Promethean: The Created

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Promethean: The Created
Designer(s) Bill Bridges, Conrad Hubbard
Publisher(s) White Wolf
Publication date August 11th, 2006
Genre(s) Personal Horror
System Storytelling System

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

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 human corpses 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 Frankenstein's monster, and the ability to create such, were products of 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.

Contents

[edit] The Life of a Promethean

A Promethean is created from the corpse of a human by a creator. Most creators are other Prometheans, who must create more of their kind as part of their journey towards mortality. More rarely, there are mortal creators who wield the Divine Fire in order to create a new form of life; these mortals are known as demiurges, and are most likely to create new types of Prometheans. When a Promethean is brought into the world, they often bear a full knowledge of any languages their body spoke in life and the processes necessary to control the body. In all other aspects, they are a blank slate. 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.

The Promethean is not human. 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 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. Disquiet affects more than just mortals; a Promethean who spends too long in one place will find the landscape becoming tainted by his Disquiet, eventually turning into a Wasteland. There is only one true means by which to escape from Disquiet: attaining mortality.

Such an act requires years of dedication, but it is possible for Prometheans. By undertaking a Pilgrimage, the Promethean gains knowledge of his self, other Prometheans, and humanity as a whole. The various steps of the Pilgrimage vary in all Prometheans, but one step remains constant: the creation of another Promethean of their line. The Pilgrimage is difficult and lengthy, but it can be achieved.

[edit] Lineages

Each Promethean takes after 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. Each lineage is also aligned towards one of the five classical elements, and, in keeping with the alchemical theme of the game, is imbalanced towards one of the respective humors. The lineages consist of:

  • Frankensteins, otherwise known as "the Wretched." The story of their creation follows Mary Shelley's novel, with a few distinguishing variations: Frankenstein created his monster using a mixture of current scientific knowledge and Paracelsian alchemy, and the monster survived the death of his creator to create others like himself. Frankensteins are created by taking the best parts from multiple corpses, assembling a patchwork (wo)man from said parts, then animating it through a mixture of the Divine Fire and electricity. Frankensteins are aligned with the element of fire and are imbalanced towards choler, and are thus driven towards vengeance and ambition. Frankensteins are also known for their massive strength.
  • Galateids, otherwise known as "Muses." Like their progenitor, they are known for their beauty and want of companionship; unlike their progenitor, they are not fashioned from stone, but rather from the unmarred corpse of a beautiful youth. They are walking contradictions, attracting people through their beauty while driving them away with Disquiet. Galateids are aligned with the element of air and are imbalanced towards blood, often making them courageous and amorous.
  • Osirans, otherwise known as "Nepri." The Osirans draw from their legacy as "children of a god" and often carry themselves with regal bearing, expecting others to follow them and bow to their wills. Another element they share with their progenitor is an incomplete body; as in the legend of the resurrection of Osiris, the creation of a Nepri involves the division of the body into 13 parts, the "least" of which (decided upon by the creator) is thrown away, and reassembly of the remaining 12. Osirans are aligned with the element of water and are imbalanced towards phlegm, giving them a tendency to remain calm in most situations.
  • Tammuz, otherwise known as "Golems." Golems draw their history from conflicting tales, one Hebrew in origin, the other resting in Babylonian myth. Nevertheless, the stories share one common element: rejection of the bonds of slavery. The Tammuz loathe slavery in all its forms, and wish to achieve mortality in order to break away from the fierce restrictions that Disquiet confers upon them. Golems are not created directly from clay, as in Jewish folklore; rather, a body is imbued with the Divine Fire and buried in the earth. Once the Tammuz awakens, it is his duty to claw his way out and face his new life. Tammuz are aligned with the element of earth and are imbalanced towards melancholy, making them both introspective and prone to fierce rage. They are also known for their seemingly limitless stamina.
  • Ulgan, otherwise known as "Riven." The Ulgan's origins lie in shamanism, drawing from an initiation rite in which the hopeful shaman's spiritual body is torn apart by hungry spirits and reconstructed piece by piece. Sometimes, the rite goes horribly awry, and the young initiate's physical body is torn to pieces as well. The remains, when stitched together and reanimated, produce a Riven, who can perceive and interact with the realm of ghosts and spirits. The occurrence of the rite in the life of the corpse is not necessary, as long as it is replicated in death by the Ulgan's creator. Some Ulgans draw their origins from the legend of Orpheus, who they claim was brought back to life after being torn apart by the Maenads. Ulgans are aligned with the element of spirit and are imbalanced towards ectoplasm, driving them towards intuitive and instinctual thought and action.

There exist rumors of a Nuclear Promethean, created in the wake of an atomic bomb explosion and powered by nuclear energy. His existence cannot be confirmed, however, as the only evidence of such lies in conflicting tales told by various Prometheans. Until more proof surface, he exists as an urban legend among Prometheans.

[edit] 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 six Refinements, but only five are viewed as "acceptable" by most Prometheans. These Refinements draw their names from five of the seven planetary metals:

  • Aurum, the Refinement of Gold, or Mortality. The Refinement of Aurum requires the study of humanity: their cultures, their beliefs, their emotions, and their actions. Truly "understanding" humanity may take many routes, some as benign as attending church services, others as horrific as committing cold-blooded murder in order to understand why humans do the same. Those who practice Aurum gain an affinity towards the Transmutations of Deception (using Pyros to escape the notice of others) and Mesmerism (using Pyros to subtly gain control of the emotions and thoughts of others). Practitioners are often called Mimics or Adamists.
  • Cuprum, the Refinement of Copper, or Self. Practitioners of Cuprum wish to gain total control of their bodies, their minds, and hopefully their Torment, in order to ease the control their humors have over their bodies and the toll their Disquiet takes on the land. Many followers of the Refinement take to isolation in nature, avoiding the "threat" that humans affected by Disquiet pose towards them. Those who practice Cuprum gain an affinity towards the Transmutations of Metamorphosis (using Pyros to shapeshift) and Sensorium (using Pyros to enhance the senses beyond physical limits). Practitioners are often called Pariahs or Eremites.
  • Ferrum, the Refinement of Iron, or Corpus. Those who practice Ferrum follow the path of the practiced warrior, believing that they can earn the trust of humans through martial prowess and the necessity for defenders in times of crisis. Practitioners of the Refinement often learn as much from martial arts and military training as their Disquiet allows them to do. Those who practice Ferrum gain an affinity towards the Transmutations of Corporeum (using Pyros to power and harden the body) and Vitality (using Pyros to perform unnatural feats of strength). Practitioners are often called Titans.
  • Mercurius, the Refinement of Quicksilver, or Pyros. Followers of Mercurius believe that for Prometheans to understand what makes a mortal a being with a soul, they must first understand that which serves as a replacement in themselves: the Divine Fire. To gain such an understanding, they often demonstrate a moral, intellectual and spiritual flexibility unmatched by other Prometheans, pursuing whatever avenues they believe might lead towards enlightenment. Those who practice Mercurius gain an affinity towards the Transmutations of Alchemicus (using Pyros to alchemically analyze and transform objects) and Vulcanus (controlling the very flow of Pyros through their bodies and bodies of others, using it to fantastical effect). Practitioners are often called Ophidians.
  • Stannum, the Refinement of Tin, or Torment. Disciples of Stannum have most likely witnessed first hand the horrible effects that Disquiet has on humans; often, they have been the target of that very rage. They believe that the best course of action is to get even, cultivating the flow of Disquiet and gaining revenge on those who have wronged them. Many Prometheans likely practice Stannum at some point in their journeys, but many outside of the Refinement view it as "youthful rebellion" at best, and obsession at worst. Those who practice Stannum gain an affinity towards the Transmutations of Disquietism (controlling the flow of Disquiet to redirect its effects towards humans and away from the Promethean, or easing its influence all together) and Electrification (using Pyros to generate electricity). Practitioners are often called Furies.

The sixth 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 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 were not enough, the study of Flux often bring Centimani into close association with Pandorans.

[edit] 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 acquistion 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 if 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. Each Pandorans exists as a Mockery of a Lineage, sharing similar elemental alignments and humorous imbalances as their creators. The Mockeries are:

  • Ishtari (the Mockery of the Golems, given to imprisoning their foes and keeping them alive as long as possible while feeding on their Pyros)
  • Renders (the Mockery of the Riven, tending to tear apart the Promethean quickly and drain the Pyros from what remains)
  • Sebek (the Mockery of the Nepri, given to inhabiting watery environments and drowning their prey quickly)
  • The Silent (the Mockery of the Muses, tending to mutilate and disfigure their prey)
  • The Torch-Born (the Mockery of the Wretched, given to charring the flesh of their prey before consuming it)

[edit] Books

[edit] External links

  • Official White Wolf page
  • ConradHubbard.com, homepage of Conrad Hubbard, White Wolf web designer, and one of the authors and designers of Promethean: The Created
  • JessHartley.com, homepage of Jess Hartley, White Wolf freelance author and developer, who, along with Joseph Carriker and Wood Ingham, was one of the core team of authors who produced most of the supplementary material for Promethean: The Created.
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