage until they abandon it; due to the extent it takes them off the Pilgrimage, the only Refinement that a Centimanus can switch to is Stannum (the logic being that the belief "I am a person and do not deserve to be treated like this" presupposes that the one believing it is a ''person'' and that there ''is'' another way they can be treated, as opposed to just staying a monster and giving up on being anything else). Also, since they can no longer progress on the Pilgrimage, they can no longer make their own vitriol. Which means that they can only get it by draining it out of their almost-certainly-unwilling fellow Prometheans' bodies via the lacuna, like a Pandoran. This is exactly as rapey as it sounds and more (for all intents and purposes, it's literally stealing their character development), so there won't be much lost love or civil contact between the Centimani and other Prometheans.
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