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===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.
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