Editing
Promethean: The Created
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Transmutations== The powers of the Prometheans, Transmutations are intimately associated with the various Refinements. In first edition, these were your standard arrays of powers; each has a number of powers ranked by dots and you need to buy these in dotted order with increasing amounts of EXP. In second edition, things are more complicated. Upon entering a new Refinement a Promethean gains access to one Alembic (a small group of powers within a Transmutation) for each Transmutation that the Refinement has. Upon completing a role and picking another the Promethean can pick one new Alembic from each Transmutation. Upon completing all three Roles within a Refinement, the Promethean gains access to all four Alembics within a Transmutation. Each Alembic contains three abilities that can be used as regular powers as well as a single passive effect. When shifting a Refinement a Promethean loses all their powers and has to start with one Alembic from each Transmutation, even if one of the Transmutations is shared between the old and new Refinements- the Transmutations themselves may be the same, but the shifts in internal alchemy that come with different Refinements mean they have to be relearned in the context of the different Refinement. By spending Vitriol XP (which with a few exceptions can only be earned from completing milestones on the Pilgrimage), a Promethean can choose to Calcify an Alembic, allowing them to use the Alembic and its powers regardless of their Refinement. ===Alchemicus=== The power of transformation, and one of the signature Transmutations of the Mercurius refinement. The Stone Alembic focuses on altering the physical properties of objects, from repairing broken machines to turning lead into gold. The Aqua Regia Alembic allows Prometheans to produce a corrosive acid that eats away at nearly anything it touches. Spagyria specializes in manipulating temperatures, shapes, and sizes. Finally, Elixir can animate objects, briefly resurrect corpses, and immobilize enemies by turning them to stone for a short time. ===Benefice=== As its name suggests, Benefice helps others and through that aid the good of the group- a perfect fit for the Refinement of Bronze. The Command Alembic grants bonuses to any action requiring teamwork. The Consortium Alembic enhances the beneficial effects of the alchemical brand on a throng. The Control Alembic helps to boost the defenses of the user's allies. Finally, the Community Alembic allows the user to share Pyros and even some Bestowments and other Alembics with his throngmates. ===Contamination=== Contamination exploits the weaknesses of others and is meant to teach the Promethean that nothing is perfect. The Indulgence Alembic lets a Cathar detect a person's Vice and undermines their inhibitions in a way that they will be more likely to act on it. The Leverage Alembic allows the user to make someone reveal their darkest secrets- and then spread the knowledge of them to anyone who's listening. The Madness Alembic can induce (or rarely relieve) insanity, and the Suffering Alembic grants the user control over pain- either mitigating it or amplifying it as they see fit. ===Corporeum=== [[Vampire: The Masquerade|Three parts Celerity and one part Fortitude]], Corporeum is all about boosting the speed, dexterity and toughness of its user. The Charites Alembic grants greater Dexterity. The Zephyrus Alembic improves speed, initiative, and defense. The Motus Alembic improves Stamina and Strength, and the Hygeius Alembic allows users to shrug off all but the most painful wounds. ===Deception=== Now you see me, now you don't. The signature Transmutation of Aurum teaches the importance of hiding who you are, lest Disquiet and fear of the unknown push people away from you. The Anonymity Alembic focuses on erasing any evidence of a Promethean's presence. The Assimilation Alembic allows Prometheans to better blend into crowds and interact with groups of people. The Doppelganger Alembic lets a Mimic pass himself off as somebody else, and the Shadow Alembic grants the user the power to move silently and unnoticed. ===Disquietism=== Disquiet is a bitch. Disquetism can make it YOUR bitch. To some degree. At least enough to make it somebody else's problem. The Externalize Alembic manipulates Wastelands, sparing the user's throngmates as it turns its dangers against someone else. Internalizes suppresses the inevitable progression of Disquiet, making it slightly safer to interact with non-Prometheans. Redirect makes it seem like the user's Disquiet is coming from somebody else and provides the tools needed for the angry mob to occur, and Weaponize grants a variety of bonuses against enemies suffering from Disquiet. ===Electrification=== Zap, motherfucker! Stannum's go-to Transmutation is all about electricity and lightning in all its possible forms. The Machinus Alembic is used for remotely manipulating machinery and electronic devices, essentially making him a one-man generator- a useful ability given that Prometheans regenerate Pyros from contact with electricity. Arc is the most basic of the Alembics, which is all about electrocuting enemies with lightning bolts. The Oscillitus Alembic grants Prometheans control over magnetism, which can let the user do anything from ruin electronics to unleashing an EMP at will. Finally, the Imperatus Alembic allows the Fury to gain greater benefits from consuming electricity. ===Flux=== Wielding the powers of Flux allows a Centimanus to degrade itself and the world around it, reveling in decay and ruination. The Alembic of Blight focuses on fuelling Disquiet and coaxing the birth of Wastelands and Firestorms. The Alembic of Lordship allows a Centimanus to control Pandorans like faithful pets. The Alembic of Mutation lets a Centimanus resculpt its body in various hideous ways, allowing it to adopt (potentially permanently) various Dread Powers. Finally, the Alembic of Solvent allows a Centimanus to disrupt the Transmutations of other Prometheans in classic counterspelling fashion. This is a 2e Transmutation which replaced the Pandoran Transmutation of 1e, being much more versatile in effectiveness. Night Horrors: The Tormented added two more Alembics. The first is Cannibalize, which lets a Centimanus steal the skills, merits, and attributes of others by consuming their flesh. The second is Unleash, which gives the Centimanus the ability to make its body a living conduit of Pyros to strengthen itself and burn its enemies. ===Irradiation=== Signature power of the Zeka Lineage, Irradiation lets a Promethean create, control and manipulate radiation in various ways, from cooking enemies with blasts of the stuff to sucking it out of the environment to creating mind-controlling tumors in human brains to commanding swarms of carnivorous roaches to creating giant bug minions to shifting into ashen outlines on walls resembling those caused by people caught in nuclear explosions. This is a 1st edition Transmutation introduced in Saturnine Night; 2nd edition seems to be replacing it by simply causing a Zeka's radiation to alter the effects of other Transmutations' Alembics in unpredictable ways (e.g. Metamorphosis' Tegere Alembic might allow a Zeky to give someone cancer with a touch). ===Luciferus=== Derived from the Latin word for "light-bringer", Luciferus grants the ability to mess with light. The Solar Flare Alembic gives the Light-Bringer an aura of light that can dazzle or blind anyone nearby. The Morning Star Alembic uses light to beckon and beguile anyone who sees the user. The Blaze of Glory Alembic makes the user's Azoth more potent than normal, and the Beacon of Helios Alembic allows the Light-Bringer to become a force for hope so inspiring that he can save a throngmate from certain death. This transmutation did not exist until 2nd edition. ===Metamorphosis=== No, it's not just shapechanging. It's adaptation, with some shapechanging added to the mix- an odd fit for Cuprum at first glance, but the Pariahs aren't complaining since it fits into their theme of transforming the self. The Aptare Alembic grants traits that allow the Pariah to survive any environment, from water-breathing to enhanced climbing. The Bestiare Facies Alembic gives the ability to shapeshift into an animal. The Tegere Alembic changes the Promethean's skin into natural armor, and the Verto Alembic specializes in manipulating the Promethean's appearance. ===Mesmerism=== Mind powers! Through Mesmerism you can mess with people's emotions, ostensibly so you can understand human psychology better. The Phobos Alembic invokes fear, the Eros Alembic inspires devotion, the Eris Alembic induces confusion, and the Penthos Alembic eats away at self-worth. ===Nuclear Alembics=== The variety of corrupted Alembics that can be used and created only by Zeky, and invariably take a devastating toll on the world around them. The only known example mentioned is Tsar's Gift, a Vulcanus based Alembic which quite simply is all about making things explode. ===Pandoran=== The 1e signature power of the Centimanus Refinement, Pandoran Transmutations make a Promethean into a better monster, physically deforming it into useful, if grotesque, new forms and allowing to command Pandorans instead of being eaten by them. It was replaced in 2e by the Transmutation of Flux. ===Saturninus=== Pretty much the Promethean equivalent to [[Mage: The Ascension|the Sphere of Prime]], Saturninus allows a Promethean to master the aspects of Pyros that most affect their own nature. The Heed The Call Alembic hones a Promethean's abilities to sense the Azothic radiance given off by others of his kind, or make his own radiance more difficult to detect. The Plumb the Depths Alembic allows a Promethean to make the most of the collective Azothic memory that all Prometheans share through the Divine Fire. The Stoke The Furnace Alembic enhances the effect of Pyros used to temporarily boost attributes. And finally, the Prime the Vessel Alembic allows the Promethean to protect himself and his Vitriol. More importantly, it can be used to create the alchemical brand that joins a throng together for a wide variety of benefits- including slowing down the development of a Wasteland. ===Sensorium=== As the name suggests, this is the Transmutation of the senses. It can grant new senses outside of human ability. Specifically, the Vitreous Humor Alembic enhances sight, the Receptive Humor Alembic augments perception, the Stereo Humor Alembic allows the user to see auras and read minds, and the Somatic Humor Alembic can sharpen hearing, smell, or taste. ===Spiritus=== There are some ugly things out there in the World of Darkness, and Spiritus deals with them. The Clades Alembic tweaks a Promethean's humors to mimic the Bane of a supernatural being, allowing them to fight against them more effectively. The Clupeum Alembic grants superior defenses against supernatural powers. The Veritas Alembic pierces supernatural illusions and disrupts the powers of supernatural beings. And the Larunae Alembic allows a Promethean to pass himself off among supernatural beings as another of their kind, the better to study them. ===Vitality=== A mix of mental and physical fortitude to strengthen a Promethean. The Unbowed Alembic hones the mind to shrug off attempts at controlling it. The Unbroken Alembic gives a direct increase to sheer resilience. The Unconquered Alembic allows the user to perform incredible feats of strength, and the Unfettered Alembic ensures that no chain or confinement can hold the Promethean who uses it. ===Vulcanus=== The Divine Fire powers Prometheans, which interacts violently (and dangerously) with regular fire. The Cauterio Alembic utilizes the Divine Fire's power to transform, imbuing an inanimate object with a part of the Divine Fire's power or even give it a degree of intelligence. The Ignus Aspiratus Alembic allows its user to manipulate mundane fire, though it can all too easily go wrong. The Mutus Aspiratus Alembic allows Prometheans to sense and manipulate Flux, albeit in a much less dangerous manner than the true Transmutations of Flux (though this does make it better for dealing with Pandorans). Finally, the Sanctus Aspiratus Alembic grants the ability to manipulate Pyros directly.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information