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Promethean: The Created
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==Other Weirdness== No corner of the World of Darkness is free of strange things, and Prometheans will encounter a lot of fucking weird-ass stuff on their Pilgrimage, even just by sticking to their little bubble of Azoth-induced or influenced things. ===Pandorans=== Pandorans are the malformed horrors spawned when a Promethean creation rite fails; the body of the prospective Promethean tears itself apart, and Pandorans spawn from the pieces. Like Prometheans, they draw power from Pyros but cannot generate Azoth themselves. Instead, they harness the destructive aspects of the Divine Fire (called Flux) to steal the Azoth from Prometheans; if none are nearby, they enter a state of dormancy until a source of Azoth revives them. Though normally they attack Prometheans on sight and are motivated primarily by hunger, the Centimani are infamous for their knack for using them as guard dogs. Overexposure to Pyros causes them to begin cannibalizing each other, with the end result being a Praecipitatus- an abomination that can steal Pyros from other Pandorans and possesses superior abilities, but tends to die off quickly and return to its constituent Pandorans due to being torn apart by its own Flux. In the rare event they manage to steal the precious substance known as Vitriol from a Promethean (an act so dreaded it has its own name, the lacuna, and is essentially [[diablerie]] lite, sucking away all the memories of the Pilgrimage), a Pandoran can evolve into a Sublimatus, a much more intelligent but no less monstrous creature that exists solely to hunt and kill Prometheans. Unlike their lesser cousins, they can extract Azoth from human flesh if there are no better sources of food nearby and can use Transmutations of the Flux Refinement. The most cunning of them are even able to create cults of dedicated humans to do their bidding. ===Qashmallim=== Mysterious angel-like beings thought to be sentient manifestations of Pyros. They serve something they refer to only as "The Principle", which Prometheans theorize might be the source of the Divine Fire. When they appear to a Promethean, odds are something important is going to happen. Be warned this is not necessarily a good thing. ===Clones and Hybrids=== Clones are essentially artificial Pandorans; attempts at creating clones of humans through stolen Pyros, producing creatures that are even further removed from humanity than Prometheans are. These miserable creatures rarely live for longer than a few years unless they somehow find a steady source of Azoth and are only capable of serving a specific purpose dictated to them by their creators. The few that do manage a glimmer of self-awareness quickly succumb to despair as they realize their soulless nature, but most act as little more than servile automata that lack free will. However, they can be made into full-fledged Prometheans and get a chance at undertaking the Pilgrimage. Some of the loopier Rathbens (see Alchemists) go a step further, splicing in bits and pieces of animal DNA to create what are called Hybrids. Hybrids initially appear human, but quickly degrade into a freakish amalgamation of human and animal as their genetic instability manifests itself. They also tend to be a mess mentally as well, as the human parts of their mind are irreconcilable with their animal instincts. ===Scions=== A 1e element that hasn't resurfaced in 2e yet, Scions are essentially the Promethean equivalent of [[Dhampyre]]s; human children born to a parent that should ''not'' be capable of siring a child or falling pregnant. Whether they are born from the carnal union of Promethean and human - or, more miraculously, two Prometheans, Scions are fundamentally normal kids... except for the ability to see through the "masks" that Prometheans project to fool people into thinking they aren't walking corpse-golems. And the fact they're immune to Disquiet. Needless to say, you do '''not''' want to try to hurt one of these kids. ===Alchemists=== The newly introduced antagonists of 2e, mortal alchemists interested in Pyros tend to be known as the Insatiate by the more temperate practitioners of the trade, because they're so damn desperate to make their alchemy work that they're willing to torture and murder Prometheans in order to rip the Pyros-rich Vitriol from their bodies so they can use it for their alchemy- turning lead into gold, brewing the Elixir of Life, that sort of thing. They also tend to try mixing up various tonics to give themselves superpowers, Jekyll-style. This is pretty insane to begin with, but add in the fact that it's ''really'' not a good idea to go injecting raw transmutational energy into your living brain, and the Insatiate tend to go screaming off the deep end in pretty short order. In effect, their complete disdain for their own humanity effectively makes them attempt the Pilgrimage in reverse, trying to learn more about monsters so that they can throw their humanity away forever by slurping down the Vitriol to become them. And, unfortunately for the Prometheans, alchemy tends to pay ''very'' well (unsurprising, given the "lead into gold" thing), so they have a lot of resources at their disposal. Alchemists who don't go doing this tend to be far less hostile to Prometheans, because, you know, they're not hopped up on pure liquefied madness and know enough about Prometheans to conclude that it is unwise to provoke them. That said, Prometheans try to avoid the sane ones too: all it takes is a little Disquiet for them to realize they have a free source of Vitriol sitting right in front of them. Closely related to these are the "Rathbens". Named after the rogue Cheiron Group scientist that first perfected the procedure of cloning (a man so insane that even ''the Cheiron Group'' thought he was going too far), these scientists are single-mindedly fixated on creating clones, and the effects of the clones themselves inevitably push them right off the deep end if they weren't already insane to start with. ===Petrificati=== When a Promethean stays in a Role for too long after completing it, are not part of a branded throng, and have not yet performed ''multiplicatio'' (the step of the Pilgrimage in which the Promethean creates another of their kind), something strange happens. Their Azoth weakens and eventually fades away completely, and when the Divine Fire dies out so does any remaining sign of free will and intelligence. The end result is a Petrificatus, a mindless wretch whose only trace of humanity is the Role they continue to act out. Outside of their Role, Petrificati are essentially automata that can do little more than eat, walk to safety, and make feeble attempts at self-defense if attacked. However, they retain the supernatural resilience of a Promethean to an extent and lose several of the typical Promethean vulnerabilities (e.g. weakness to fire), as well as all access to Bestowments and Transmutations. As their Azoth is gone, Petrificati do not cause Disquiet, Wastelands, or the like; Pandorans also ignore them for the same reason. (People may notice their odd behavior, but typically assume it's just stress or fatigue.) They are immune to mind reading as well, as they have no minds to read. Even while "alive", all that they do is the product of instinct and compulsion rather than any kind of thought process. Some may still retain Vitriol, but it is useless to them and reacts violently when they take a large amount of damage at once. This would all serve to make them more pathetic than anything else if it weren't for one major exception to their Role-driven behavior: when presented with a corpse or severely injured person, a Petrificatus will attempt to perform the act of ''multiplicatio''. Most of the time this only leads to the creation of Pandorans, but it can also end up creating a new Petrificatus instead. Given their innate resilience, it is not unheard of for small communities to be full of Petrificati- and if the Petrificatus' Role is murderous or works with corpses, their numbers can rise to dangerous levels. As there is no known way for one of the Stuck to rejoin the Pilgrimage, the only thing anybody can do for them is to end their emptiness by killing them. ===The Jovian=== An enigmatic spiritual force that seeks to keep Prometheans stuck on the Pilgrimage, never reaching the New Dawn but never abandoning it outright like the Centimani either. While it can manifest in Twilight, it acts like no spirit or ghost and can generate physical forms for itself out of nothing. Though its bodies can be killed, it can create new ones at will and it is unknown if it can be permanently destroyed. Rather than the obvious dangers of other antagonists, the Jovian is a seductive force, luring you to keep going along with the status quo through deceptive advice or indirect troubles. And the most reliable way to get rid of it just makes it someone else's problem. {{WoD-Games}}
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