Promethean: The Created

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Promethean: The Created
PrometheanTheCreated cover.jpg
Cover art
Designed by Bill Bridges, Conrad Hubbard
Published by White Wolf, Onyx Path
Publication date
  • August 11, 2006 (First Edition)
  • August 3, 2016 (Second Edition)
GenresPersonal Horror
Systems Storytelling System

Promethean: The Created is a role-playing game published by White Wolf, set in the Chronicles of Darkness setting.

Contents

The game is inspired by the classic tales of Frankenstein's monster, the Golem and other such simulacra. The characters are individuals created by first dismembering and reassembling a human corpse in most cases or multiple corpses in others to form a human body, then animating the body with Pyros, the Divine Fire. The resulting creation is known as a Promethean. Animated by the Divine Fire, but lacking a soul, Prometheans seek the greatest prize they know: humanity. Prometheans have no direct equivalent in the original World of Darkness (though beings like Frankenstein's monster, as well as the ability to create and play as such, were associated with the Sons of Ether), but elements of the game, on the surface, recall elements of such games as Wraith: The Oblivion and Mummy: The Resurrection .

The life of a Promethean

A Promethean is created from the corpse of a human by a creator; in certain cases, desired components from more than one corpse are combined into a single end-product. Very rarely, otherwise inanimate matter may be used, making a sort of magical android similar to a Golem but with considerably greater variation in form and composition. Most Prometheans are created by other Prometheans, who must create more of their kind as part of their journey towards achieving a state of true mortality. Much less common are instances where mortal creators wield the Divine Fire in order to create a new form of life; these mortals are known as demiurges, and are the most likely to create new types or Lineages of Prometheans. When a Promethean is brought into the world, they often have full knowledge of any languages their body spoke in life, and the processes necessary to control the body (hand-eye coordination, basic visual navigation, etc.). In all other aspects, they are a blank slate, although individuals may discover "memories" of skills, locations, knowledge, etc. once possessed by the mortal(s) whose bodies they now use. Some Prometheans aid their progeny in learning the basics needed to survive in the world; others leave them to figure things out on their own. There are also cases when the maker is destroyed by one means or another before the progeny wakes.

The Promethean is not human, in either the physiological or cognitive sense. It is a corpse that walks, its autonomic functions and soul replaced by the power of the Divine Fire. While the Divine Fire allows him to pass as a human from a distance, it does not make up for the lack of a soul. When a Promethean spends enough time around humans, the humans begin to fall prey to Disquiet, the feeling that there is something not just fundamentally different, but utterly wrong about the Promethean. Disquiet initially manifests itself as distrust or avoidance of the Promethean; at its worst, it can blossom into mindless rage that can only be abated by the death of the Promethean. Different Promethean Lineages generate different manifestations of Disquiet, each with their own enervating effect on the local environment and population. Disquiet affects more than just mortals; a Promethean who spends too long in one place will find the landscape and environment itself becoming tainted by his Disquiet, eventually turning into a Wasteland. Leaving the tainted zone far behind allows the land to eventually heal, but it does require the Promethean to keep on the move.

There is only one true means by which to truly escape from Disquiet: attaining mortality. Such an act requires years of dedication, but it is possible for Prometheans. By undertaking the Pilgrimage, the Promethean gains knowledge of his self, other Prometheans, and humanity as a whole. The various steps of the Pilgrimage vary widely from one Promethean to the next, but one step remains constant and inviolable: the creation of another Promethean of their line. The Pilgrimage is difficult and lengthy, but it can be achieved.

It is worth noting that the understanding and becoming of humanity can just as easily refer to the baser and worse of human impulses as to the noble and good - although those Prometheans that actually perform reprehensible acts (murder, stealing, etc.) are less likely to successfully complete the Pilgrimage.

Lineages

Each Promethean takes on the traits of the progenitor, the first of their kind. The various Lineages of Prometheans take their roots from notable "Created" or "reconstructed" throughout folklore and fiction. The five original Lineages are also aligned towards one of the five classical elements, and, in keeping with the alchemical theme of the game, are imbalanced towards one of the respective humors. Two additional Lineages revolving around alternate circumstances of creation were added in the second edition. The Lineages consist of:

Two other Lineages appear in other materials:

Refinements

During the course of a Promethean's journey towards mortality, they must dedicate themselves towards a Refinement. A Refinement is equal parts philosophy and alchemical regimen, framing the Promethean's outlook on humanity and their own existence as well as granting them knowledge of Transmutations, the ability to alchemically alter the properties of their bodies and Pyros to great effect. It is expected that a Promethean will change Refinements at least once in their journey. There exist eleven Refinements, but only ten are viewed as "acceptable" by most Prometheans. The original five Refinements drew their names from five of the seven planetary metals; rarer paths based on the properties of other alchemical metals were added later in the book Magnum Opus and in the game's second edition. The second edition further split the Refinements into two types: simple and complex; new Prometheans must always start on a simple Refinement, and no Promethean may have more complex Refinements learned in their lifetime than simple. Each Refinement also has three roles associated with it, which serve as different viewpoints on how the ideas of the Refinement can be used.

The simple Refinements are:

The Complex Refinements are:

A final Refinement is Centimani, the Refinement of Flux. Taking their name from the Hundred-Handed of Greek mythology, the followers of Centimani study Flux, the force of destruction that acts as the opposite of Pyros. Many Centimani are viewed as monsters by other Prometheans due to the fact that they have effectively abandoned the pursuit of mortality and have firmly embraced the belief that they are monsters. If this was not enough, the study of Flux often brings Centimani into close association with Pandorans. These creatures study monsters among humanity - serial killers, rapists, and criminals - as well as manipulating their own monstrous forms. In the original edition, Prometheans were allowed to follow Centimani as a step along their Great Work, but the second edition changed it so that Centimani are no longer on a Pilgrimage at all, their progress towards their Magnum Opus completely arrested until they go back to a proper Refinement path.

Pandorans

In the pursuit of mortality, one step must be undertaken by all Prometheans: the creation of another Promethean of their line. There are times, however, when the creator is not fully prepared to bring a new life into the world, doing so out of haste, impatience or selfishness rather than necessity. When this occurs, the process of creating new life becomes tainted; Flux takes the place of Pyros, and a Pandoran is created. Most Pandorans exist as mindless entities driven solely by instinct; there are the occasional few, however, who attain full sentience and possess human levels of intelligence. These Pandorans are known as Sublimati.

All Pandorans center their existences around one goal: the acquisition of Pyros to feed upon. Pandorans react strongly to the flow of Pyros, awakening from states of dormancy induced by mortal Disquiet (in which the Pandoran appears as a statue or similar object) and chase after the source of flame. If a Pandoran is successful in its hunt, it will likely kill and cannibalize the Promethean. Some Pandorans keep their quarries alive but helpless, feeding off the Promethean's constantly regenerating Pyros. Originally, each Pandoran existed as a Mockery of a Lineage, sharing similar elemental alignments and humorous imbalances as their creators. In the second edition, Pandorans are no longer typed by Mockery. The Mockeries were:

Ironically, the bane of Prometheans' existence, Disquiet, is the most effective weapon against Pandorans, as a Pandoran subjected to the attention of a mortal (and the Disquiet thereby generated) for more than a short span of time will be forced into a physically inert state of dormancy, as well as physically transmuted into some form of stone. Many Pandorans remain this way for centuries, as only close proximity to a source of Pyros (such as a Promethean, Firestorm, or qashmallim) will rouse them.

Qashmallim

The Qashmallim are powerful manifestations of the Divine Fire, seemingly angelic beings who exist to carry out a single mission on behalf of something they call simply "The Principle." They are bringers of visions and messengers of doom, givers of hope and swords of retribution. Each qashmal vanishes after carrying out its task or if it failed in the attempt, and they never try again.

Just as the Divine Fire itself is mysterious and ineffable, the qashmallim are unfathomable and their motives impenetrable. One qashmal might be dispatched to warn a person of impending danger, even as another is urging a separate person to bring about that danger. Even as they may work at cross-purposes, they also seem to be divided into two general Choirs:

Books

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