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====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.
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