Promethean The Created - Saturnine Night
Promethean The Created - Saturnine Night
Promethean The Created - Saturnine Night
PRINTED IN CHINA
ISBN-13: 978-1-58846-609-9
W W60301 $26.99 US
www.worldofdarkness.com
WW60301
TM
SATURNINE NIGHT
PRINTED IN CHINA
ISBN-13: 978-1-58846-609-9
W W60301 $26.99 US
www.worldofdarkness.com
WW60301
TM
Prologue:
nexuses, from which surround spun metal sockets or terminals. Where the wires
poke through, the skin around them looks like it has the first signs of gangrene.
He has her Measure. He shows no surprise.
He might not have had a hand in making us, sister, but His purpose governed it
all. His provision watches over us all.
She cocks her head to one side, and the metal socket at her temple catches the
sunlight. She says nothing for quite some time. Then she blinks, slowly. Over you, maybe,
she says.
Boys in the jeep saw the sign on the fence and turned right back. No point in backing off.
Thought Id go across, see what I could. Here I am.
How are you alive? She leans forward. In the Blight?
Same way you are, I guess. Im like you. Got the same thing keeping me going as you.
She shakes her head, slowly. No. Youre not like us. Not really.
Us?
Its just me. There was someone else. He isnt here now, she says. He made the
land like this, and he moved on.
So why are you here? he says. He pushes himself up against the rock.
Im here for the hot cell, she says.
The Skin Girl, several paces down the corridor, turns around. He beckons her
over.
John shakes his head for a moment, and then goes to see the corpse. Its lips are
pulled back over blackened teeth. The eyeballs have dried up completely, leaving
behind optic nerves that stretch across dry sockets like cobwebs.
Do you? His voice tails off.
She shakes her head.
The other bodies, further down the corridor, are the same: the one slumped over
the checkpoint desk, head buried in a box of security passes; the uniformed woman
sitting with her back to the checkpoint wall, dust in eye sockets and mouth; the two
men lying on the floor of an office, next to the remains of smashed, blasted computer
terminals.
John concludes that the rustling sound he can hear is the sound of the wind on the
paper-dry corpses. Then he looks back over his shoulder. The doors still shut. Theres no
breeze in here.
He looks up. There is a closed circuit camera above Johns head. Its red light is
blinking.
Hey, he says, beckoning the Skin Girl over. He points.
The Skin Girl looks up at the camera intently. Then she screws her eyes up, lowers
her head, presses the heel of her hand against her forehead.
You OK? says John.
She shakes her head from side to side, as if to clear it. Just a headache, she says.
Say what? says John.
The staff canteen is full of dead men and women in uniform, lying on
the floor, still holding trays, slumped over plates of long-dried food, white-clad
caterers on the floor, their arms lifted, their shriveled hands still clutching the
edge of the counter. John begins to feel something not unlike the sickness in his
stomach again. He crosses the hall, ahead of his companion, and begins to sing,
his voice distorted by the places strange acoustics.
When I tread the verge of Jordan,
Bid my anxious fears subside;
Death of Death and Hells Destruction,
Land me safe on Canaans side!
Songs of praises,
Songs of praises,
I will ever give...
He trails off. The Skin Girl says, What is that youre singing?
Its about my hope, he says.
She laughs, once, sharply.
John steps on one body, trips, puts his whole weight on the chest.
Theres a crack and his foot goes right through. The body disintegrates
in his hands as he extricates his foot.
What happened here? he says, regaining his feet, brushing fragments
of mummified flesh from his jeans.
The Skin Girl shrugs. Criticality accident, she says, blankly.
Say what?
They were manufacturing weapons-grade plutonium
here. The cooling system failed, or maybe someone dropped a
bar of plutonium. They all died.
John looks around, runs a hand over his head. He makes eye
contact again. You got see-through skin in more ways than
the obvious.
The Skin Girl cocks her own head to one side. A vein begins
to throb beneath the skin of her forehead. Whats that supposed to
mean?
Werent no accident did all this. Youre bearing false witness to me,
and thats a sin. I dont know too much about plutoniums and criticalities
and such, but it werent no radiation killed these men. That much I know.
That much I can feel.
She bares her teeth. There was an accident here. But the way things
are... thats because hes been here.
Who? Your Old Man?
They turn a corner, a dead end, with an elevator at the end of it. I
have to go down to the cell now, says the Skin Girl. She takes two
fast steps, striding across another corpse, presses the button by the
door.
John stands at the junction. Are we alone here? he says.
The Skin Girl keeps her back to him. I... no. No. Hes gone. The lift
door opens.
She steps inside, turns around, holds the button. You should wait here,
she says. You go down below, could do nasty things to you.
It wouldnt kill me, he says.
Theres worse things.
Ill take my chances. Hold the elevator.
She does, and he steps over another corpse, into the elevator. John can
hear hear the rustling noise again, over the rumble of the elevator door.
As the door closes, he sees or thinks he sees that the face-down body at
the end of the corridor has lifted its head at an impossible angle, is looking
at him with those dry, exposed optic nerves.
Youll need one of those, says the Skin Girl, pointing to a white overall
hanging on a hook. We go any further, youre going to have to have some
protection.
And now three minutes have passed, and Johns hands and clothes are covered
with greasy flakes of dry, dead flesh. There are bits of bodies all round him and he has
backed up against the lift door, pressing the button frantically, over and over. Theyre
still coming.
He punches through a face. He grasps a head with both
hands and twists it off, feels the skull collapse under
his fingers, uses the body to throw another three
corpses off their balance, all the while ducking the
brittle talons of a uniformed womans cadaver as
they go for his eyes. She collapses at the impact
of a steel toecap driving upwards through her
abdomen. An empty rifle lying on the floor
makes a club, and with it he smashes two more
brittle corpses, caves in more heads than he can
count before the hands and talons weigh in on
him and snatch the rifle from his hands. They
snatch the helmet and visor from his head.
The black bile rises in him. He tries to fight it down, struggles furiously, ripping arms
from their sockets, disembodied hands and forearms still clutching him as he flails
around wildly, randomly.
John manages to get onto a cabinet full of electronics, climbing over backs
and crumbling shoulders, and from there he swats the hands away, tears
them apart. He starts calling for the Skin Girl. He tears off arm after arm,
punches through faces, crushes brittle, empty skulls with his fist. The hands
reach up and drag him down, still fighting, and then hes lying on the floor,
winded. The corpses back off, stumbling over their fellows. John sits up,
propels himself backwards with his legs.
Back to the wall, just next to the doorway, he
stands up, sliding his back up the wall. The
Skin Girl stumbles out of the room. Shes still
slack-jawed, but the liquid within her
translucent flesh is flowing faster than
before and the wires and sockets are
gleaming like theyve been polished.
Her movements are jerky. She turns
her head to look at him. Her eyes
are pained, apologetic. She opens her
mouth to say something, convulses,
and stumbles for the elevator. The
corpses pass to let her through, but she
stops and waves a convulsed hand with
its fingers all out of joint, and theyre on
John again, and this time they hold on,
and six of them half frog-march him, half
carry him out of the storage facility and
into the cavern.
follows that looks like a spider or a scorpion made of wrinkled flesh. And there are a dozen other things, and some of
them coil around desiccated limbs, and some crawl into desiccated bodies and nestle inside caved-in skulls and chest
cavities. They begin to trill gently as the huge figure rises out of the water. It seems to have no face, only shadows.
John can feel the power of this thing, this thing like him. He has the things Measure, and its force, the marks of
violence it bears cause him pain. John feels the earth coating his skin harden, feels it dry out and crack.
The figure rests its hand on the Skin Girls head and reaches its fingers inside as if the hand and scalp are liquids
mixing. The Skin Girl screams once, briefly. Then her eyes open, roll back into her head. She begins to moan again, and
when the figure takes his hand away, her eyes are closed and her mouth is open, and she is swaying.
And then its Johns turn for the monsters attention. He throws himself backwards as the thing comes for him, and
he uses the Fire again, to break free of the cadavers grip. He stands up. A fist like a wrecking ball impacts his face. He
feels his jaw crack apart. He falls at the Skin Girls knees. She remains kneeling, staring dumbly at him. A hand picks
up John by the throat. The crawling, skittering flesh-things begin to gather around the monsters feet. Theyre like
hungry animals, waiting to be fed. Torment rises again. John fights it. Not now.
He gathers up the Fire and channels it through his muscles, hammering on the thing with his fists, kicking and
clawing. The monster loses his balance, and lurches forward. John flings his feet back and connects with a wall,
pushes hard. The fleshy things begin to swarm up their masters legs, and the monster loses his balance and
falls backwards, losing his balance further until he slides back into the water, still covered with his
creatures, still holding John. With the last of the Fire, John,
underwater, pushes everything he can into a blast of
heat and flame and sparks, surging from his skin. A
great cloud of steam erupts from around them,
and for an instant the rods are uncovered and
the electricity bursts out and there are so many
sparks.
And whiteness follows, and annihilation, and
John knows nothing more.
CREDITS
Credits
ALSO AVAILABLE:
PROMETHEAN:
THE CREATED
PANDORAS BOOK
STRANGE ALCHEMIES
MAGNUM OPUS
SATURNINE NIGHT
IN STORES NOW!
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PRINTED IN CHINA.
10
TABLE OF CONTENTS
Table of Contents
Prologue: Fragments from
the Revelation of John
Introduction
12
18
48
70
100
11
INTRODUCTION
On the fth day, Cara needs to defecate. She hasnt eaten anything, but she needs to go, and
badly. She ends up squatting in the corner of the room. Its full of blood. Her urine is full of
blood. The sores on her arms and face and chest are worse than ever. The oors too level:
the bloody urine spreads all over the cell oor. Shes too scared to care about the smell. She
knows shes going to die.
On the sixth day, Caras hair begins to fall out. All of it: eyebrows, head hair, body hair. It
comes off in clumps. She runs her hands through her hair, and it just comes out, like water off
the top of the kitchen counter. She lies on the concrete oor on a bed of old urine and hair and
sobs her heart out. She wants to live. She wants so badly to live. She wants to see Mom and
Dad and Greg and little Mary. She wants to see them once more.
On the seventh day, the Monster comes for her, gathers her up and takes her through stark
corridors, and its only when she sees the straps and the wires and needles and scalpels and the
soldering iron that she screams, and she screams all the time he threads the wires through her
esh, and welds and bonds. Unconsciousness wont come. She cant pass out.
On the eighth day, still strapped to the table, Cara closes her eyes and dies.
On the ninth day, the Monster opens up Caras skull. He inserts a gray metal sphere into her brain,
and replaces the skull with a metal dome and welds it shut, and sews the esh back over it.
He brings a second sphere into contact with the terminal welded into her temple. Theres a
crack, a ash, and something else, that ows from the Monsters ngers, into the corpse.
Her skin turns suddenly translucent. Her body convulses. She takes in a swift, gulping, panicked
breath. A new monster opens its eyes, and sees her parent, and at the sight, begins to scream.
-as told to me by John Ash
his is the book where science and horror come together. Theres a new world out
there, a new age. A new century dawns, with its own fears and terrors. Saturnine
Night dives straight into the present day, with all the tragedy and triumph that
comes with it.
Science
It can be easy to see literary Gothic as a period piece, but in their day, Bram
Stoker, H.P. Lovecraft and Mary Shelley were all ultra-modern. Stokers heroes fought
Dracula using electrical flashlights and psychoanalysis, and recorded their thoughts on
gramophone cylinders. Lovecraft lived in a world that frightened him with the speed
of its scientific advancement. And Mary Shelley made use of discoveries in biology
and physics that seemed to be increasing in frequency every day, things that we now
take for granted. The point is that everyday science has a place in horror and fantasy,
both as a background, and as a motif.
Plenty of horrors have been perpetrated in the name of science over the centuries.
We dont need fantasy to scare ourselves. Science gave us nuclear power and vaccinations, but it also gave us the bomb and chemical and biological warfare. Advances in
science affect the world in which we live in a million different ways, daily, for good
and ill.
In the end, it isnt really science we should be scared of. Science is a tool. Its not
a religion, its not magic and its not an ideology. Ideally, its simply the modification
of ones views through the testing and re-imagining of theories. Most of what scientists understand about the world is based on theories that will only last until a better
one comes along. Einsteins theories superseded Newtons. Galileo and Copernicus
cosmologies superseded Aristotles, and in turn were superseded by others. Medicine
changes and develops as medical researchers learn, and discover where they were
wrong. Science should be the application of trial and error. The true scientist should
be prepared to change his preconceptions, based upon what he learns from research.
Of course, not all scientists work like that.
Bad Science
Too often, people take an ideology or a result theyre trying to find and make their
science conform to that. They make their results say what they want them to say. A
deeply religious man reads the Bible as saying that the world is less than 10,000 years
old: he gathers evidence to support his view. Another individual believes that some
discredited alternative therapy works, and, rather than engage in vigorous testing, he
instead creates theories to support that. Back in the 1930s and 1940s, Nazi scientists
performed all kinds of bizarre, cruel experiments on the so-called untermenschen in
order to prove what the Nazis thought they knew already: that blond white people
were a superior species. At the same time, scientists in the Soviet Union decapitated
dogs and kept the heads alive, for no other apparent reason than because they wanted
to see if they could.
And then every so often a man comes along, thinking he can create life from corpses.
The methods through which the ve best-known demiurges created Prometheans apparently varied as time went on. One was a shaman, who believed that he urged the spirits
into creating his monster for him. Two used magic. Another believed that he drew down
the blessing of the gods. And Frankenstein thought himself a scientist. But the force that
creates Prometheans all Prometheans isnt science, it isnt magic, and it isnt the
will of God.
Its obsession. Only ordinary human obsession can draw down the Pyros, and when
the Divine Fire comes down, the impossible becomes possible, and obsession not
Bodyshocks
Mutation
15
INTRODUCTION
book presents a slight departure from the nigh-Victorian
and alchemical model that the line has presented thus
far. Weve moved beyond Tesla coils and discussions of
the four humours. Nanotechnology and cloning are the
orders of the day, here.
Of course, Prometheans created with the tools of
modern (and ultra-modern) science can stand shoulder
to shoulder with their more traditional cousins. The
themes of the game dont change. Indeed, the most
important theme of the game humanity and what
it takes to obtain it becomes even more relevant.
Some people follow a transhumanist ideology, seeking to
move beyond the limitations of humanity with science,
whether technological or pharmaceutical. What might
a Promethean think of a person who bemoans his weak,
disease-prone human body while the Created must move
constantly, never resting, lest the land be poisoned or
the people burn them in their sleep?
Its easy for us, as players of Promethean, to note the
benefits of the Saturnine Night and downplay the drawbacks. But thats because we have a sort of birds-eye view
of the situation. We understand the particulars, the limits
of the drawbacks, both from the perspective of story (we
know that the first stage of Disquiet isnt very pronounced
and fades after a time) and from a systems perspective
(any given mortal has approximately a 40% chance of
resisting Disquiet, presuming a low Azoth rating for the
Promethean). But the characters dont. The characters
know only what comes at them day to day, and from that
perspective, the Saturnine Night is torturous.
Or is it? Technology makes many things possible.
Prometheans enjoy unprecedented access to electricity
(to highlight this, ask your Storyteller to run a one-shot
game set in the Old West or Victorian England sometime
and see how it changes your strategies). Prometheans can
keep in touch with each other thus facilitating discussions on the Refinements and other matters easily and
quickly through the Internet, and such communication
also allows human contact, even it its not face-to-face.
Might the transhumanist philosophy that is, using
technology to compensate for inborn frailty allow
Prometheans to live something like a normal life, without
the pain and chance of the Pilgrimage? Or is Mortality
more than the absence of inconvenience? Does the presence of the soul make all other matters moot?
These are questions for your troupe to answer. A
given Promethean might change his opinion several
times during the course of a chronicle. Thats fine. Part
of the human condition is the ability to change, grow
and learn, after all. In a sense, the Pilgrimage is one
long scientific process. The Promethean experiments,
changes his approach based on the data collected and
tries again until it works.
16
Chapter One: Demiurges in the Modern Age investigates what makes a demiurge. How does a new
Lineage come into being? What kind of person makes
one? Can supernatural beings create Prometheans? Find
the answers here.
Chapter Two: Flesh and Metal introduces the
Unfleshed, Prometheans born entirely of artificial components, and gives some pointers as to how a being born of
the technological age might approach the Pilgrimage.
The secrets of the Nuclear Promethean, the product
of a century of horrors, finally lay themselves bare in
Chapter Three: The Destroyer of Worlds.
Finally, Chapter Four: Storytelling gives the Storyteller options and ideas for continuing and expanding
Promethean chronicles for a long time to come. The
chapter continues with Detroit: The Dead Engine,
which details the great city of Michigan as a setting for
Promethean stories, and the chronicle begun with The
Water of Life ends with These Mortal Engines, where
the troupe encounters threats and acquaintances new and
old. Similar to all the previous episodes, These Mortal
Engines can be played as a separate story or inserted
into any Promethean chronicle.
Inspirations
INSPIRATIONS
Edge of Darkness. This 1985 TV mini-series often
finds its way onto best TV show ever lists, and quite
rightly. The story of a man whose investigation into his
daughters murder leads into a nuclear conspiracy, the
heros progressive alienation, the repeated appearance
of what may or may not be his daughters ghost and
the realistic portrayal of radiation sickness make this
a really excellent source, both in terms of mood and
technical detail.
A convincing contender for the single scariest film
ever made, Threads (1984) portrays a nuclear holocaust
in brutal, unforgiving detail.
The first two Terminator (1984 and 1991) films explore
the horrific side of science. A machine set to perform
17
CHAPTER ONE
CHAPTER ONE:
PATCHWORK
FAMILIES
I am my Fathers Son:
Demiurges and Lineages
The intricacies of human lineages can be complicated to trace, especially before the advent of DNA mapping procedures and intricate software programs for tracking genealogy.
And yet, at least in theory, human lineages are a simple matter: male and female genetic
material comes together to create an offspring that traces its line back through both parental
contributors. The why and wherefore of how that material is contributed, and the social
and legal repercussions of the circumstances surrounding the conception and birth may
become very complicated; lust and love, rape and seduction, incest and adultery provide
almost limitless variations on the specics. But from a biological perspective, every human in
existence traces genetic lines backwards in the same fashion: two cells each contribute half
of their makers genetic code to form a whole cell capable of becoming a unique human.
Promethean Lineages, at rst glance, seem even simpler. After the Lineage is begun by a
human demiurge, each of the Created prepares for and undergoes the generative act, creating
another of his Lineage. Victor Frankenstein, human scientist, creates the Progenitor of the
Frankenstein line in his attempts to produce life. His monster then cobbles together another
being in his likeness, inventing the Wretched generative ritual, and brings the second of
his Lineage into being. From there, each successive Frankenstein uses a Wretched ritual
and brings one or more Frankensteins to life, just as he was brought into existence and just
as his progeny will go on bringing others into being. Were the world a perfect place, where
all Prometheans were given the information they need to guide them and felt no need or
desire to deviate from this path, Created Lineages would be a simple matter indeed.
But in reality, things are rarely so simple.
The Promethean generative act is a ckle process. In most cases, the slightest deviation
from the appropriate ritual results in the rite failing and a Pandoran being born. Not
always, however. Just as the original creation of each line was a unique and unreplicable
act, some times changes, even signicant ones, take. Storytellers who do not wish to allow such deviations (or who would like to limit them) can simply rule that any deviation
from the standard generative ritual results in the creation of a Pandoran Mockery, rather
than in a new variant of the Lineage. For those Storytellers who wish to allow their players more freedom with creating their own character variations, however (or for those who
wish to surprise their players with deviations from the standard Lineages), a wide variety
of possibilities can be incorporated into a chronicle. Storytellers may wish to include any
one, several or all of these possibilities, as they feel best suits the chronicle.
In the Beginning:
The Role of the Demiurge
Even more than humans, Prometheans are inuenced by those who came before them.
Physically, of course, it is difcult to deny the disgurements, Disquiet and Torment that,
although they vary somewhat from Galateid to Galateid or Nepri to Nepri, mark them
closer to each other than they are to those of other Lineages or to humans. These similarities, physical as well as intangible, are far greater than the skin-deep differences between
humans of different areas. They inuence Prometheans of each Lineage very strongly along
the lines of their humour, shaping much of the tone of their Saturnine Night. Whether
a Promethean revels in his Lineages nature or strives constantly to keep his humours in
balance, a Promethean is directly tied to his Lineage in a way that is both tangible and
undeniable.
However, this inuence is not only the innate effect of the Prometheans Lineage. Just as
humans, Prometheans are also directly inuenced by their parental unit, who may form a
far greater inuence on them than even the most overbearing human parents can.
Human children are inundated with outside information about who they are, as individuals, as children and as humans. Prometheans do not have that advantage, relying solely
An Act of Desperation
One idea offered forth is that the Created lines have each
been spawned during times of humanitys greatest need. Not
humankind, for the problems of a kingdom, a race, a country
are at once too great and too impersonal to spark the type of
blinding need required to create a Promethean. No, the drive
behind such creations must be both intense and personal, one
humans unyielding hunger for safety, companionship, revenge
or validation lending him the ability for one brief moment to
access the impossible, to reach beyond the limits of human
understanding and ability and touch the Divine Fire. It was not
Victor Frankensteins scientic genius that made the creation of
his monster possible. Surely other scientists (and Frankenstein
himself) replicated his experiment both before and after the
Creation of the rst of the Wretched line, and failed to bring
about the horric wonder that was the rst Patchwork Man.
But at the moment when the Progenitor of the Frankenstein
Lineage was created, some subtle and yet undeniable line was
crossed. For a moment, the alchemical formula was in precise
21
Other theories link the demiurges through divine intervention, claiming that each was touched by some sort of
supernatural inuence that acted through them to spark
the Divine Fire in their creations. No human unaided, they
believe, has the ability to spontaneously create life, and
thus the human demiurges must have only acted as a tool
or conduit through which a greater power acted to create
the Progenitor of each of the Lineages. Some claim that
the inuence was a god, either Jehovah, or one of the nonChristian gods, or even a benevolent spirit or angel. Those
who believe this may see the Promethean existence as a blessing, a divine gift of the opportunity to earn ones salvation.
Others attribute the supernatural inuence to the Devil or
a demon and thus see the Promethean existence as a curse.
They may believe that this unholy beginning is something
to overcome and strive beyond, seeing Redemption as both
the attainment of humanity and the literal redemption of
their cursed state. Others embrace the perceived iniquity of
their origin, and use this as an excuse to justify continuing
along the evil path they believe they have been spawned
upon. It is not surprising that a Created who believes that
all Prometheans are cursed might quickly grow disheartened
and abandon his Pilgrimage, perhaps turning to the Hundred-Handed path out of the belief that he deserves (or is
capable of) nothing more.
Some Prometheans, eschewing the divine or diabolic for
something more tangible, claim the human demiurges of each
line were aided (or used by) supernatural magic-workers of
some sort. Proponents of this particular theory, however, are
often confused if they attempt to research their hypothesis
through modern mages, who seem for the most part to be
unaware of the Divine Fire, let alone able to wield it.
Modern Variations
on a Theme
24
Modern Demiurges
According to common thought, the last of the ve Lineages was created well over 100 years ago. When Victor
Frankenstein brought his monster into being, he sparked
the Wretched line, and became the fth and nal demiurge.
This, however, is not necessarily the whole of the truth.
Certainly, the Wretched are the youngest of the ve
commonly known Lineages (the Nuclear Prometheans are
more recent creations than the Wretched, but are little more
than rumor to most of the Created). And, should it suit the
Storyteller, Promethean: The Created works perfectly well
with no more than these ve Lineages. Some Storytellers,
however, may desire a more organic Lineage system, one that
not only allows them to add more variation to their storylines
and Storyteller-controlled characters, but that may also give
the players (and their characters) the opportunity to experiment with creating their own Promethean Lineages.
Forging a New
Path: Promethean
Demiurges
26
A Motherless Child
Rumors als o exi st of Line age s that are not
s o much deviations from traditional one s as
much as b arely related mani fe stations of
the Divine Fire. Legends of a little-known
Line age whos e demiurge was not human
but one of the gre at ap e s or even a prehi storic Ne anderthal have circulated for long
enough that they have b e c ome a p art of the
Promethe an mythology. Likewi s e, tale s are
told around the Ramble fire s of Promethe ans
sp awned sp ontaneously from circumstanc e s
that mimic thos e of the generative ritual,
but without the gui ding hand of a Promethean cre ator. Thos e who claim such heritage s
are rarely enc ountered and even more
rarely b elieved; the i de a of a sp ontaneously
mani fe sted Promethe an i s a di fficult one for
even the most op en-minded of the Cre ated
to buy into without pro of.
The s e deviations can add even more layers
of c omplication to the i dentity i ssue s that
fac e the Cre ated. Most Promethe ans sp end
at le ast a go o d p ortion of the e arly ye ars
of their exi stenc e tackling the que stions
of Who and what am I? and Where di d
I c ome from? For thos e who cannot trac e
their Line age to one of the c ommonly known
five demiurge s, the s e que stions may never
truly b e answered to their s ati sfaction.
Lineage Deviations
and the Generative Act
Themes
Concepts
Demiurges
Humours
28
Bestowments
Disfigurements
Avoiding Reinventing
the Wheel
While many Storytellers and players may enjoy the challenge of creating new Promethean Lineages from scratch, its
not necessary to come up with completely new mechanics
in order to create a new Lineage. Enough variety exists
within the basic Lineages to allow a multitude of hybrid
Modern Demiurges
Father Mazda
Promethean Demiurge
30
MODERN DEMIURGES
the freedom to pursue his own studies, which he considers
more important overall than his own redemption.
Lineage: Osiran
Renement: Centimani
Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 3, Manipulation 2, Composure 3
Mental Skills: Academics 2, Crafts (Taxidermy) 2, Investigation
3, Occult (Promethean Generative Rituals) 4, Science 1
Physical Skills: Athletics 1, Brawl 2, Stealth 1, Survival 2
Social Skills: Empathy (Offspring) 2, Intimidation 2, Persuasion
2, Socialize 1, Streetwise 1, Subterfuge 2
Merits: Allies (Offspring) 3, Eidetic Memory, Language (Latin,
Spanish), Lair (Security 2, Size 3)
Willpower: 6
Humanity: 5
Virtue: Fortitude
Vice: Greed
Initiative: 5
Defense: 2
Speed: 9
Health: 8
Azoth: 2
Bestowment: Revivication
Transmutations: Alchemicus Forging the Masters Tools (),
Identication (); Mesmerism Fixed Stare (), Firebringer (),
Suggestion (), Atavistic Instincts (); Pandoran Mantle
of Lordship (); Vulcanus Sense Flux (), Sense Pyros
(), Share Pyros ()
Pyros/per Turn: 11/2
Story Hooks
An Osiran member of the throng seeks out Mazda, his
yet-unmet creator, and discovers he has more family than
he bargained for. Among his siblings are non-Osirans and
those whose Lineage he does not recognize, as well as an
Osiran Centimanus who challenges the characters views
on the Pilgrimage, encouraging him to instead follow in
their fathers footsteps.
Research in an arcane text reveals references to a
common Promethean ancestor: a creature that spawned
each of the five Lineages. Although this seems to
fly in the face of what each of the Created has been
taught about his heritage, the Created may decide
to trace the reference to Mazdas Death Valley lair,
where they encounter Prometheans of the traditional
Lineages and some they have never heard of, all who
claim Father Mazda as their creator.
Background: Most Redeemed remember little (if anything) of their Saturnine Night. Having nally achieved
their long-sought-after prize, even those who once were part
of a throng often leave their Promethean existence forgotten behind as they move into their newly won Humanity.
Not all are that fortunate, however. Some are cursed to
remember it all.
Sarah not only remembers her past in excruciating detail,
it haunts her. She saw her Redemption as the rst day of a
new life and abandoned all ties to her old one, but was never
able to forget the decades shed spent on her Pilgrimage. Her
Promethean memories plagued her existence as a human,
despite her attempts to bury them beneath layer upon layer
of human normalcy.
Sarah apparently wasnt the only one who wasnt able to
forget. At rst she thought she was going crazy. She kept
catching glimpses of familiar faces out of the corner of her
eye; faces shed left behind with her former life. Phone calls
with silence on the other end only added to her paranoia.
She could feel . . . something. Something was watching her.
Something familiar.
Shed tried to explain it to Paul, her handsome new
husband, but hed just patted her hand reassuringly and
suggested she see her doctor. Maybe, he offered, their
thus-fruitless attempts to start a family had started to take
a toll on her nerves. But, when she found her husbands
body, already cold, but laid out restfully in unmarred silent
slumber and surrounded by candles and rose petals, Sarah
knew her fears had been justied. Her past had caught up
with her at last.
Numbly, she went through the motions of the same generative ritual that had spawned her husbands murderer. Later,
when shed come to her senses, she would wonder why the
Sarah Lyons-Moore
Redeemed Creator
Story Hooks
One of the throng is attacked by Paul, who is obviously intent on performing a lacuna. Mid-battle, he ees,
as if called away by some unheard voice. Should the throng
follow him, they are led to the temporary lair he shares with
Sarah, who will do anything to defend her husband from
harm. Unfortunately, perhaps because Sarah is Redeemed,
rather than wholly human or Promethean, the ritual that
created Paul did not bestow him with the ability to regain
Pyros in traditional ways. Instead, he must scavenge like a
Pandoran for the fuel to feed his divine furnace. Will the
throng sympathize with the starving Promethean and his
wife-keeper? Will they turn on him and put him out of his
misery? Or will they simply walk away and leave him to
his fate?
While traveling, the throng senses an unfamiliar Azothic Radiance. If they trace it to its source, they may be
surprised to nd Paul accompanied by a human woman
who seems to be unaffected by Disquiet. If they attempt to
discover the secret to her immunity, she seeks to befriend
them, offering whatever money, shelter or assistance she
has available. Unbeknownst to the throng, however, she is
really just hoping to put an additional layer of cannon fodder between her beloved and the creature that has already
killed him once and seeks to nish the job.
Impossibilities
It is commonly held that no supernatural creature, save
for one of the Created, can wield the Divine Fire necessary
to create a Promethean. For each Created, the ability to do
so goes against his inherent supernatural grain and violates
his deepest instincts.
While the vampiric creation process, or Embrace, brings
awareness to a dead human body, the newly spawned undead is not alive and has no chance of becoming human
once more. While a Galateids sharing of sanguine humour
may appear similar to a vampiric Embrace, the results are
completely different creatures. And, while a vampire could
theoretically replicate the generative ritual to attempt to
create a Promethean, the Embrace is so inherently ingrained
in the Kindreds nature that attempts to spawn through
IMPOSSIBILITIES
other means would seem inherently wrong, effectively
sabotaging the spark of creative re required to bring the
process to fruition.
Werewolves, as a whole, inherently resist the idea of attempting to meld a dead body with a living spirit, even
if that spirit is created from Pyros rather than a former human soul. As half-spirit creatures themselves, werewolves
nd the process of making one of the Created is too close
to imprisonment or possession to view the process with the
dynamic re of invention and creation that is necessary for
the process to succeed.
Of all of the major supernatural races in the World of
Darkness, mages would seem the closest to being able to
actually create a Promethean. They are still human, after
all, for all that they have supernatural powers as well. It is
this same ability, however, that stops them from being able
to do so. Mages constantly walk the tightrope between
normalcy and the supernatural, with the temptation of
relying upon their magic to aid with any challenging issue
always overhead. The process of generating one of the Created is a taxing one, both the preparation and the act itself.
Were it simple, or the outcome assured, the world would
be populated with far more Prometheans than it is. And,
the harder the task, the greater the temptation for a mage
to rely not on human creativity and ingenuity, but to lean
back upon the supernatural to complete it. Thus, while a
mage might eschew magic for the generative act should he
comprehend that it was necessary, he inevitably reaches for
magic rather than grasping for that human spark of blinding
inspiration that allows the generative act. In short, by virtue
of not having other supernatural abilities to draw upon, a
human is uniquely qualied to achieve the spark of divine
wisdom (or madness) that allows him to wield the Divine
Fire and become a demiurge.
Perhaps the single greatest stumbling block to a supernatural creature creating a Promethean is the fact that
accessing the Divine Fire is an act of human desperation.
The same driving need that, in a human, might allow him
to reach beyond his normal capacity and touch the Divine
Fire, inevitably drives a supernatural creature to access its
own supernatural abilities, be they magic spells, vampiric
Disciplines or Gifts of the spirits. Only by truly setting aside
its reliance on these extraordinary abilities does any supernatural creature has even the slightest hope of accessing
the Divine Fire, and even then, the creatures chances are
at best, no greater than that of the average human that
is to say, astronomically slim.
Once this has been accomplished, however, it is not easily undone. Any supernatural creature who has sufciently
abandoned her inherent reliance upon non-human abilities
to successfully wield the Divine Fire nds it is no simple
matter to pick them up again.
In game terms, a supernatural being who somehow manages to create a Promethean suffers a 5 modier on all dice
pools for activating supernatural powers after the being accomplishes this feat. This affects Disciplines, Gifts, rites and
spells. It isnt that the character doesnt remember that she
has the powers, or even how they worked, its just that some
vital connection is now missing. An intelligent demiurge
might even realize what has happened in connecting
with the Divine Fire, such a quintessentially human-driven
force, the demiurge have lost her ability to connect with
the source of her own powers.
This handicap isnt permanent, however. Vampires generally recover the fastest, as they must feed on the blood of the
living to survive (and thus their supernatural status cements
itself quickly). Werewolves are a close second, especially if
the werewolf in question belongs to a pack (which raises
the question of what the pack was doing while the demiurge
was trying to create life from dead matter). Shapeshifting
and hunting under the moon normally brings the werewolf
back into alignment with little difculty.
Mages, however, have more trouble. They are human.
Their bodies are unaltered by their state, only their souls
have been changed. Realigning those Awakened souls to
channel the Divine Fire runs the risk of severing the connection to whichever of the Supernal Realms gives the
mage her power. The Storyteller can simulate this risk with
the following system: Once a full week has passed following the creation of the Promethean, presuming the mage
devotes at least 40 hours during that week to magical study
and practice, the player rolls Resolve + Gnosis. If this roll
succeeds, the mages powers return as her souls connection
xes itself (this might also have the effect of causing the
mage to doubt her role in the creation of the Promethean,
possibly forgetting it entirely). If the roll fails, the 5 dice
34
Dirty Liars
Didnt we say from the beginning that supernatural creatures cant create Prometheans?
Well, we did say that, yes. Weve also said
to do what works for your games. Were by no
means suggesting that every vampire, werewolf
and mage out there go and create Prometheans
as a monthly hobby. Were merely stating that
the Divine Fire might find methods of expression
other than humanity. If youre running a crossover
game and exploring themes of humanity and how
supernatural a person can become before the
human in him fades entirely, the notion of creating a Promethean might be an interesting way to
express that. As always, the philosophy is Options
are better than limitations.
One-Shot Wonder
MODERN DEMIURGES
not be so easily accepted. A supernatural demiurge may
become completely xated upon attempting to replicate the
once-successful act, forming the basis for a derangement.
He may well spend the rest of his existence in the hopeless
pursuit, setting aside not only all other studies and efforts,
but in time, even his own safety and survival needs as the
same all-consuming desperation that once allowed him to
touch the Divine now devours him wholly.
Lineage: None
Renement: Mercurius
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Presence 4, Manipulation 4, Composure 3
Mental Skills: Academics 2, Investigation 2, Medicine 1, Occult
(Vampires) 2, Science (Alchemy) 3
Physical Skills: Athletics 2, Brawl 3, Larceny 1, Stealth (Nocturnal) 2, Survival 1, Weaponry 2
Social Skills: Empathy 1, Expression 1, Intimidation 2, Persuasion
2, Socialize 1, Streetwise 2, Subterfuge 3
Merits: Fast Reexes 2, Lair (Size 2, Security 2), Striking
Looks 2
Willpower: 6
Humanity: 4
Virtue: Faith
Vice: Envy
Initiative: 8
Defense: 3
Speed: 10
Health: 8
Azoth: 3
Bestowment: Blood Conversion. This allows Mircea to consume
blood and convert it directly to Pyros. For every point of
living blood he consumes (this blood must come from a living
human being; a human holds one point of blood per Health
point, and draining it inicts lethal damage), he can reexively
convert it (at a rate of one point per turn) to a point of Pyros.
Mircea can store a number of consumed blood points equal to
twice his Azoth level at any given time, meaning that he can ll
his Pyros pool and hold blood in reserve for later conversion.
Transmutations: Alchemicus Identication (), Fortication
(), Transformation (), Persistent Change (), Spark of Life
(); Vulcanus Sense Pyros ()
Pyros/per Turn: 12/3
Humour: Mirceas Humour is vitae. Although similar to the
Galateids sanguine humor, the vital Humour is directly connected
to the undead nature of the Lineages demiurge. His Humour
manifests as an all-consuming hunger, often for blood, but also for
whatever Mirceas current focus is on. He is quiet and soft spoken,
manipulative and relentlessly cunning. Mircea must sleep in soil (at
least one cubic foot) from the area in which he was created in order
to regain Pyros when sleeping. He does not regain a point of Pyros
upon the dawning of a new day as other Prometheans do.
Wasteland: Should he stay in an area too long, his unnatural
hunger saps all living things of their strength. Flora and fauna
36
Story Hooks
A throng of Prometheans nds Mirceas home, an
apparently empty mansion. While it appears abandoned,
the utilities still work. (Augustin made standing arrangements for them to continue functioning even if he slipped
into torpor.) The characters might also note that plant
and animal life is rare on the grounds, but they dont sense
an Azothic Radiance. This is because Mircea has learned
esoteric Transmutations based on the vampiric powers of
invisibility that allow him to mask his Radiance. He intends
to become to Prometheans what vampires are to mortals,
now that he has a group of victims.
The characters, who might be vampires or Prometheans,
meet a strange, savage monster that seems neither undead
nor Created. It nds sunlight painful, but does not burn. It
feeds on blood, but also seems to carry Pyros (and Flux). It
has little capacity for thought, but can speak in three- and
four-word sentences, and occasionally refers to Father
Mircea. Is this creature the rst of a new Lineage? Or is it,
instead, the Mockery of the Mircea line?
Piker
Walker Between Worlds
MODERN DEMIURGES
with. As the year passed, however, the entries grew increasingly incoherent. Through them, Piker learned how the
werewolf pack rst befriended, and then was turned upon, by
Ulgan, a person whom the pack members originally believed
shared their goals of protecting the sacred path into the
spirit world found at the heart of their territory. His maker,
the only survivor of the pre-emptive attack the pack made
upon the newly discovered traitor, plotted for pages about
using Ulgans own powers against him. Over the course of
pages of barely readable text, she detailed a ritual that Piker
believes is the one that created him. Those, however, were
the last entries, and like much of the book, they only raise
questions. Piker has spent the last year looking for answers
to those questions.
Description: From his mismatched clothing to his cutwith-a-weed-eater hairstyle, Piker takes little care with his
appearance. His unkempt look, however, is more a product of
careful cultivation than neglect. Easily mistaken for a common wino, Piker uses societys apathy towards the unkempt
as a form of protection. He keeps his strange disgurements
well hidden in layers of discarded coats, hats, gloves and the
like, relying on bulk, rather than supernatural artice, to
protect them from discovery.
When Pikers disgurements show, he appears as a savage, a hairy brute of a man. His body hair grows coarse and
heavy, and the lower half of his face juts forward in a crude
approximation of a lupine muzzle, revealing sharp, yellowed
canines instead of human teeth. His eyes turn a sickly yellow
color, and he gives off an odor of blood and musk.
Storytelling Hints: Piker is gruff, expecting hostility
when approached. Once his trust is gained, however, he is
more than willing to exchange knowledge, skills or simply
companionship for a time. He is very interested in sharing
information with those who have had dealings with the
spirit world, seeing every piece of data gained as another
piece of armor to protect himself. Because of his makers
diary, however, it is difcult for those of the Ulgan Lineage
to earn his trust, so he has learned most of what he knows
of the spirit world through personal experience.
Virtue: Fortitude
Vice: Wrath
Initiative: 5
Defense: 3
Speed: 13
Health: 9
Azoth: 4
Bestowment: Rage. Piker can y into a berserk fury by spending
a point of Pyros. While in this state, he is incapable of discerning
friend from foe and attacks whatever moving target is closest.
He receives a +2 dice bonus to all attacks, however. He remains
in this state until no opponents are left in sight, at which point
he can attempt to bring himself out of the frenzy (this requires
a successful Resolve + Composure roll).
Transmutations: Metamorphosis Natural Weaponry (),
Redundant Organ (), Shape of the Barghest (), Homunculus
(), Chimera (); Sensorium Bloodhounds Nose (),
Sensitive Ears (), Nightsight (), Ephemeral Gaze ()
Humour: Piker bears a ckle and inconstant Humour: moonlight. He is prone to mood swings, even while not under the
effects of Torment, and is capricious, with vacillating loyalties.
Piker regains Pyros each night at moonrise (rather than dawn),
whether he can see the moon or not. During the three nights
directly around the full moon, he gains an additional Pyros at
moonrise. Any night (or day, but only once per 24-hour period)
when he sleeps beneath a visible moon, he regains an additional
point. Treat this as sleeping amidst the Lineages key element,
per pp. 9394 of Promethean: The Created.
Wasteland: His Wasteland effect causes animals of all kind (including
humans) to suffer from symptoms similar to that of oxygen deprivation. At rst, the effects can be almost euphoric, resulting in illogical,
Lineage: None
Renement: Cuprum
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 2, Stamina 4
Social Attributes: Presence 2, Manipulation 3, Composure 3
Mental Skills: Investigation 2, Occult (Spirits) 3
Physical Skills: Athletics 2, Brawl 3, Stealth (Low Prole) 3,
Survival (Spirit Realm) 3
Social Skills: Animal Ken 1, Empathy 1, Intimidation 2, Persuasion 2, Subterfuge 3
Merits: Brawling Dodge, Danger Sense, Direction Sense, Elpis
2, Fleet of Foot 3
Willpower: 6
Humanity: 7
37
38
MODERN DEMIURGES
now because she doesnt have any context of service. If she
ever realizes that being a menial servant might be considered
demeaning, she might leave or might conspire to change
her fate, as Amalthea did.
The best thing for the Page would probably be to get away
from mages and join a throng with some of her own kind.
The subtlety and pervasiveness of magic has infected her,
and she has trouble acting decisively and declaratively.
Lineage: None
Renement: Stannum
Mental Attributes: Intelligence 2, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 2, Manipulation 2, Composure 4
Mental Skills: Academics 2, Crafts 2, Investigation 1, Occult 1, Politics 1
Physical Skills: Athletics (Lifting) 2, Stealth (Lurking) 2
Social Skills: Empathy 1, Expression 1, Persuasion 2, Socialize
(Polite Service) 3, Subterfuge 4
Merits: Eidetic Memory, Elpis 2, Residual Memory (Brawl,
Medicine, Streetwise) 3
Willpower: 6
Humanity: 7
Virtue: Temperance
Vice: Wrath
Initiative: 6
Defense: 2
Speed: 9
Health: 7
Azoth: 1
Bestowment: Unappable. The Page gets 9 again on all Composure rolls, and can (in the future) increase her Composure
over normal human limits with experience points.
Story Hooks
Several people around the city die in freak accidents.
These people are acquaintances of the cabal that the Page
is serving (she hasnt hurt the cabal itself, yet, because she
still has to live with them) who have wronged the Page in
some way. The problem is that these people were mages,
and killing them has thrown off the threads of Destiny
in the area. This might have cataclysmic consequences,
so much that a qashmal might get the characters involve
in righting the skeins of Fate and making sure that the
Page learns her place.
The characters meet Amalthea in a bar somewhere
in the middle of nowhere as she drinks her troubles away.
Sensing the characters strange nature, she tells them her
story in a drunken confession, including the methods
she used to animate the Page. Do the characters track
the Page down and try to help her? Do they try to help
Amalthea reclaim her power or try to force her to
show them how she created a Promethean?
39
Clones
No aspect of modern science has been as directly impacted
by the Divine Fire as the science of human cloning. While
traditional scientists have been thwarted in their efforts to
bring a cloned human into existence, those who have, though
intention, fate or sheer luck, crossed the streams of science
and Promethean alchemy have accomplished wonders that
would earn them Nobel Prizes, should they ever come fully
to light. No gain comes without sacrice, however. The
achievement of human cloning inevitably takes its toll, not
only on the Promethean whose Azoth fuels the process but
on the scientist who engineers the miracle as well.
Clone Makers
40
CLONES
The combination of hairlessness, harsh cleansers and lack
of sunlight have bleached Hagen into a ghost of a man,
almost as pale as the pristine clean suits he wears during
the 14 (or more) hours he spends in his laboratory every day.
When not in the lab, his attention to cleanliness is just as
obsessive. He changes clothes several times a day, sleeps on
a plastic-wrapped mattress to avoid becoming tainted with
dust mites and eats only foods that have been irradiated and
hermetically sealed, then microwaved to ascertain that any
bacteria have been destroyed before consumption.
Storytelling Hints: Hagen resents intrusion on his work,
and does everything he can to hide the fact that his laboratory even exists. He interacts with the world predominantly
through the Internet, shopping online and using one of a
dozen pseudonyms to keep tabs on recent developments
within the scientic community. Recently, however, he has
begun spending time in public places, observing crowds at
public gatherings and the like. Hes seeking out any telltale
signs of the existence of the Created that Rathbens notes
referenced as the source of his Vitriolic Compound.
Vice: Pride
Initiative: 4
Defense: 3
Speed: 10
Health: 7
Story Hooks
Hagen has used up all of the Vitriolic Compound he
stole from Rathbens laboratory in unsuccessful cloning attempts. Hagen starts hunting Prometheans, perhaps cloning
himself a Pandoran-like bloodhound that can sense Azoth.
Pandorans begin to follow him like sharks following a ship,
hoping for an easy meal.
The throng encounters rst one, and then several Fredrich Hagens, all seemingly operating out of the same small
laboratory building. Investigation reveals that the original
doctor is himself being held prisoner by the creatures he
created, who are using his esh and blood along with the
now-dwindling supply of Vitriolic Compound to fortify what
is quickly becoming an entire army of Hagen-clones.
Mata Hari
Marital And Recreational Aide
CLONES
for a line of advanced and intelligent sexual pleasure toys,
MARA was the crowning success of Dr. Robert Hughes
decades of effort. She exceeded her makers expectations:
her beauty, charm and physical attributes virtually assured
that he could ask any price for her. Unfortunately, he was
unable to duplicate the experiment that created her.
Description: Mata Hari is as beautiful as the Muse from
whom she was cloned. Although she stands a diminutive
ve feet tall, her curvaceous frame is denitely fully developed. Her features are striking enough to garner the notice
of humans and Created alike, and she dresses to take full
advantage of her feminine attributes. Physically, Mata Hari
is stronger than she appears to be, but her true forte is not
physical combat but carefully created social manipulation
programs.
Unlike Retrievers, Mata Hari works alone. She is programmed to manipulate the Created into one-on-one
situations, where her chances of luring her victims back to
Dr. Hughes waiting traps are optimized.
Storytelling Hints: MARAs true power is in her apparent
willingness to befriend a Promethean. Although incapable
of true emotion, she has been trained to replicate human
reactions to various stimuli, giving the appearance of interest, affection, even adoration towards her Created victims.
While her repertoire of interactive topics is fairly limited, she
is attentive and has been trained to encourage and facilitate
others to speak about themselves, the epitome of a good
listener. Unfortunately for the Created, this technique is
often all too effective on Prometheans, who are starved for
companionship and understanding.
MARA travels extensively, checking in with Dr. Hughes
on a regular basis. Wherever she encounters the Azothic
Radiance of a Promethean, she attempts to home in on
her target and manipulate her way into his company. If the
Created are in a group, she does her best to separate them,
knowing that she is most likely to be able to capture one of
them if he is alone. She endears herself to the target, playing
on the fact that she does not suffer from Disquiet as humans
do. When she has ascertained the targets strongest desires,
she drops hints that her friend, Dr. Hughes, may know
more about the topic, be it arcane knowledge, scientic
procedures, philosophy, ancient manuscripts or technological equipment. In most cases, she may be able to convince
the Promethean (with or without his companions) to walk
into Hughes laboratory of his own accord, where Hughes
attempts to incapacitate the Promethean and use him to
fuel more cloned copies of MARA.
At the Storytellers discretion, multiple copies of MARA
may exist in any given location, representing previous successful cloning projects. They may be hunting Prometheans,
serving their original purpose (recreational pleasure toys)
or both.
Story Hooks
The throng is approached by MARA, who claims to
have escaped her creator. The energy that fuels her is fading,
however, and she is growing weaker by the day. Displaying
surprising levels of what appears to be human emotion, she
begs the throng to help her nd a way to recharge herself
and stave off her death. Are her pleas genuine, or is this
just another trick to bring more Created to her maker?
One of the throng encounters a strange Azothic Radiance, which leads him to a beautiful but bewildered girl.
MARA claims to have no memory of her life before a
few days ago, and is anxious for company and information
about her new condition. Her stolen Azoth feels somewhat
wrong, but with no experience with clones, he may be willing to overlook her differences and befriend the obviously
befuddled new Galateid who uses every bit of her guile and
social programming to work her way into his good graces.
Before long, however, shes obviously trying to drive wedges
44
any good. Her desperation has led her to hand off the almostcompleted project to her research team, while she pursues her
own private experiments.
Her fathers failing health, and the fact that his system is
not strong enough to undergo the multiple organ transplants
that would be necessary to slow the impact of his years of
excess, has led her to apply her previous research to wholesale
human reproductive cloning, specically focusing on how
to rush the process to create a whole adult body. She has
not yet tackled the issue of how to transfer his consciousness into the new body when she is successful, but failure
is not something she is willing to consider. The possibility
that she may be unable to accomplish her goals before he
succumbs to one of the numerous disorders plaguing him,
however, plagues her constantly, driving her to spend every
waking moment in her private laboratory.
Under the guise of other medical research, she advertised
for individuals to serve as short-term, in-house test subjects.
Unbeknownst to her, Michael Rivers, one of her chosen
applicants, was one of the Nepri. When running cloning
processes upon his tissue samples, she discovered that under
certain circumstances (such as high electrical voltage while
immersed in pure water), the test cells indoctrinated with his
DNA replicated themselves at an astronomical rate. Within
weeks, the embryo she cloned from his sample reached full
maturity. M.J. released the rest of her test subjects, but has
retained the Osiran. At rst, M.J. was a gracious hostess
for Michael River. She plied him with offers of increased
compensation, luxurious quarters to live in and the like. As
the cadavers Disquiet has begun to affect her, however, her
offers are becoming demands and her obsession is growing.
Michael is now her prisoner, relying upon her increasingly
hostile whims for his basic needs as he remains incarcerated
in secure quarters deep beneath her private laboratory.
Description: M. J. resembles her father, tall and sturdy
with a slightly horsy face. Shes a striking woman, but not
beautiful in the classic sense. She dresses impeccably, if
somewhat severely, and carries herself with unyieldingly
good posture. Her copper hair is worn in a short bob at
chin level, and she is never seen without perfectly applied
cosmetics and elegant, yet understated jewelry. She is as
comfortable in a haute couture gown as her lab coat, and
wields her social inuence just as adeptly as she does her
considerable wit.
Storytelling Hints: M.J. has grown increasingly more
secretive as her Disquiet has increased, and her experiments have become more intense and outlandish. She
is currently working on combining Rivers genetic matter with that of her rapidly degenerating father, hoping
against hope to find a way to combine the two into a
form that will allow her to offer the elder Wolthrop some
respite from his fate. As for Michael, his own condition
is weakening as his tissue, fluids and Azoth are rapidly
being stripped from him for the devoted daughters ex-
CLONES
periments. The only real question seems to be whether
she will be able to bring her father-clone to life before
Rivers essence is entirely depleted.
Story Hooks
M.J. manages to take something from Rivers that she
didnt know existed his Bestowment. When her father
dies, she nds that within 24 hours he returns to life . . . still
sick, old and miserable. The shock of dying and returning
destroys his sanity, and he is unable to comprehend what is
happening or why. M.J., desperate, gives him an overdose
of sleeping medication to try and end his suffering, but he
returns again, worse than ever. Rivers, meanwhile, has lapsed
Crossing the
Furthest Boundaries
45
Hybridization
Scientically, the leap between xenotransplants and combining human and animal DNA to create cloned hybrids is
a very small one. Once the moral barriers to blending homo
sapiens DNA with that of other animals are circumnavigated,
the process itself is not signicantly more difcult than the
cloning or cross-species DNA manipulation processes are
separately. After the two species genomes have been merged,
entire beings can be grown using the same procedures as for
strictly human clones. The results can vary widely.
Physically, some of these hybrid clones are as human or
animal in appearance as their genetic donors. Others possess
a predominantly human or animal form, but with deviations. Some are overly hirsute or entirely hairless. Others
may have a bipedal form but animalistic facial features, or
even more disturbingly, human features on an otherwise
animal form. Many are genetically modied to enhance
certain aspects of each donors form. Greater than human
strength, speed or dexterity is not uncommon, and some
may even be capable of ight or breathing water, depending on the nature of their animal half. A hybrid clone
whose animal donor possesses a venomous bite may also
manifest dangerous fangs or even be capable of creating
poison. One whose animal parent is nocturnal may nd
that it is likewise well suited to the night, with slit pupils
and dark coloration.
Other hybrid clones display even more disturbing physical
characteristics incorporating not only aspects of their genetic
donors but also those of the unfortunate Promethean whose
stolen Azoth gave the clones life. They may manifest subtle
lines of demarcation that mimic the seams of the Wretched, or
be missing a signicant body part as the Osirans. While it may
not prove problematic when the clone exhibits inhuman Galateid beauty, and the Tammuzs dusty skin may be only a minor
inconvenience, few Ulgan-fueled clones survive. Their genetic
bastards tend to fall into pieces within moments of attaining
sentience, a situation that may be its own mixed blessing for
both creator and Created.
Regardless of how disturbing the physical visages of hybrid
clones may be, the less apparent aspects can put them to
shame. Whether their human or animalistic aspect is more
prevalent, hybrid clones are prone to dysphoria as the two
halves of their nature war for dominance. Their reactions
are often lightning quick and just as deadly. Few possess
much in the way of intellect, but just as their non-hybrid
counterparts, hybrid clones are capable of following orders
and can be brutally tenacious in their pursuit of whatever
goal has been ingrained by their creators.
46
CLONES
Story Hooks
The throng receives a plea for help from one of their
creators who is being hunted by a covert band of government
operatives. In his investigation of the experiment, he inadvertently contaminated the 15th subject with his own Azoth,
and the researchers have nally tracked him down. The throng
arrives too late to prevent him from being brought to the lab
for questioning, but are able to track his Azothic Radiance
to the same laboratory where AP15 is being held.
One of the throng is put under surveillance by a group
of black vans. The occupants attempt to take her captive
for questioning, calling her by a name she may or may
not recognize as belonging to the body from which she was
created. It seems that after her death and the beginnings
of the generative act, but before she became aware as a
Promethean, her cellular matter somehow was obtained for
use in Melliferas cloning project. Now they want to know
why her tissue resulted in AP15 and why the supposedly
dead donor is up and walking around.
47
CHAPTER TWO
The cyborg
would not
recognize the
Garden of Eden;
it is not made of
mud and cannot
dream of
returning to dust.
Donna Haraway,
The Cyborg Manifesto
t is the ash of creation, the burning Fiat Lux that begins everything that is. Shiva Nataraja performs the 108 dances that make and destroy the world, and is wreathed in it.
In the void, there is a sudden, soundless ash of it, and the universe is born.
Where the Divine Fire has passed, it leaves mundane re. Perhaps it leaves terrestrial
re, burning ame in its wake, the re that granted early man the ability to eat, to stay warm
the very kindling of civilization. When the Divine Fire passes through the heavens,
it is lightning, terrible white-hot, burning the air so terribly that it thunders in protest.
In the void, the Divine Fire leaves the stuff of stars behind it, burning proto-matter that
science calls plasma.
Though the Createds humours aspect them toward terrestrial elements, the Created are
creatures of re. The res of love, of passion, of madness and inspiration are responsible for
the births of all Prometheans, on some level. This is the Divine Fire at work.
But what else is the Divine Fire capable of? What other wonders?
Some Prometheans whisper among themselves of the Uneshed: creatures similar, in
some ways, to themselves, but tremendously different. Not crafted from esh and bone,
but from empty steel, glass and other things, the Uneshed do not begin their existences as
creatures of semi-living material. Made of that which has never known life, the Uneshed
seek life with all their being.
Nonetheless, it is the Divine Fire that grants true understanding, and a yearning for the
soul. The creators of the Uneshed are no less demiurges than those responsible for Prometheans each demiurge lled with the mad inspiration, passion and desperation that
comes with the Divine Fire. The Divine Fire is the difference between advanced programming that seems to mimic sentience and that true indenable spark of intellect.
The
Unfleshed
This chapter investigates an odd phenomenon: the Divine Fires animation of articial
life. For some, the interplay between hypertech (or even not-so-hypertech) and the Divine
Fire doesnt suit the themes of Promethean: The Created. For others, however, it is the
natural extension of Prometheans themes, just waiting to be explored.
The story of the Uneshed isnt simply one of advanced robotics in the World of Darkness.
It is the story of burning human ingenuity and the desire to create something new and wonderful. It is this act the moment of creation, are with change, daring and the obsession
of a true artist that sparks the mote of the Divine Fire within a demiurge, allowing her
to pass it on. What of the machine that wants to be a man? The mechanism, relegated to
simply belonging to someone, an object and thing to be owned without another thought,
that gains not just the ability to think, but to feel? What happens when the true worth of
humanity is seen through electronic eyes, and something stirs in the breast of a machine,
something that wants nothing more than to share in that worth and wonder?
For those interested in exploring these ideas, we present this chapter. In it, you will nd
ample rules for the creation of these characters. Were not going to provide the science
a good web search or book on modern technology provides that. Instead, well give you
some ideas about the stories that might be told when the Divine Fire smolders in the plastic
and steel chassis that serves as the breast of one of the Uneshed, and how to reect that
within the context of a Promethean: The Created chronicle.
For those uninterested in such things, feel free to relegate these to silly bits of sci- legends
that Prometheans sometimes tell one another. In short, if you arent into this kind of thing,
theres more in this book that should interest you. No harm, no foul.
How does hypertech t into the World of Darkness? Hypertech, as we use it in this chapter,
simply means technology that surpasses our current capabilities. This entire section is built on the
assumption that there exists in the World of Darkness a variety of individuals, think tank, research
facilities and manufactories capable of creating technology that is more advanced than the norm.
The Demiurge
Creation
51
work that has consumed him, the ery drive fueled by the
Divine Fire, comes to completion. In its wake, the demiurge feels lessened. The Divine Fire passes to his creation
(though he rarely understands this), leaving him fearful,
exhausted and cold.
It is almost always with a sense of terror that life begins.
Whether he initializes a program, injects the mass of nanotech into the shell-body or ips a switch, his fear sits like
cold iron in his gullet.
Sometimes, his creation surges to life in a brilliant display
of electricity, light or other Divine Fire-driven manifestation. Other times nothing immediately happens, though
the Divine Fire works changes and transformations on its
new vessel subtly, over time. Whether awareness comes all
at once, or as the gradual increase of sensory input from the
newly made Uneshed, it lives.
The Drive
52
The Demiurge
Begat by Machine
With the infusion of the Divine Fire, the body of the construct changes. It becomes more human-like in proportion,
mimicking nger, limb and facial structures, though these
changes are more precise in some. Rening the structure, the
Divine Fire doesnt simply add more human features it also
removes many that make the Uneshed distinctly inhuman,
shearing away unnecessary structures and peripherals such
as recharging ports and internal access panels.
The Pyros works changes toward a very specic goal: making the new body into a vessel worthy of the Great Work.
Blocky, inorganic bodies are seared smooth, granting organic
lines, smooth curves and sleekness betting a human body.
Excess limbs are absorbed into the body or atrophy and drop
away entirely (unless they are retained as Bestowments), and
those limbs that remain evolve into human arms and legs,
including ngers and toes developing where none existed
before. Facial features develop on the head, and the body
even produces genitalia.
The gender of one of the Created tends to be fairly
straightforward: a Created possesses the gender of the body
(or bodies) used to create him or her. This is not the case
with the Uneshed, who are rarely constructed with specic genders. At some point during one of the Unesheds
Pilgrimage, it must understand the importance that humans
place on gender, and then choose one for itself.
53
Pandorans
Character Creation
Though this is the same as Step Two on p. 83 of Promethean: The Created, remember that many machines
are designed for one of two purposes: physical endeavors or
calculations and computing. Thus, many of the Uneshed
have Physical or Mental Attributes as primary or secondary
categories.
54
an industrial robot may have the ability to construct mechanisms or goods (Craft or Science). Most modern Uneshed
also possess dots in Computer. See Step Three, p. 83 of
Promethean: The Created for more details.
Step Four:
Select Skill Specialties
Step Five:
Select Unfleshed Features
CHARACTER CREATION
Promethean: The Created, p. 179, for more information
on the kinds of Disquiet mentioned below.
Frankenstein Disquiet: To those who share the Wretched Disquiet, the mortals of the world eventually show their nature as
shallow, petty, fearful creatures who destroy what makes them
afraid. Uneshed that suffer from this Disquiet know that it is
simply a matter of time before the humans around them react
with destructive fear, terried of the nature of the Uneshed.
Those humans who actually know the secret of the Uneshed
invariably see them as horric, inhuman monsters that will eventually seek to kill humans, and so must be stopped before they
are given the chance. After all, every one knows that articial
intelligences eventually try to kill their makers.
Galateid Disquiet: The perfection of the Uneshed that
share the Galateid Disquiet has terrible consequences on
humans. Mortals seem to be terribly insecure, and when
faced with the wonders of the Created whether the humans know these creations to be Created or simply sense
the difference mortals invariably react with a strange
self-loathing and failed esteem. Shame in their own insufciencies begins to dominate them, and they try to turn that
guilt outward, casting shallow judgment on the Uneshed
among them.
Osiran Disquiet: In the presence of the Unesheds profound
reasoning abilities or nely-crafted outlook and approach
to existence humans fall back on their lizard brains, resorting to emotional assumptions and poorly thought-out
conclusions. To Uneshed with the Osiran Disquiet, humans
seem to be reasoning creatures on the surface, but in time,
they are all revealed as reactionary, emotional and lacking
in deductive reasoning . . . or at least, the inability to apply
that reason, rather than allowing it to be drowned in their
ght-or-ight reactions.
Tammuz Disquiet: One some level, mortals sense that the
Uneshed that share the Tammuz Disquiet were created to
serve a purpose. As time passes, the urge to force the Created back into that role becomes stronger and stronger. One
person after another has a demand, a request, a problem to
be xed or an expectation to be met, and they react with
resentment and anger when the Uneshed does not obey.
Ulgan Disquiet: Rarely do those Uneshed possessed of
the Riven Disquiet inict awareness of the spirit world on
the mortals around them. Generally, the mechanical nature
of the Unesheds origins imposes an increasing level of
disassociation. Just as the Uneshed rose from a purposeless
and unfullled state, mortals around the Uneshed with this
type of Disquiet devolve into mindless drones, carrying out
their day-to-day routines without any thought to the greater
meaning and purpose of their lives.
Uneshed created by another of their kind suffer the same
Disquiet as their Progenitors.
Torment
Likewise, the Uneshed manifest Torment in ways similar
to those of the Promethean Lineages. When creating an
Step Six:
Select
Refinement
56
CHARACTER CREATION
Step Eight:
Select Merits
CHARACTER CREATION
available to Created characters
from the Promethean: The Created book, Uneshed also have the
option of purchasing the Device
Merit.
New Merit:
Device ( to )
Prerequisite: Uneshed
Effect: The Device Merit covers any number of built-in devices
and capabilities that one of the
Uneshed may possess. This is a
useful catch-all category to reect
anything from built-in communications devices to the ability to
interface with computers to integral weaponry. This Merit should
be purchased for each such device.
These devices should simply be
normal equipment installed in
the Uneshed truly advanced
technologies such as lasers, wallcrawling systems and so on should
be purchased as Bestowments and
Transmutations.
This Merit may only be purchased at character creation
once the Divine Fire has taken
hold, the only changes it permits
are those that make the Uneshed
more human. When the Uneshed deploys or uses this Device, it causes the Unesheds disgurements to be revealed,
as though it were using Pyros. When the Uneshed draws on
its technological heritage in this fashion, the Pyros cannot
hide the Unesheds true nature.
Headware Communications: This Device grants the
Uneshed to use some form of mechanical communications
naturally. Some examples include cell phone (, for
satellite-based communication), GPS () or high-powered
radio (, for satellite-based communication).
Concealed Weapon: The design of the Uneshed includes
a concealed blade or raised striking surface that can be
deployed for purposes of violence or utility. The weapons
damage depends on the rating of the Device. The weapon
inicts the rating of the Device in bashing damage, or the
rating of the Device 1 in lethal damage. These generally
mimic normal weapons (compare with those on p. 170 of
the World of Darkness Rulebook). At the Storytellers
option, for a cost of one dot more, these weapons may use
some kind of special effect (such as Knockout, or 9 again)
if they are based on a weapon that possesses that trait.
Internal Projectile Weapon: The Uneshed has a built-in
rearm. It used the same traits as a normal rearm, including
Step Nine:
Determine Advantages
Step Ten:
Coming to Life and Prelude
60
The Greatest
of Works
Unfleshed Milestones
Should the day come when the Uneshed realizes its reward,
when all the struggle, the tiny fragments of understanding, the
pain fuses into a single brilliant moment of true enlightenment,
the Pyros ares just as powerfully for the Uneshed as for any
other Created. The articial being becomes real, plastic skin and
steel frame are remade into esh and bone, while burning, stolen
Divine Fire cools and tempers into the soul of a mortal.
Mechanically speaking, Uneshed use the same system
as Prometheans for the attainment of Mortality (see p. 195
of Promethean: The Created). The one exception to this
is the creation of progeny.
Creating Progeny
62
Gremlins
Athanors of the
Unfleshed
Caucasian
Eagle
Justice
(Unfleshed)
63
Chi You
Domination
(Unfleshed)
Golden Maiden
Assistance
(Unfleshed)
The Artificial
Crche
Aeolipilus
Lineage: None
Renement: Cuprum
Mental Attributes: Intelligence 4, Wits 3, Resolve 6
Physical Attributes: Strength 4, Dexterity 5, Stamina 4
Social Attributes: Presence 3, Manipulation 4, Composure 3
Mental Skills: Academics 3, Crafts (Clockwork) 5, Investigation
3, Medicine 4, Occult 2, Science 2
Physical Skills: Athletics (Climbing) 3, Brawl 3, Larceny 2,
Stealth 4, Weaponry 3
Social Skills: Empathy 3, Expression (Poetry) 3, Intimidation
2, Persuasion (Impassioned Oratory) 4, Socialize 2, Streetwise
3, Subterfuge 2
65
Claws 1(L)
10
Armor: 0
66
Legion
Lineage: None
Renement: Stannum
Mental Attributes: Intelligence 4, Wits 2, Resolve 2
Tachanka
she could make it home, they were pursuing her. Shed heard
rumors that upper management watched the labs through
hidden cameras, and that was the only possible way they
could have known what she was doing. The men who gave
chase in two black SUVs were armed, and completely unafraid to use their weapons. In the pursuit, Dr. Peake was
shot and killed. The car skidded off the road and into an
embankment, where the car was crushed.
The Tachanka that crawled from the twisted wreckage,
the left side of his body sprayed in the blood of Dr. Peake,
confused the men with guns. He looked like an adolescent
boy. But then, he deployed his gun, and the Pyros-created
illusion of his humanity shredded. Tachanka killed them
all in a grief-driven rage, his rst experience with Torment.
When he came to his senses, he stood in the middle of a
gore-spattered street, bodies all around him, covered in blood.
He ed, then, and has been running ever since.
Description: Tachanka appears as an adolescent boy of
perhaps 15 years of age. His eyes are a dead gray color, and his
head is shaved. He tends to wear a wife-beater T-shirt and a
set of big, baggy pants from which hang a variety of straps and
buckles. He wears a set of big, bulky black tennis shoes.
When his true nature is revealed, Tachanka is a sight
to behold. Though diminutive in frame, he is crafted of
heavy gunmetal gray steel, with a smooth, rounded head
and eyes of strangely reective mirror-like material, like
an LCD screen of some kind. The forearm of his right arm
is quite bulky, with clear indications that a rearm is built
into its function, down to the banana clip of ammunition
inserted in the underside of his forearm. His legs are thin at
their core, but they are bulked up by the presence of chains
and track-mechanisms, of the type used by many tanks,
but smaller. These tracking mechanisms crisscross his legs,
serving as powerful musculature.
Storytelling Hints: Tachanka simply wants to be left
alone. He hates hurting people; grief at the deaths of others
was his rst milestone toward becoming human. It pains
him that he was built as a killing machine. Worse, the men
who nanced his creation know about him and his hatred
of hurting others and try to use that against him. They
keep coming, sending operatives to nd him and invariably
people often innocent people get hurt as he tries to
escape. The worst times, however, are when he gives in to
his Torment, and the rage inside him, rage that he believes
to be a remnant of his original programming, overwhelms
him. Still, he cannot stay away from humans for long, and
tries his best to blend in among them.
Lineage: None
Renement: Aurum
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 4
Mental Skills: Computer 2, Crafts (Firearms) 2, Politics 1,
Science 2
68
Type
Brawl
Assault Rie
Damage
(B)
4(L)
Range
Dice Pool Special
150/300/600 11
Uses both hands
Armor: 2
69
CHAPTER THREE
DESTROYER OF WORLDS
I saw you just once, some weeks before you met your destiny. I needed to meet you. I knew you had been
made. I could feel it within me. And so, I went to the warehouse.
The men tried to stop me, of course. They died.
They had tried to keep you secret. In a few days, Comrade Khrushchev would be seen across the world, telling
of the great success, and the power of his nation, and how you had brothers twice your size.
You were there, lying in the rack. Lying in state. The space was made for you. I loved you.
As the reinforcements came outside in their trucks and jeeps and began to ght the dead men who had tried to
stop me, as shots and screams rang out outside, I walked across the hall to you and caressed you, ran my hands
along the elegant curves of your metal casing. I pressed my face against your curved beauty. I closed my eyes,
felt your heart reach out to mine.
Oh, I said. You and I, we are brothers. We exist for the same reason. Our power is the same. I wish
I could set you free. How I wish I could set you free in a place where you could be fullled. But I cannot.
But we are brothers, you and I.
There was no one outside to stop me. I let the dead men fall. I had no use for them. And I left that place.
I like to think that the experience changed me.
The men who controlled this site would not tell their superiors that I had been here. They feared that they
would be shot. They must have breathed a sigh of relief that you were whole. But how could it be otherwise?
I could never harm you.
They detonated you on the island where I was born. I saw, from miles away, and I bathed in the light of the
reball and marveled at the beauty of the cloud that spread like a vast tree over the island. And I closed my
eyes and felt the waves of blessed radiation against my skin. And I wept that you met your fate here, that nothing
was destroyed.
They were scared of you. The Americans called you Tsar Bomba, King Bomb, and I felt that the name
t you. Your grandeur was unlike anything the world has ever known, and only I am left now to stand in your
place.
And as I am your brother, it is right that the title passes to me.
-transcribed from the journal of John Ash
n August 6, 1945, at 8:15 A.M. Tokyo time, the US bomber Enola Gay released the
rst nuclear bomb, codenamed Little Boy, on the Japanese city of Hiroshima.
Three days later, the USAF dropped another nuclear bomb on Nagasaki. By the
end of the year, 214,000 people had died from the effects of the two bombs. The vast
majority were civilians. In Hiroshima, as many as 80,000 of those died the moment the
bomb went off.
This was the beginning of the nuclear age, a shadow cast over the second half of the
20th century.
In
the Shadow of the Bomb
For decades, the bomb embodied the fears of people all over the world. For the rst time, the
human race had developed the means to destroy the planet. Close calls in the 1960s and 1980s
caused the terror of the bomb to become a vast, consuming thing. The accidents at Three-Mile
Island, Sellaeld and most of all Chernobyl caused many people to consider nuclear power a
double-edged sword.
In the West, the collective imagination became fascinated with the power of atomic ssion.
Half-understood stories of the mutating and sickening effects of nuclear radiation inspired movies and comic books. Tales of mutant horrors, giant bugs and bizarre irradiated Jekyll-and-Hyde
gures nestled alongside brighter, stranger stories of good-looking mutant superheroes and wisecracking anthropomorphic critters.
All the time, fears of war waited in the background. Things changed. September 11th brought
new terrors into play. Small-scale terrorism proved a new source of fear. Suicide bombers and
individuals carrying biological agents became far closer and more relevant fears for many than a
nuclear war that never happened.
But the bomb never went away. The Soviet Union no longer exists to provide a source of
fear for the West, but Communist China, hardly the Wests rm ally, still has the bomb. India
and Pakistan have missiles pointed at each other. Many international commentators have long
suspected Israel of having hundreds of warheads stockpiled. And then theres North Korea.
In the World of Darkness, where the supernatural world exists and intrudes into human existence in all its crazy, twisted glory, the atom has other signicances.
The Divine Fire has always used powerful sources of energy as its vehicle, particularly electricity.
But the power of atomic ssion can also serve as a vehicle for the Pyros. Its a new phenomenon.
While enormous charges of electricity can occur naturally, nuclear ssion at the level necessary to
power a bomb hasnt happened since the Earth was young. Its only since the human race split the
atom that the possibility of the Pyros manifesting itself through atomic energy has emerged.
An Azoth that channels the Pyros through atomic ssion behaves very differently from one
channeled through electrical energy. Its an unknown quantity, and just as the bomb through
which the Azoth rst manifested, it has the potential for awesome destruction.
Radiation
Poisoning
Radiation is everywhere. Everything is slightly radioactive. Everything has a half-life.
But, arguably apart from a few places where geological circumstances create freak radiation
levels, the background radiation of the world is pretty much safe.
With the advent of nuclear physics, however, levels of radiation unseen in nature now
exist in the world. Its quite possible now to irradiate vast areas of countryside (as the vast
area of Ukraine surrounding the Chernobyl power station, the Nullarbor Plain in Australia,
the island of Novaya Zemlya or large tracts of the desert in New Mexico).
Excessive radiation causes living organisms to sicken and die. More importantly, it infuses
matter, animal, vegetable and mineral, meaning that an object or living thing exposed to
dangerous levels of radiation can itself become radioactive. Theres a very good reason why
they bury the corpses of people who died from high levels of radiation in cofns made of
lead.
The Storyteller rolls each time the character comes into contact
with the radiation source. If the character is in constant contact
with the source or surrounded by it (for example, a character
walking through an irradiated patch of land), the Storyteller
rolls once per scene.
Radiation poisoning doesnt kick in straight away. In total,
whatever the source of radiation is, the character loses one dot
of Health for each success the Storyteller rolls.
The character doesnt lose all of them at once.
First, after a number of hours equal to the characters Stamina,
he suffers damage equal to half of the successes rolled (round
up). For a couple of days or so, the character suffers from the
rst symptoms of radiation poisoning. After that, although hes
not quite on top of the world, he doesnt feel too bad and can
function normally. This is called the latent stage. During this
latent stage, he even heals the damage hes already taken, at the
normal rate. Lethal damage in humans heals at one level per two
days. Bashing damage heals at one level per 15 minutes. In fact,
its quite possible that the victim heals all the damage caused by
the rst stage by the time the rst stage is over.
One week later, or after a number of days equal to his Health
dots, whichever is more, the character takes the remainder of
the damage at one point per day, until all the successes the
Storyteller rolled have been used up, or the character is dead.
The character cant heal this round of damage until all of the
damage has been inicted.
Prometheans dont suffer from radiation sickness in the same
way as ordinary humans do. A Promethean takes the rst half
of the damage. When the sickness kicks in, the Promethean
can ght the illness the player rolls Stamina + Azoth each
day. If hes successful, the character avoids taking that point of
damage.
A character gains an equipment bonus from a radiation suit,
or from shielding (such as a bunker). A fully shielded concrete
bunker offers a +10 dice bonus to characters behind it. A lead
shield that doesnt offer all-round protection gives a +3 dice
Radiation Intensity
74
0 (Near Harmless;
less than 0.5 Sv)
Damage: Up to 4 (bashing)
At the very lowest level of radiation exposure, most people
dont feel anything, and they dont get sick. In later life, theres
an increased chance that theyll get cancer, and the chance of
birth defects in any children theyll have in future goes up.
On the other hand, some scientists even think that low
levels of radiation like this are actually good for you.
Someone who takes more than about 0.2 Sv during the
course of a few hours might suffer from a bit of anemia for a
few days, and perhaps, if the exposure was intense and from
one source (rather than being ambient in the area) some of
the symptoms of sunburn, but thats really it.
Often, this level of radiation has no effect at all, but
prolonged exposure (say, being in the proximity of a lowlevel radiation hazard for several hours or days) can cause
a small amount of harm.
Example: Damaged hospital machinery
Quite a lot of hospital equipment uses radioactive isotopes.
If the shielding gets damaged or develops a fault, proximity
to the machine can sometimes be dangerous.
(Severe; 2 Sv to 4 SV)
RADIATION INTENSITY
(Acute; 4 Sv to 6 Sv)
(Extreme; 6 Sv to 10 Sv)
(Terminal;
more than 10 Sv)
Intensity: Damage: 22
Getting Irradiated
Nuclear
Prometheans
76
More than anything else, it needs to be stressed that nobody knows the truth about the Nuclear Prometheans, as
presented here. The sum total of Promethean knowledge
about their atomic relatives is printed in Promethean:
The Created, pp. 218220. Even so, thats all the stories
collected together. No one Promethean knows all of it,
even old, well-traveled, highly knowledgeable individuals such as Verney.
As for the Nuclear Prometheans themselves, they dont
know any more about themselves than the other Prometheans do, and the Nuclear Prometheans dont know all that
much about the other Prometheans, either. Tsar Bomba
and the Skin Girl, the Nuclear Prometheans whom John
Ash meets in the Prologue, are good examples. Tsar Bomba
knows that other Prometheans exist, but given that his
main interaction with them is adversarial, he doesnt often
exchange much in the way of words with them, preferring
to communicate with violence and lacunae. The Skin Girl
knows about other Prometheans, presumably because Tsar
Bomba, her creator, once told her that they exist. Even so,
her encounter with John Ash is her rst experience of any
other Promethean apart from her creator.
The information that follows, then, isnt immediately
known to any character. A group of characters might
find out some of it in play, but as things stand, most
of it is entirely unknown to characters inhabiting the
World of Darkness.
Zeka
Childr e n o f t h e B o m b
Stereotypes
Frankenstein: You whine and whine and whine.
You have no idea what its like. You have it so
damned easy. Do you have any idea how much
I go through? Do you? Well, do you? You do?
Youre lying. Youre a liar.
Galatea: No. Dont be scared. Im not going to
hurt you. I just want to touch you. It wont hurt.
It wont.
Osiris: Youve been prattling about life and
death for about an hour now. You havent actually said anything that makes a shred of difference to me.
Tammuz: Yes, they made you to be a slave and
they made me to be a slave, but face it: youre
still a slave. I could be one of the masters if I
wanted to be. I could.
Ulgan: Youre wasting your time with illusions.
You wont find the world to come there.
***
Vampires: Like me, you are a disease. But
youre nowhere near as virulent.
The Nuclear
Condition
The Pyros animates the Zeky, just as it does every Promethean. With the Zeky, however, the Pyros uses nuclear
energy as its vehicle. Because of this, a Zeka differs from
other Prometheans in a number of ways.
Regaining Pyros
A Zeka regains Pyros in the same ways as other Prometheans do, although he does not gain a point of Pyros
from experiencing a thunderstorm. He can gain one point
of Pyros a night from sleeping next to any source of radiation (including microwaves, electromagnetic radiation and
radio waves), whether it causes damage or not, meaning that
Bestowments,
Transmutations and
Refinements
Atomic Torment
When Torment rst overwhelms a Zeka, it can be a terrible thing to witness. Zeka Torment causes a Child of the
Bomb to explode into horrendous violence. Torment drives
a Zeka is to destroy and to kill, no more, no less, with no
regard for whom is in the path. Friends, loved ones, enemies
and complete strangers are in terrible danger.
Above all, Torment drives the Zeka to expend as much Pyros as possible, as quickly as possible, fueling Transmutations,
increasing Attributes, using Bestowments. The player of a
Zeka in the throes of Torment must spend at least one Pyros
every turn, until there is none left to spend. The Divine Fire
gutters and sparks as it does with all Prometheans, meaning that all Pyros costs are still one higher than usual (see
Promethean: The Created, p. 182). This means that a Zeka
goes through her Pyros store extremely quickly.
One Zeka might murder a half a dozen people and use
the Re-Animator Bestowment to raise them all as zombies,
sending them to kill anyone they meet. Another might use
Vulcanus and Irradiation Transmutations to raze buildings
81
Atomic Wastelands
82
Nuclear Disquiet
Throngs
Its not easy for a Zeka to join a throng, but its possible. If
a group of ordinary Prometheans can get past the difference
of the Zeka, a Zeka could become one of their companions
on the Pilgrimage for a time.
It doesnt mean its going to be easy. The Zeky have the
added problem that they make others lives as difcult as
their own, just by being there.
For example, the itinerant nature of a Promethean throng
is pretty likely to be compounded. If a throng stays in any
area for too long, the Zekas colleagues might nd that theres
suddenly nothing in the area they can eat.
The vicissitudes of the Pilgrimage pose other problems.
Other Prometheans can heal easily. All most Prometheans
need to do is just climb up an electricity pylon and make
a connection or smash open a power outlet and grab hold
of the wires. Meanwhile, if the Zeka wants to heal fast, she
needs to nd a source of radiation, which is potentially lethal
to her friends. A Zeka in a throng either has to drag her
friends from radioactive hazard to radioactive hazard, or be
very careful about the dangers she experiences.
Sleeping overnight next to a source of radiation is easier.
There are many sources of radiation that dont hurt anyone
(or havent been proved to hurt anyone). For example, mobile
phones give off tiny amounts of microwave radiation. Its not
enough to harm anyone, but a Zeka who sleeps at the base
of a mobile phone mast would regain that point of Pyros.
Sleeping next to a microwave oven set to run for an hour or
so after she drops off also supplies that point of Pyros.
Zeka in throngs can, of course, also gain Pyros from their
friends, although the Zeky will have to reciprocate on occasion. Other Prometheans nd that Pyros taken from a Zeka
itches and burns slightly.
The Pilgrimage
and Redemption
The Zeky are few, and so far, not one of them has achieved
the Magnum Opus.
This doesnt mean its impossible. The truth is, the Zeky
can attain Mortality. Although the temptations of Centimani and the Humanity-eroding qualities of some of the
Irradiation Transmutations make it easy to stray from the
path, the rewards are great.
83
Athanors
Cockroach Survival
(Zeka)
Cockroaches can survive nearly anywhere. Legend has it that they even have it
in them to survive a nuclear holocaust.
The Zeka creating the Athanor of
the Cockroach accepts difculties and
84
Machine Service
(Zeka)
The robot of science ction and automotive factory alike is made to serve, and
serve it does, without thought, following simple rules that allows it to protect
and obey.
The Zeky were created to be a quintessentially selfish force of destruction. By
sublimating his own desires and becoming the willing
servant of his friends, the Zeka creating the Athanor of
the Machine hopes to offset some of his curse, becoming
stoic and quiet, like a machine, albeit a machine that can
be repaired and improved.
Trait Afnities: Stamina, Strength
Promethean Boon: The Promethean gains the benet of
the 9 again rule when following an order that benets another
individual, or when performing any action that directly
protects another individual from violence or harm.
The Promethean can also spend Reagent to heal his own
injuries. Each point of Reagent spent in this way heals one
point of damage, whether bashing, lethal or aggravated.
Redeemed Boon: The character continues to enjoy
the benet of the 9 again rule when following orders and
protecting others.
BESTOWMENTS
he needs to free his friends from the base, where the paranoid
military have imprisoned them. The irony is that there really is
going to be an attack, and the Zeka really is behind it. For a few
days, a convoy of atomic warheads is being stored in the base,
en route for decommissioning. The monster is planning to break
into the installation and set them off, the friends he would
set free. When will the characters get wise to him? And will
it be too late? The characters have to deal with a treacherous
monster, paranoid locals and twitchy soldiers as the characters
try to avert a minor apocalypse of their own.
Choices: A throng including a Zeka character (possibly
one who recently has taken a severe injury) meets another
Zeka. This Child of the Bomb is planning to cause a nuclear
accident on scale with the Chernobyl accident, in an area
full of people who have caused the troupes throng a great
deal of pain and injury. The other Zeka, who is powerful and
deadly, approaches the throng, and asks them if they want
to join him. The characters should make the right choice,
but what will be the consequences of the choice? The other
Zeka, a Centimanus, has Pandorans and zombies on his side.
The characters could nd themselves hunted, desperately
trying to stop the disaster, perhaps even facing the hostility
of the people theyre trying to save at the same time.
Bestowments
The unpredictable nature of the atom reects itself in the
wide variation of innate abilities that the small number of
Zeky reveals.
A Zeka character, just as any Promethean, receives one
Bestowment at character creation. The Zekas player can
choose any one of these Bestowments, or create an entirely
new one, using these and other Bestowments found in Promethean: The Created and its supplements as guidelines.
Similar to other Prometheans, a Zekas player can choose
to buy Bestowments as Transmutations. Other Prometheans
can also buy these Bestowments.
Re-Animator
Victim Shadow
86
RADIOACTIVE AFFINITY|TRANSMUTATIONS
of the Bomb paints these gures on to the walls of the buildings
near where he makes his lair, as a warning, a unique and extreme
kind of Pilgrim Mark.
Another story goes that when the Nuclear Promethean makes
his lair, these gures spontaneously appear. Theyre a reminder,
the account goes, of the people who died because of him. They
follow him around.
Yet another tells of how the Nuclear Promethean can become
an atomic shadow, burning his body into the earth and concrete
so that all thats visible is a scorched silhouette.
Cost: 1 Pyros
Action: Instant
Transmutation Cost: Stamina x 7
With this Bestowment, the Promethean can vanish into the
ground, with no evidence that he was ever there other than
a scorched shadow burned onto the stone. The Zeka must be
standing beside or lying on concrete, asphalt, brick or stone.
The player rolls Stamina + Azoth.
Roll Results
Dramatic Failure: The Promethean cannot use this power
again for 24 hours. The Pyros is wasted.
Failure: The Promethean cannot meld with this patch of
earth, and must nd another patch. The Pyros is wasted.
Success: The Promethean vanishes into the stone, becoming a
vaguely humanoid scorch mark. As a shadow, the Zeka doesnt cause
Disquiet or the Wasteland effect. The Zeka isnt aware of whats going
on around her when shes in shadow form, although if someone approaches her who isnt a member of her Branded throng (if any) the
player can roll make a reexive roll of Wits + Azoth for the Promethean
to become aware that someone is there. If she wishes to know more
than that, she must change back into esh.
Exceptional Success: The Promethean becomes a shadow
in the ground, but remains aware of the immediate area (about
a 10-foot radius around her). She can also see perfectly into
Twilight, although she cannot interact with any ghosts or spirits
that may be nearby.
A side effect of this Bestowment appears when the Wasteland
of a Promethean with this Bestowment reaches the second stage,
scorched nuclear shadows do indeed spontaneously appear on
walls, roads and stone.
A Promethean from another Lineage who buys this power
as a Transmutation takes on something of the characteristics
of the nuclear shadow. A Galateid or a Tammuz takes on a
scorched look when her disgurements show. An Ulgan nds
the shadows that leak from his esh staining the edges of the
joins and scars that crisscross his body. A Frankenstein or an
Osiran nds that shadows gather around him more readily, even
in the brightest of light.
Radioactive Affinity
Transmutations
As mentioned above, a Zeka can choose to take Irradiation
as an Afnity Transmutation list instead of one of the lists
normally available to his Renement, or, if hes practicing
Centimanus, in addition to Pandoran Transmutations.
87
Irradiation
The bomb and the Divine Fire gave the rst Nuclear Promethean
his power, and the Irradiation Transmutations are as much inuenced
by the action of the Pyros as they are by atomic energy. One theory
states that the Pyros captures human imagination. If thats true, these
Transmutations are evidence of that, since they capture the spirit of the
nuclear age, making possible horrors that would otherwise only be the
province of science ction.
When a Promethean performs an Irradiation Transmutation, he glows slightly. Some Transmutations in the
list create a brief ash of light, akin to the blue ash that
occurs when two bars of radioactive metal are brought to
criticality.
Flashburn ()
Conceal Radiation ()
88
Reduce Radiation ( to )
Blast ()
IRRADIATION
Blue Flash ()
Irradiate ( to )
Fallout ()
90
Sicken ()
Swift Malignancy ()
IRRADIATION
damage once a month, unless the victims player manages to succeed
in a reexive, extended Stamina + Resolve roll. The victim ghts off
the disease if the players total successes add up to more than 30 before
the victim dies and if the character is receiving appropriate treatment
(chemo- and radiotherapy). Otherwise, the victim continues taking
the damage indenitely.
Exceptional Success: The damage inicted on the victim by
the rst roll is aggravated. All subsequent damage is lethal.
Talking Tumor ()
Elevate Bugs ()
THEM!
Giant bugs have the following Traits:
Mental Attributes: Intelligence 0, Wits 1,
Res olve 0
Physical Attributes: Strength 3, Dexterity 3,
Stamina 5
Social Attributes: Presence 0, Manipulation 0,
Composure 0
Skills: Brawl 1, Survival 1
Willpower: 0
Initiative: 3
Defense: 3
Speed: 11 (species factor 5)
Size: 5
Weapons/Attacks:
Type
Damage
Dice Pool
Mandibles
2 (L)
Health: 10
Homonculus ()
This is the same as the four-dot Metamorphosis Transmutation (see Promethean: The Created, p. 133).
Brain Blight ()
Azothic Bomb ()
92
Antagonists, Allies
and Other Horrors
The Zeky have terrible powers, and can be possessed of equally
terrible motives. But they can just as easily be tragic or noble
gures. Hardship doesnt have to make someone a beast.
A Zeka Centimanus could well be a zombie-creating force
of anti-nature, a vast, near-unstoppable evil standing just at
the edge of the chronicle, a murdering, sociopathic horror who
stands at the center of a fallout-covered wilderness. Tsar Bomba
serves that purpose. His hulking presence in a chronicle promises
violence, weirdness and horror. Few throngs of Prometheans
could hope to defeat him in a at-out battle. Although insane,
hes capable of subtlety, too, using agents to pursue an awful, if
limited, agenda.
But then, a Zeka could be a different sort of sociopath, a
Machiavellian gure, still bent on destruction, but able to hide
among people and use considerable resources to manipulate
criminal and governmental gures into making a terrible, terrible
mistake that could cost millions of lives. Oleg Wormwood is an
example of this. Hes rich and well-connected, and if people
are scared of him, why shouldnt they be? He can end dozens of
lives with a snap of his ngers, if he thinks its necessary. Such
a gure as Oleg could be the nemesis of not only a throng of
Prometheans, but groups of vampires, werewolves, mages and
even human investigators.
A Zeka doesnt have to be a villain. Take, for example, the
lonely, screwed-up individual whos practicing Centimanus
Windscale
Lineage: Zeka
Renement: Cuprum
Mental Attributes: Intelligence 4, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Academics 3, Crafts (Woodcraft) 3, Science 3
Physical Skills: Athletics (Hiking) 1, Larceny (Breaking and
Entering) 1, Stealth 3, Survival (Countryside) 4
Social Skills: Animal Ken (Insects) 2, Empathy 1, Expression 1,
Intimidation 2, Persuasion 2, Subterfuge 3
Merits: Danger Sense, Direction Sense, Eidetic Memory,
Unpalatable Aura
Willpower: 6
Humanity: 8
Virtue: Temperance
Vice: Envy
Initiative: 5
93
Defense: 2
Speed: 9
Health: 7
Azoth: 2
Transmutations: Irradiation Reduce Radiation (); Metamorphosis Mask of Medusa (); Sensorium Sensitive
Ears ()
Bestowment: Victim Shadow
Pyros/per Turn: 11/2
94
cynicism and worldliness, but, just as any other cynical, supposedly self-reliant teenager, she isnt very convincing, and should
she meet another Promethean, she quickly takes on the role of
little sister.
Shes terried of her creator, and hates him more than any other
thing on the planet, but if hes near, she will not hesitate to sell
any friends she has to him, though she hates herself for it.
In the end, although she would like to be a better person, the
Skin Girl is weak-willed, selsh and cowardly. She likes people,
but wont stand up for them if shell be endangered, and lets
friends and strangers die rather than stick her neck out for them.
Shell kill people who show her kindness for a meal or a handful
of cash, and shell hate herself afterwards, although she doesnt
care quite as much as she did when she was rst made.
Lineage: Zeka
Renement: Centimanus
Mental Attributes: Intelligence 2, Wits 3, Resolve 1
Physical Attributes: Strength 2, Dexterity 3, Stamina 3
Social Attributes: Presence 3, Manipulation 3, Composure 1
Mental Skills: Academics 1, Computer 2, Investigation 2, Medicine (First Aid) 1, Science 1
Physical Skills: Athletics (Sprinting) 2, Drive 1, Firearms 1,
Larceny 1, Stealth 3, Survival 3
Social Skills: Empathy 1, Expression 2, Persuasion (Whining) 2
Merits: Eidetic Memory, Residual Memory (Academics, Medicine, Athletics) 3, Strong Back, Unpalatable Aura
Willpower: 2
Humanity: 5 (Inferiority Complex, Submission when in presence
of her creator)
Virtue: Charity
Vice: Gluttony
Initiative: 4
Defense: 3
Speed: 10
Health: 8
Azoth: 1
Transmutations: Irradiation Conceal Radiation (), Flashburn
(), Blue Flash (); Deception Chameleon Skin ()
Bestowments: Radioactive Afnity
Pyros/per Turn: 10/1
Oleg Wormwood
happened to be a Christian fundamentalist, told him quite erroneously that Chernobyl was Ukrainian for Wormwood,
and that the Wormwood Star was the Book of Revelations
symbol for a nuclear holocaust. To the American, the Chernobyl
disaster was a sign of the End Times. The American was of the
opinion that hastening the worlds end was only a good thing.
Oleg was unsure of the Americans religious beliefs, but liked
the connotation of Wormwood and has since adopted it as his
name in most of his business dealings.
Olegs goal is coming closer. Ever since his exposure to the
Chernobyl re, Oleg has dreamed of seeing it again. He pictures
Europe and America on re. He imagines black rain and radioactive dust settling across the world, his own private paradise. Hes
currently in the middle of dealings with individuals who have
access to an installation where he can manufacture weaponsgrade plutonium. Meanwhile, hes working on elements in the
governments of both India and Pakistan who would like nothing
better than to wipe their hated neighbor off the face of the Earth.
And hes got a dozen more irons, warming in the re.
Description: Oleg appears as a tall, cadaverous man in his
40s with cropped gray hair and a salt-and-pepper goatee. His
skin is pockmarked and blotchy. He smiles a lot, but his smiles
dont always go all the way up to eyes hidden behind expensive
sunglasses. He wears incredibly expensive suits, and has heavy
gold rings on every one of his ngers. He speaks all of his many
languages with a heavy Ukrainian accent.
When his disgurements are showing, Olegs skin appears
covered with burn scars, except for his face, where he has no skin
at all. His face is simply a skull, with only a few shreds of esh
and tendon holding in his eyeballs and surrounding his mouth.
In the dark, its vaguely phosphorescent.
Storytelling Hints: Oleg is charming and personable, and
when Disquiet hits, his charm makes him all the more sinister. In
95
Lineage: Zeka
Renement: Centimanus
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 4, Stamina 2
Social Attributes: Presence 3, Manipulation 2, Composure 2
Mental Skills: Academics 1, Computer 1, Occult (Urban Myths) 1,
Politics (Arms Trade, Western and Eastern European Criminal Politics)
4, Science (Fission Science, Plutonium Manufacture) 2
Physical Skills: Athletics 1, Brawl (Beat Downs) 2, Drive 3,
Firearms (9 mm Auto, Sniper Rie) 3, Larceny 3, Stealth
(Concealment) 1, Survival 1, Weaponry 1
Social Skills: Empathy 1, Expression 2, Intimidation (Threats)
4, Persuasion (Charm) 3, Socialize 1, Streetwise (Criminal Connections) 3, Subterfuge 1
Merits: Contacts (Arms Trade, International Criminal Connections, Russian and Ukrainian Organyzatzia), Languages (English,
French, German, Russian, Spanish, Portuguese; Olegs native
language is Ukrainian), Resources 5
Willpower: 5
Humanity: 4
Virtue: Faith
Vice: Greed
Initiative: 6
Defense: 4
Speed: 12
Health: 7
Azoth: 2
Transmutations: Irradiation Conceal Radiation (), Reduce
Radiation (), Flash Burn (), Blue Flash (), Sicken (),
Fallout (), Lord of the Roaches (); Mesmerism
Flight Instinct (), Suggestion ()
Bestowment: Re-Animator
Pyros/per Turn: 11/2
Tsar Bomba
96
for his Pandorans. On the other hand, he might stop and talk
before eating them. It depends on what the voices have been
saying to him. Falling into his clutches is likely lethal and he
possesses tremendous power, but nevertheless, his grand plans
mostly work out as smaller, unimaginative atrocities.
Tsar Bomba is not the harbinger of the end of the world. Hes
just sick. But being who he is, hes never going to get help and
he is far too dangerous to be pathetic.
Lineage: Zeka
Renement: Centimanus
Mental Attributes: Intelligence 2, Wits 2, Resolve 3
Physical Attributes: Strength 5, Dexterity 3, Stamina 4
Social Attributes: Presence 2, Manipulation 2, Composure 4
Mental Skills: Computer 1, Crafts 1, Investigation 2, Science
(Atom Bomb) 3
Physical Skills: Athletics 2, Brawl (Enormous Fists) 5, Stealth (Hide
in Shadows) 3, Survival (Desert, Nuclear Wastelands) 5
Social Skills: Animal Ken 1, Intimidation (Instill Fear) 3
Merits: Direction Sense, Giant, Languages (English, Polish,
French; Tsar Bombas native language is Russian), Repute 3,
Unpalatable Aura
Willpower: 7
Humanity: 2 (Paranoia, Megalomania, Schizophrenia)
Virtue: Fortitude
Vice: Sloth
Initiative: 7
Defense: 2
Speed: 13
Health: 10
Azoth: 8
Transmutations: Irradiation Conceal Radiation (), Flashburn (), Blue Flash (), Irradiate (), Blast (),
Sicken (), Fallout (), Lord of the Roaches (),
Talking Tumor (), Elevate Bugs (), Brain Blight
(), Azothic Bomb (); Pandoran Demons
Call (), Flux Within the Shade (), Clockwork Servant
(), Mantle of Lordship (); Vitality Fist of
Talos (), Might (), Bludgeon (), Defenestrating Blow
()
Bestowments: Radioactive Afnity, Re-Animator, Unholy
Strength
Pyros/per Turn: 30/8
97
Carcinomas
(Zeka Mockery)
98
esh sloughs off the bones, reforming itself into a thing not unlike
a huge eshy caterpillar. It crawls from the vat. Another follows.
And another. The creator tries to ght them off, fails.
Sated, they crawl back, leaving the remains of their
creator to rot.
Description: The creatures appear as dark pink eshy caterpillars,
traveling on dozens of tiny, footless legs. Each has a sucking mouth at
one end, surrounded by folds of slightly lighter, wrinkled esh.
Storytelling Hints: The vat is long gone, but three of these
creatures still lie in wait. The Things from the Vat currently lie
melded into the concrete of the cellar. When something comes
near that they can eat, they attack, crawling mindlessly at a
frightening speed for the nearest source of Pyros and Vitriol.
All three have the same Traits.
Mockery: Carcinoma
Rank: 1
Mental Attributes: Intelligence 0, Wits 2, Resolve 1
Physical Attributes: Strength 3, Dexterity 2, Stamina 4
Social Attributes: Presence 0, Manipulation 0, Composure 4
Mental Skills: None
Physical Skills: Brawl (Sucking Mouth) 2, Stealth 4
Social Skills: None
Willpower: 5
Vice: Gluttony
Initiative: 6
Defense: 2
Speed: 11
Size: 3
Health: 7
Transmutations: Pandoran Small Stature (), Scurry (),
Balsam Flesh ()
Dice Pool
6
Sublimatus:
The Kaiju of Nagasaki
Quote: <silence>
Background: The myths about this creature abound. Its
almost as well-known as some of its Promethean betters.
It might perhaps be the Hibakushas failed attempt at making another one of her own. It might have been created by
another like her. Whatever happened, it exists, with an army
of Pandoran slaves of its own, a faceless atomic end with no
hope of redemption.
Description: It appears as a tall, hugely muscled man, naked
from the waist up. In its stomach, a wide lateral scar sometimes
opens up, revealing an enormous, ragged-toothed mouth with a
long prehensile tongue. Sometimes its arms bend in ways they
shouldnt it has no bones. Although it looks like a man, its
made entirely of rock-hard esh and muscle. It has no head. Instead,
a riveted, sharp-edged cube of rusty steel sits on its neck. When
the Kaiju uses its power to grow to enormous size (betting the
name, a Japanese word usually translated as monster), the cube
doesnt grow with it.
Storytelling Hints: The Kaiju doesnt just eat: it creates bizarre, dreamlike horrors, gardens of unearthly disgust, using its
Pandoran followers and the unfortunate bodies of its victims to
create vile, perverse tableaux. Its slaves manifest all manner of
tentacles, mouths in odd places and teeth where there should
be no teeth. To fall into the clutches of any Pandoran is bad
enough, but to fall into the hands of the Kaiju is to face an end
as long and imaginative as it is painful and degrading.
Dice Pool
9
8
10
99
CHAPTER FOUR
STORYTELLING
XIII. I John, who also am your brother and companion in tribulation
John awakens in the soft ash, unable to ascertain which way is down, unable to gure out where the light has gone.
He nds it comforting. The taste of ash in his mouth is by no means unfamiliar.
He doesnt know how he gets to the surface. He ghts against the ash and rubble for hours, ailing and burrowing and
pushing, and then suddenly his hand meets no resistance, comes out in air. He pushes some more, and nally, squinting,
groping into the air, he is free, head and shoulders and hands in moonlight. He drags himself to the surface, turns over,
lies on his back panting in the night air.
Hes naked. The earth that covers his skin has, in part, in small patches here and there, turned to black glass. He
sees a patch on the back of his hand, glinting as it reects the stars. It hurts a little.
But he is alive. He died. And he is alive. Not, he thinks, in a third-day miracle kind of way. Not as an atonement or
sign. But because Heaven has rejected him. The Almighty saw John waiting at those pearly gates and sent him right
back down again. There is no grace for John Ash. Salvation is for Gods creation. John Ash is not counted as part of
Gods creation. In that, at least, the Skin Girl was right.
John sits in the middle of a crater that looks like its a half-mile wide or more. There are isolated bits of blackened
wreckage here and there, but nothing that looks like a building, or a lab, or anything that was here before.
He wonders if the Skin Girl survived this. He remembers the look in her eyes when she gave him to the corpses,
and he wonders what the big, wide man did to her, how he made her do what she did. And then John wonders if he made
it out, too. John gets the terracettes on his arms again. The gooseesh prickles as it rubs against little shards of glass,
embedded in his skin.
He remembers what she said, as he rubs his forearms: It mightnt hurt you, but itd stick to you, and youd carry
it round with you wherever you went. Youd make things even sicker than you do already, and you couldnt make it
better by just going away.
If its true, its true. But how will he know? John shrugs. Best to take it as it comes.
Hell sit here for an hour or two, but then hes leaving here. Hes going to get out of this place. Hes going to head
north, for Truth or Consequences.
He shrugs, lets out a single, sad sort of laugh, says out loud to no one in particular, Heh. Truth or Consequences.
The stars go out, one by one, above his head as the clouds roll in. Its going to be a long, dark night.
But it cant last forever.
-transcribed from the account of John Ash
ith this book, Promethean: The Created takes a bow and draws the curtain.
We have presented our heroes, anti-heroes and monsters, and the things that
hate them. There are strange philosophies, legends of the creatures, interesting
new ideas and possibilities for the mythology of the Created and details presented on the
strange, curious and unholy things that go bump in the Saturnine Night.
The story is not nished, however. Far from it we have not presented the story to
you, but only its parts. In your hands, the story comes into its own. In this chapter, we are
going to touch on a variety of directions in which to take your Promethean chronicle, and
perhaps even draw it to an interesting end.
In this chapter, we also wrap up the storyline begun in Promethean: The Created, an
alchemical pilgrimage that has taken our heroes far and tested them greatly. Now, they
come to a place the World of Darkness has never described before, presented for use in
your chronicles.
The
Chronicle
You have in your hands all the tools to expand and explore the world of the Promethean
in the World of Darkness. You may even have already begun a chronicle of Promethean:
The Created. Lets look at some of the directions in which you can take the story of these
creatures and their Great Work.
Character Goals
The rst is to look at the individual goals of the characters in the throng. At rst, most
Prometheans are likely to be out simply to survive and gure out what (and even sometimes
who) they are.
Eventually, though, characters come up with goals. The Storyteller shouldnt be afraid
to sit down with a player outside of game and discuss character goals. In addition to accomplishing the Great Work, what would the character like to do?
The players should feel free to communicate the kinds of goals they would like to see their
characters pursue. This sort of thing doesnt have to be done in-character, either: plenty of
situations can make a character take up a given goal or agenda that must be introduced by
the Storyteller. Whether deciding to track down a Jack the Ripper-style serial killer, begin
a doomed romance with a person of high social standing or become the new messiah of the
local homeless when they witness the character work some kind of Pyros-based miracle,
establishing some character goals requires some Storyteller complicity.
The Storyteller should, of course, give such things a little twist. Perhaps the serial killer
turns out to be some kind of freak demiurge who doesnt create a new Lineage, but instead
steals the organs of his victims and somehow transforms them into Pandorans. The person
of high standing may be related to important government or criminal underworld gures
who learn about their relatives romance with this strange person, and disapprove. The
small cult of indigents that grows up around the Promethean miracle-worker may develop
into something strange and unwholesome when it interacts with Disquiet, believing that
their hobo messiah must die for them, or that they must prepare for a crusade against the
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CHAPTER FOUR|STORYTELLING
one of a Galateids milestones, the romance she instigates
with another Promethean is likely to end badly perhaps
even revealing him to have been one of the Centimani
interested in her affection and her Vitriol.
The Throng
104
Storyteller Characters
Everyone has secrets. These are rarely major, earth-shattering secrets even in the World of Darkness, serial killers,
members of occult conspiracies and others with deadly secrets
are still uncommon. Regardless, everyone has a secret of some
sort, something he doesnt want others to know.
Determining what kinds of secrets a person holds tells
a lot about him as a character. Two characters may have
experienced abuse as children, and resorted to alcoholism
as a means of dealing with those experiences. But where
one character talks openly about the abuse and hides her
drinking, the other may seek to drown the things from his
past with a party-boy demeanor. Identical pasts, but the ways
in which they cope, and the things they keep as secrets tell
a great deal about them.
Storytellers and players both should determine the
sorts of secrets their characters dont want revealed. For
Prometheans, this can be strange the Created are often
Seeming Chance
Fortuitous occurrences also have their place in the continuing chronicle. Though the number of Prometheans is
miniscule in comparison to the overall population of the
worlds mortals, Prometheans often encounter one another.
Moreover, these chance encounters often occur at either
very fortuitous times or at phenomenally unlucky ones.
Those Prometheans who have encountered the qashmallim have spoken of the missions that the ery angels have
given them. But they are also forced to acknowledge that
these entities only seem to show when something needs to
be xed, as it were something has moved out of some
kind of harmony that the Principle the qashmallim serve
can perceive. Some Ophidians take this to an extreme,
claiming that the Created do not need luck, for they have
the Pyros.
Of course, Ophidians warn that this works both ways;
Pyros encompasses both puried Azoth and lthy Flux.
Some Progenitors warn their progeny for a reason: If there
are Pandorans in the city, you are going to stumble across
them. Just be prepared.
This provides the Storyteller the opportunity to introduce elements into the throngs path that seem to counter
probability. Prometheans stumble upon one another in the
midst of a battle, just in the nick of time. The one person
who manages to resist Disquiet is the one who is the key to
that Prometheans next milestone.
The Created might go out for a walk to clear his head,
witnessing a collision between a truck and another vehicle.
He is the only one who witnesses the strange package y
off the truck and into the underbrush. Upon investigating,
the package has broken open, revealing a variety of strange
archaeological artifacts, including one with the mark that
he remembers from his days with his creator, before she
disappeared. These small coincidences seem to frame the
Great Work and drive it ever forward, and the Storyteller
is encouraged to make good use of them in his chronicle
development.
Story Formats
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CHAPTER FOUR|STORYTELLING
When planning a Short Arc, the Storyteller is encouraged
to think in terms of a comic book arc or a single graphic
novel: she has time to introduce the characters and explore
their lives in a more leisurely fashion, while introducing
the problem upfront. The difculties they face may come in
waves, giving a sense of victory over an immediate problem,
which really only presages the actual challenge.
For Example: Sophia decides she wants to run a Short
Arc of Promethean: The Created. She wants to tell a story
about a group of Prometheans who dont really know one
another, but who are put into one anothers path by one
of the qashmallim. She names the short chronicle Holiest
of Fires.
In the opening chapters, the Prometheans are each individually visited by this ery angelic force, which prompts
them to all travel to a place where they meet one another
and, unfortunately, awaken a horde of Pandorans. The
Prometheans must work together and ght the Pandorans
to stay alive, and at the end of that chapter, the qashmal
reveals that it was testing the Prometheans. Having
proven their worth, the qashmal guides them in becoming
a Branded throng.
As the story unfolds, the Prometheans follow more
and more of the guidance of this qashmal, but they cant
help but notice the results of their actions: people are
hurt needlessly, Pandorans are unleashed, places become
tainted with Flux. The qashmal assures the Prometheans
that this is the price of the good they have been joined to
do, but in the end it is revealed that this angel is in fact
one of the Lilithim, leading to a climactic battle with the
creature and its Pandoran minions.
The Medium Arc
The Medium Arc encompasses between 10 and 15
individual chapters. Such story arcs tend to incorporate
a variety of challenges, with the bigger story being slowly
revealed as the arc unfolds. By the time the climax of the
arc happens, there should have been plenty of opportunity
for in-depth development of the characters, exploration
of the backstory for both characters and the current plot
and solid setting exploration as well.
A Medium Arc might be compared to a novel or storybased video game: ample time to focus entire chapters
on single characters and how the plot affects them. The
Storyteller need not rush to necessarily reveal the whole of
the full plot, allowing time for that story to slowly unfold,
providing the rewarding experience of characters (and thus,
players) piecing together what is going on without having
to rely on some kind of plot exposition.
A Medium Arc has one or two mini-stories wrapped
into it, which contribute to the storys plot as a whole. It
may be helpful to think of a Medium Arc as two or more
Short Arcs pieced together with a couple of chapters of
character and setting development, leading up to a nal
climax.
106
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CHAPTER FOUR|STORYTELLING
pens when a throng spends time and effort seeking out those
the throng cares for, only to nd the ones they sought are
now corrupted and willing to kill them? The arc ends with
creators coming before the progeny, with orders to perform
lacunae on their own creations. Some will resist, some will
give in, based on the actions of the throng, but violence
and pathos are assured.
Now What?
108
Chronicle Subplots
CHRONICLE SUBPLOTS
scrying abilities. What happens when someone capable
of this kind of magic gets access to this item?
What brought the characters to Chicago in the rst
place? If some or all of them were created there, perhaps
their creators followed their trails from Calogeros workshop
on the rest of their travels. Perhaps someone has been only
a week or so behind them through the entire chronicle,
putting together the story of their lives and Pilgrimages . .
. but to what purpose?
A Sheltering Storm
Strangers on a Hill
To the Wastes
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CHAPTER FOUR|STORYTELLING
Detroit:
The Dead Engine
Detroit: The Motor City, D-Town, the 313. This city,
located on the Detroit River in Michigan, longs for harmony.
Its hungry for it, but for every step forward the city is kicked
two steps back. Sure, the Downtown and Midtown revival
is great for the city, but the factory closings and mounting
crime rate sully that success. The new casinos and shopping
centers are lovely, but those things dont change the increasing budgetary failures and crumbling city infrastructure. The
suburbs are often rich and afuent (and often white), while
the city itself is poor and overworked (and usually black).
Racial and nancial disharmony grows out of a dearth of
jobs, declining real estate values and corrupt politicians.
What is Detroit? What themes and ideas can you explore
when setting a story in this decaying American city?
A City in Ruins
Detroit is a modern ruin. Countless buildings sit abandoned, whole blocks go unused. Factories are gutted shells,
houses sit like hollow skulls and whole streets lie empty of
anything but blowing trash and starving dogs. For every new
building that goes up, two more are condemned and left to
sit (because the city doesnt have the money to knock them
down). Within the city lurk shadowy portions of forgotten life, whole regions swallowed by the rust and crumble
of urban blight. In these portions linger those whom the
city and factories have cast off: addicts, gangs, prostitutes,
lost children, rabid animals. They comprise a deep malady
within the city, a septic moral and physical infection that
will not be easily routed. The good people of the city want
these places cleaned up or cut out. But year by year, the good
people nd themselves outnumbered by the bad.
110
Detroit is a very Promethean city. Why? It comprises various dead parts still grafted onto the living pulse. Its given
over to decay (Wasteland) and disharmony (Disquiet). It is
a nexus of creation (the auto industry was born here, after
all), driven into being by the will and obsession of a few
key men (the demiurges of the car manufacturers). And,
similar to Prometheans, this sometimes wretched city has a
great opportunity to become something greater and better, to
crawl out of its long suffering and into the light of new hope.
Similar to every Promethean, Detroit is a place of massive
potential. That potential is hard to reach and requires great
work, but its there for those who seek it.
Fast Facts
Below are just a few quick facts about Detroit that may
come into play during your game.
The metro area has about 5.5 million people, and the
city proper has about 900,000 (down from more than a
million 10 years ago and nearly two million in the 1950s;
the city is hemorrhaging its population).
The city is more than three-quarters African American,
with whites comprising about 13% of the total population.
The city has a fast-growing Hispanic sector, and also is home
to a rising number of Asians and Middle Easterners (Arabs,
Yemenis, Chaldeans, Iranians).
Cold in the winter (low teens before wind chill), and
hot in the summer (mid-80s, low-90s).
Two major newspapers: The Detroit News and the Detroit
Free Press (or the Freep). The News is editorially rightleaning, whereas the Free Press is more liberal.
Main airport: Detroit Metro Airport
Bus services (DDOT) run in the city and suburbs (called SMART).
The city also operates a light rail system called the People Mover. The
People Mover loops only around the Downtown area.
Its home to the Big Three auto companies (Ford, GM,
DaimlerChrysler), but also has a booming IT and services
industry.
Salt City
Interesting History
The history presented here is by no means comprehensive. Its meant to give a taste of what history
matters in the World of Darkness, what has reflections
today for the characters that may live and work here
in the Motor City.
Mound Builders
Transportation Hub
The city has long been a nexus of the transportation industries. From ship-building to car-manufacturing, since the 19th
century Detroit has been a powerful hub of this industry. The
prosperous carriage-building trade led Henry Ford to establish
his rst automobile plant here, and the rest is history. The
irony is, for a place once dedicated to creating objects whose
very purpose was motion, the city has become stagnant and
stationary. An old legend says that some of the major auto
barons of the area (Henry Ford, Louis Chevrolet, the Dodge
brothers) all had little tin-plate gears turning the dark of their
eyes, seen only if you looked real hard into the pupils. Its said
that some are still born in the city with such a strange mark,
but that those people are kidnapped away from the city by
parties unknown. Its probably just a legend.
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CHAPTER FOUR|STORYTELLING
Arsenal of Democracy
During World War II, Detroit was a prominent manufacturer of war munitions for the U.S. government (the city
simply turned the auto plants over to weapons manufacturing
for a time). Occasionally, someone will nd a small cache
of old wartime weapons hidden beneath the city or in old
buildings. An irony of the city is that it has some of the
worst gun-related crime in the country, and it seems as if
guns fall into the hands of anybody who wants one, regardless of criminal background. The cops continually reclaim
truckloads of weapons from the streets, only to have to do it
again and again. Detroit remains an arsenal, to be sure.
Notable Geography
112
Belle Isle
Bricktown
Brightmoor
Brush Park
NOTABLE GEOGRAPHY
as unique as a snowake and offering amazing glimpses of
architectural potential sit gutted and hollow like empty
skulls. Many of them have been agged for renovation,
either by wealthy homeowners or by companies looking to
build condos and lofts. That said, most agged buildings
still sit unchanged. Why?
Development companies engage in a secret war with
those who believe they truly own the buildings: a group
of vagrants calling themselves the Discarded. Its almost
guerilla warfare, with the vagrants sabotaging efforts to
revamp the area. The news media have yet to pick up on
this hidden war, and thats just how the companies want it.
They dare not let investors know of the troubles.
Cass Corridor
Downtown
Downtown Detroit, which includes the CBD (Central Business District) has undergone serious revitalization during the
last several years. Millions of dollars have gone into renovating
pre-World War II skyscrapers, increasing entertainment venues
and developing new condominium living. Like a rotting limb,
though, Downtown is still pocked with derelict buildings, though
even some of those have been marked for demolition (Statler
Hotel was recently brought down, much to the chagrin of city
historians) or restoration (Broderick Tower). Below Grand
Circus Park, the small courtyard park that marks the center of
this district, new construction and renovation fan out in an area
the locals call the The Necklace or The Fan.
Prometheans wandering this area in and around the old
buildings of Downtown may occasionally nd markings from
past Created who have come through here. These Brands and
markings indicate that the Created felt the area was already
plagued by the Wasteland, even though they could nd no
persistent Promethean presence other than themselves.
Greektown
Delray and
Zug Island
CHAPTER FOUR|STORYTELLING
First, the Second Baptist Church of Detroit is here, and
was the rst African American congregation in the city
and served as the last Underground Railroad point before
the slaves entered Canada. Second is the proliferation of
bakeries and pastry shops dotting the neighborhood. An
odd phenomenon is that many little pastry shops hide away
from the main thoroughfares, interested not in money but in
selling unusual foods and confections to patrons with highly
specialized hungers. Aphrodites, a small shop off Monroe in
a narrow alley, is a two-man operation: Rocky Georgakas
and his 13-year-old daughter, Nia. He doesnt advertise, but
for the right price, theres not a food he cant make.
Grosse Pointe
East of the city, against Lake St. Clair, sits the afuent
suburb of Grosse Pointe. The gradual white ight from
Detroit carried many of the citys upper middle class or
wealthy whites here. Although only 5,000 or so people
actually live here, the town is home to a large number of
summer homes (many of which sit against the lake). Property
values are high, and the people here know when someone
doesnt belong.
That includes Prometheans. The Created who come here
stand out more than they might elsewhere. Assume that
rolls for Disquiet are made at a 1 die penalty.
Indian Village
Mexicantown
A small-but-thriving Hispanic community, Mexicantown sits beneath the shadow of the Ambassador Bridge.
This neighborhood represents a hard-working sector of
people who are largely abused by the system but continue
to work it regardless. Its maybe starting to pay off: various
Hispanic businessmen have formed a development coalition to keep the neighborhood strong and in the hands of
their culture.
Mexicantown is also home to illegal cock, dog and other
animal ghts. Fight operators move the location of the events.
116
The Rivers
The Detroit River runs through metro Detroit, connecting Lake St. Clair to Lake Erie. Curiously, some battles of
the War of 1812 were fought along the banks of the Detroit
River. Listening at night, some hear the distant report of
musket re and cannons, chalking it up to gun violence or
other crime. Occasionally, someone nds a piece of boat or
odd artifact from the war washing up out of the river.
South of this, the Rouge River runs as a tributary into the
Detroit River. The Rouge River (largely marking the border
between the town of River Rouge and Detroit proper) is said
to claim several lives a year. One of these lives is always a
little girl, under the age of 10.
These three roads stretch east and west far beyond Detroit,
but in Detroit proper they represent a diving line between
the haves (those outside of Detroit in afuent suburbs) and
the have-nots (those in the city). Its not segregated; blacks
and whites mix here, living in ramshackle houses, trailers
and crumbling housing projects. Those who live here are also
a mix of those who want to work for their living and those
who want to take from those who want to work. Gangs such
as the Vice Lords and the Black Maa Gang play territorial
war games in this area, ooding it with drugs and violence,
keeping the good people pinned down for fear of their
lives. (Worth noting is that the Black Maa Gang scours
the area looking for hip-hop hopefuls, helping them score
record contracts, which act as a front for drug trafcking
and money laundering.)
In the World
of Darkness . . .
Vampires
The city is lorded over by a relatively young and unusually powerful Carthian Prefect known as Malik Hargrove.
Hargrove claims to have created a place for vampires to work
together more freely, where territory and resources are easily
shared, and to a point, this is true. Its true for those vampires
who come from the lower class, who have experienced the
Werewolves
ritual hunting path for the local Indians. Rumor has it that
it still serves as a hunting path to this day. Packs of roving
werewolves stalk its length, supposedly hunting dangerous
spirits. The spirits believe that they are the ones hunting the
shapeshifters. It creates a curious game of cat-and-mouse,
for Woodward Avenue is a very public thoroughfare. Spirits
care little for secrecy, making the hunt all the trickier.
Mages
Weird Detroit
Bad Cars
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CHAPTER FOUR|STORYTELLING
tantly, its
where the
American car was more
or less born.
Much of the citys history and therefore its urban mythology are tied somewhat to this dominant industry. The auto
industry is tied to various good American myths the
myth of Western expansion, luxury for all and the personal
statement a car makes about oneself. But this industry has
its bad side, as well. Not only is the auto industry responsible for such signicant layoffs that Detroit is one of the
most poorly and erratically employed cities in the nation,
but automakers also drive aggressive oil policy by creating
consumptive cars.
The weirdest effects, however, remain unseen by the
majority of mortal eyes. Cars have a dark mythology, and
the manifestation of this sinister side may nd a home in
your story.
The rst instance of dark automobile myth is the presence
of cursed automobiles. These accursed automobiles seem
normal. They look good, sound right and drive well. But
from time to time, the curse seems to rear up suddenly like
a spooked horse and the driver may suffer for it.
118
How are
cursed cars born? Nobody knows for sure, but stories suggest that sometimes when
blood is spilled on the assembly line, the part upon that
blood spattered still goes into the making of the car. This
blood carries a kind of mystical weight that imprints the
nished product with a grim curse. Others who speak of car
curses talk of things such as gremlins frittering around under
the hood or vengeful spirits possessing the engines. What
is known is that, from time to time after the curse kicks in,
sometimes blood can be found somewhere in the car. Maybe
a bead runs down from the vents or CD player. Could be
that a mechanic nds blood lining the belts and wires, and
assumes that the driver hit a raccoon or something.
The curse manifests like this: If a driver has one or no
Willpower points left perhaps his will and effort were
expended on a tough day at work or vicious spat with the
soon-to-be ex-wife then the car seems to awaken at the
possibility of a sapped or lapsed will. Sometime during the
drive, the car will lurch or shudder, or maybe itll hit a pothole
or hydroplane across a sudden sheen of water. A Drive roll is
Detroit is dead in many places. Buildings have been repossessed as foreclosures or taken from the hands of gangs,
drug dealers or other criminals. Some buildings have simply
been condemned. And so, they are left to rot. This has created an odd phenomenon in which nature seems hell-bent
to reclaim them. They become overgrown with weeds and
vines. Trees even sprout within the buildings, pushing aside
mortar with slow growth over the ages.
This in itself is somewhat odd, but other, stranger stories
come out of these urban jungles and urban prairies. Some
say that theyve lost friends, family or gang members in there.
They go in, ostensibly to wander around or maybe get high
away from prying eyes, and they never come back out.
Others have spotted animals in these places that maybe
shouldnt be there. Wild dogs and feral cats arent exactly
unusual, though sometimes theyre seen in abnormally
high numbers. Some have claimed to see wolves, coyotes
and bears hiding in the decrepit, nature-claimed buildings.
One guy even said he saw a lion stalking around, but he
was homeless, and nobody really trusts the homeless, do
they? Surely hes lying, because he also claims to have seen
a burbling stream, and a strange, black-stoned ruin sitting
half-buried in the ground oor of the old Farwell Building
on Griswold Street, and that cant be true.
Forgotten Detroit
Some refer to the various parts of Detroit that
sit abandoned and lost as Forgotten Detroit (you
can even check out a lot of these places at www.
forgottenmichigan.com or www.forgottendetroit.
com).
Interestingly, some people have taken on a
hobby of exploring these old derelict structures
with the aplomb and the equipment of cave
spelunkers or mountain climbers. They literally
crawl through these places with head-lamps and
climb ropes hooked on broken floor mooring with
grappling hooks. The homeless presence and criminal element are often viewed in the same way that
a wilderness explorer looks at tigers or vultures:
just animals in their element. It lends further
credence to the urban wild idea and may find a
place in any World of Darkness game.
These
Mortal Engines
Speramus Meliora; Resurget Cineribus. (Translation: We
hope for better things; it will rise from the ashes.)
Detroit City Motto
The Saturnine Night is suffering. Prometheans meet
with a world that wishes nothing but pain for them.
People want Prometheans exiled or destroyed. Animals
attack or go mad in their presence. Their surroundings
cant bear the aberration of a Prometheans company,
and so even the physical world spurns them. The only
answer to this is to keep moving, to usher oneself from
one tale of woe and madness to the next. While those
Branded into throngs have at least some anchor to keep
them safe and sane in this sea of suffering, being part
of a throng provides only a small set of breakers against
Disquiet, the Wasteland and Torment.
For many, hope remains. The Created are afforded
the chance to break this numbing, seemingly ceaseless
cycle and become human. And yet many Prometheans
feel they are seeking the impossible. A human soul can
seem beyond the pale, always just out of reach.
In this story, the light at the end of the tunnel becomes
apparent. The characters come to or are invited to Detroit, where they are told that for the right Created an
opportunity will arise to learn the truth about the human
soul and in learning that truth, they are allowed the
chance to complete the equation and perhaps find a
soul for themselves. This story represents a possible end
to their journey, whereupon they might rip the snakes
fangs away from its own tail so that the endless cycle
may finally draw to a close. But it wont be easy. Yes,
theyll be given the chance to consider the soul and what
it means for them, but in the process theyll confront
horrors born of a soulless science, and face an ultimate
reckoning that forces them to wonder if the reward of
Humanity is worth all of this . . . or if it even exists in
the first place. More importantly, are they worthy of
the reward of Humanity? Will they be willing and able
to sacrifice properly to fulfill their desires? Must pain
always come before the prize?
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CHAPTER FOUR|STORYTELLING
Structure,
Theme, Mood
Theme: Sacrifice
Through this story, characters learn the multifarious nature of sacrice, and how nothing is gained without it. On
one hand, humans sacrice every day. Detroit is a deeply
impoverished city with a massive unemployment rate. The
people in this town existing below the poverty line are often
capable of great sacrices for their families, and the characters may see that some of these sacrices are good and pure,
while others are petty and potentially damning. Is there a
difference? Can the ends justify the means?
120
Before
the Game
This section details some of the events and plot threads
that need to come into play before the characters settle
into the actual story.
Getting There
Detroit is the default setting for this story, and its important to work with players to get their characters to this city.
This section will help you do that.
The time of year is irrelevant to the tale (though a blistering hot summer is perhaps appropriate), and the only thing
that matters is tying the characters to this chapter so that
the players dont feel railroaded into concluding their story
here. Below are a number of options and considerations
when getting the throng to the Motor City.
From the Mountains: In the last story, the characters
found isolation and darkness in a collapsed mine outside of
Unusual Attacks
Blackouts
CHAPTER FOUR|STORYTELLING
simply due to a strained system on an imperfect grid, power has
waned in and around the city. Its rarely severe and never lasts for
more than a few hours, and it only happens once or twice a week.
But its got the city up in arms, and so far the civil engineers and
power companies cant seem to gure out just whats preventing
them from keeping the system running full-time. Theyll make
excuses (hot summer, cold winter, its New York Citys fault because theyre all on the same grid), but its evident that theyre
(sometimes literally) in the dark. The characters may learn of
this before they get to Detroit (its on the news) or once they get
there (seeing it on the front cover of a newspaper or overhearing
a conversation on the street). Note that during a brownout or
blackout, a Promethean cannot easily draw electricity to himself
for purposes of healing.
Act
One: Assembly
In this Act, the characters come to Detroit and potentially
meet with Carla Two. They witness and maybe experience
some of what the people of Detroit go through. They also
confront the legacy of Dr. David Dunleavy and his dead
son, Shaun.
122
Carlas Lair
Carla Two has made her home in the midst of humans. Not
far from the Detroit River sits a small housing project called
Dragoon Court. Despite the best efforts of the city to control
violence and crime in and around that area, Dragoon Court
remains a crumbling, crowded bastion of welfare families,
drug dealers, addicts and broken humans.
Its possible that Carla doesnt work for this scenario.
Perhaps shes dead or simply doesnt suit the tone of the
tale. Itd be best to pick another Promethean with which
the throng is familiar, though, if need be, you can create a
whole new character to serve in the role.
Alternately, for extra creep factor, what if this new
Promethean is called Carla Three, looks a lot like Carla
Two and seems to know the characters from some place she
cant quite recall?
Dragoon Court
AC T ONE: ASSEMBLY
before she got here, it has worsened since she staked a claim in
a small corner apartment in the far back of the project. Plants
are dead. Brick walls traditionally strong, even when other
materials crumble are pocked with pitted holes that blow
red dust when the wind kicks up. The projects populace, often
gathered around outside at rickety picnic tables or blasting music
from stoops, look haunted and malnourished, with the tendons
in their neck standing out like heavy-gauge cable.
Assume that the projects population has no more than
four dice to roll in their Resolve + Composure dice pools
to resist Disquiet. Characters could meet a number of encounters here:
A tall, freakishly skinny black man or woman runs up
and begins a stuttering tirade about the system: System
keeps us all fucked up. It works against us. You want to do
right. You want to make good with your life. But others, they
dont want that! You still got the dope-dealing! You still got
the killing! Cant get no job. Cant get no goddamn fucking
job! The individual will follow and hound the throng. He
only has three dice to resist Disquiet.
A pit bull and rottweiler ght off in the corner, playing
a snarling game of tug-of-war with a chewed-up tire tread.
If the characters get too close, the dogs might attack. Despite being broad-chested ghting dogs, both are obviously
underfed (ribs showing). Animal Ken may be used to stave
off an attack or otherwise distract the animals. (Stats for
the dogs can be found on p. 203 of the World of Darkness
Rulebook. Assume that from starvation and tussling, these
dogs already have two bashing levels of damage present.)
Outside of Carla Twos tenement apartment on the
third oor sits a hollow-chested, fat-bellied black man. Hes
sitting against her door on the dirty oor, and hes furiously
scribbling in a notepad. Hes belligerent about moving away,
though characters can easily physically move him (Strength
+ Brawl) or Intimidate him into sliding over (Manipulation
+ Intimidation). If asked what hes doing, hell respond that
the white bitch who lives in this apartment is weird as
shit. Hes taking notes, because he knows someday the cops
will want to know about her. Hell begin vocally taking notes
about the throng, too loudly talking up their physical
descriptions and throwing in some insults.
The rst is that stacked up all over the room are piles of
newspapers (the Detroit News and Detroit Free Press). Characters can see that some of them are marked with red pen.
Some words are circled, others crossed out. If asked, Carla
says that she looks for secret messages in the articles, and
some of that is why she believes this place is where she and
others will meet their salvation. The characters dont need
to go through the papers themselves to see what supposed
messages shes gleaned. She has a small black notebook halffull with ramblings. It reads like stunted poetry, and can be
interpreted to sound Promethean. Lots of religious terms are
used (pilgrimage among them, which Carla will note was
taken from an article about the Middle East).
The second is that shes used sidewalk chalk (which sits
in a plastic kiddy beach pail nearby) to draw all over her
walls. Some of the drawings are nothing but swirls, spirals
and stars. Another image shows several ery phoenix-like
birds ying up from a darkened Detroit skyline. On the
ceiling shes drawn two more pictures, one that is a series
of faceless men standing in a line. The other is a startlingly
detailed close-up picture of a mans face. His face is long
and lean, and his lips are twisted in an unsettling smile. Hes
bald, and in the dark of his eyes, Carla has sketched wisps
of orange ame. The other detail worth noting requires
either a reexive Wits + Composure roll (2 dice penalty
due to the chaos of all those drawings) or an instant Wits +
Investigation roll (without penalty because the character is
actively looking to dissect the chaos). Success on either roll
reveals three small letters chalked upon a few places across
the walls and ceilings. These letters are DDD.
Carla explains that all of it the clandestine mystical
messages taken from newspapers, the chalk-born images on
her walls comes from her newfound dreams. The reality
is, Carla Two is different now from when the throng rst met
her several chapters ago. She appears more clearly focused
(almost obsessively so) and better kept. She might speak of
various epiphanies along the way, speaking in non-specic
terms but alluding to a general air of enlightenment (perhaps
referring obliquely to the completion of milestones). She
seems confused when asked to recount reality, and she may
talk of destroying those who shackled her (the Botherd)
or being hunted by her own bad little children (Pandorans,
potentially from her own botched attempts). Otherwise, she
refuses or is unable to recount exact recollections.
What she tells them is that, again, Detroit is where it will
happen, where she will look upon the New Dawn, and she
believes others can join her on this. Shell note that the
characters look ready and that she hopes to help them
along their path.
The problem is, she has nothing more to tell them. She
has no leads. She has no concrete idea or evidence that anything is going on here besides her own unfounded beliefs or
delusions. Shes almost blissfully happy that shes here with
the throng, but its all hollow. The meeting with Carla Two
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CHAPTER FOUR|STORYTELLING
yields very little fruit, and she explains that shell contact
them when the time is right.
Around Detroit
Moustafa Jaymes aka Moses Moon, the demiurge presented in Strangers on a Hill and mentioned in To the
Wastes is dead. Characters searching for him among
the New Age and occult bookstores of Detroit (successful
Presence + Socialize or Manipulation + Persuasion required)
discover that he died a week ago. Upon further inquiry, the
throng learns that he was shot in the head one night while
leaving the Oculus Bookstore just off Grand River Avenue
near Downtown. The assailant, said to be a white man
dressed all in black, absconded with Moons backpack and
laptop case, but not his money or jewelry.
The throng learns of a wake being held for Moon at the
Oculus Bookstore that night. Its open to the public, as
apparently Moon was much-loved by Detroits small New
Age community.
The Oculus is a single-room store, broad, wide and dimly
lit. It is only barely a bookstore, as most of the shelves are
stocked with a number of New Age and occult antiquities
(anything from suits of armor to dried animal paws). The
place has one wall devoted to nearly every Tarot deck created, including many handmade (and very expensive) decks.
Several white cats skulk about the store.
The wake itself is a wholly non-traditional and lengthy
affair. A whos who of Detroit occult personalities attends
the service. (This serves as a great opportunity if youre running a crossover-intensive game. Certainly, several mages
and maybe a vampire or two will attend this odd ceremony.
Moreover, if Lighthouse hears about it on his own or from
the characters, he, too, may show to pay his respects before
returning to the wastes.) The service itself is a reading of the
entire Egyptian Book of the Dead, which the store refers as
124
AROUND DETROIT
are possessed by spirits. These ephemeral entities look like
sucking maws, as deep and dark as an unlit mine tunnel.
Are these things feeding somehow off the misery born of
mine collapses? Are they forcing the collapses, thus moving
from negligent to downright murderous?
The Glaser Company has recently reopened the salt
mines beneath the city (see Salt City, p. 111). Are their
safety policies lax below the city just as they are everywhere
else? A mine collapse here would be devastating, as whole
parts of the city would crumble into sinkholes. Stranger is
the fact that a number of mine employees have been let
go and released into psychiatric care because they feel
theyve unleashed something that speaks to them at all
hours of the day. What did these lunatics if they are
lunatics nd?
Perhaps records concealed in a locked room in locked
cabinets inside the company indicate that the company only
uses its mining operations as a front for a greater search:
someone high up is looking for something. An artifact, a
person, even a Promethean. They obviously believe that
this thing will be found beneath the ground somewhere,
maybe even here in Detroit.
D-Town Encounters
nel into his hands, cutting and burning them. Since that
time, hes had a hard time getting a job because his hands
cant work with precision for long. Hes not homeless, hell
explain. He has a wife and four children in a house on the
edge of the Brightmoor neighborhood where a lot of other
auto workers live. So, he comes out here and does all manner of embarrassing things to get a little cash to help keep
his family in food, shelter and fresh diapers. The welfare
check, he notes, just isnt enough.
Should characters end up ghting Bernie (hell let them
beat the hell out of him for money), consider his stats for
combat to be minimal. Hes easily abused. Other solutions
might be to help him get a real job, or even do some work
for him to get him money.
The Detroit and Beyond Project
Detroit is home to a number of homes and businesses
that are utterly defunct. They have become overgrown with
weeds as nature struggles to reclaim parts of the city (see
The Real Urban Jungle, p. 119).
Occasionally, the throng notes that some of these buildings are swarming with people, like ants on a hill. Most of
them are young, though a few old folks are found there, too.
They seem to be improving the buildings standing on
scaffolding, painting, constructing new supports, hacking
away at the vines and weeds that seem desperate to swallow
the buildings and so on.
These people belong to the Detroit and Beyond Project.
Theyre a non-prot group that helps revitalize areas and
buildings through the charity of hard work.
Theyre also a little . . . weird. If the throng becomes at all
involved with the group, they discover that the group has
religious leanings. The workers stop every couple of hours to
pray. They eat together and engage in alarmingly sanitized
conversations about morality, the Bible and sin. Over time,
one of the group leaders (calling himself an architect despite having no degree in architecture or engineering) says
something like, By building, we get closer to God, and we
can all hear His voice.
Seems ne, right? Theyll eventually try to recruit the
throng to come to their nightly churches (if the characters
go, its more of the same talk against sin, and lots more
discussion linking building and architecture somehow
to God; they might even mention the Tower of Babel as
a model of what they hope to achieve). If the characters
resist, theyll still be allowed to work, but Disquiet will soon
move against them. The group eventually bands together
and mobs the characters with a religious diatribe that may
end in old-style religious persecution: stone-throwing,
curses from the Lord, spitting, even crucixion if Disquiet
is allowed to simmer long enough.
Rules-wise, assume that the group has a Resolve + Composure score of ve when resisting Disquiet. If the characters
reject or shun offers to join the groups church, this roll is
then made at a 2 dice penalty.
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CHAPTER FOUR|STORYTELLING
The Timekeeper
A Sublimatus hunts the throng (see The Timekeeper
under Dramatis Personae). This intelligent and insane
Pandoran messes with the characters long before making
any kind of physical move against them. Mostly, it uses the
Clockwork Servant Pandoran Transmutation against them
from afar. Cars lurch forward into them. Doors open into
their faces. Manhole covers drop out from beneath them
as the characters walk over them. The environment seems
to work against them.
When the time comes that either the Timekeeper attacks
them or they attack the Timekeeper, theyll nd that the
Pandoran is surprisingly chatty. The creature may verbally
comment on a number of things:
Before getting too deep in conversation, hell ramble
on about Detroit in a manner that makes little sense: . .
. the fuel mix mightve been too rich, too rich, and thats
why the engine died. And then they killed the public clock,
and the public needs a clock, its what keeps these monkeys
together, what keeps them on a schedule. Nobody wanted all
that winding, all that maintenance. How do you know the
journeys over if you dont have a gods-damned clock?
The Pandoran may note that theres someone else like
them but not like them who lurks sometime beneath the
city, sometime just outside of it. The Timekeeper says that
hes crazy as Flux with re in his eyes.
The Timekeeper might elicit a moment of grim sympathy,
suddenly breaking out in weeping and claiming that he cant
really control what he is, just as the characters cant control
who they are. But at least they have a way out if they work
hard enough. Not us, the Timekeeper hisses. Were hungry
forever. After this, he attacks with renewed vigor.
The creature makes a persistent enemy throughout the
story if desired, though you may want him dispatched early.
If so, ne. If you want to keep him around, his strategy allows
him to get in a bite or a bit of ripped esh so he can feed
just before eeing again only to return later to renew his
attacks (always announcing his presence with Clockwork
Servant).
The Half-Formed
Origin
THE HALF-FORMED
Dunleavy shot Moses Moon outside the Oculus Bookstore
(see above, The Death of Moses Moon) and stole his books,
scrolls and what were supposedly enchanted icons. These
materials provided Dunleavys experiments with just the
kick they required. But it wasnt meant to be, for while the
strength of his obsession was nally at its pinnacle, what was
born from his deviant and desperate will was most certainly
not his son, Shaun.
Eventually, characters may learn some of this information through Dunleavys journals, found in Act Two, and
perhaps through interviewing various bookstore and New
Age venue owners.
Botched Creation
Imperfect Duplication
Note that the Half-Formed arent quite the same
as the clones in Promethean: The Created or those
found in the first chapter of this book. The clones
and the Half-Formed are certainly similar, having
diminished souls and incomplete bodies, but as
noted below, the rules for the Half-Formed are a
little different. The most important difference is
The Half-Formed are incomplete Prometheans. Dunleavy has created an out-of-control biological assembly
line born of science and fueled by magic and alchemy.
His obsession allowed the process to begin, but it was
not enough to carry it through to a singular creation.
And so what has resulted is a constant creation process,
where more of these things grow and spawn and enter
the world. The following rules apply when dealing
with the Half-Formed:
As incomplete Created, the Half-Formed have no
Azoth score, Transmutations or traditional Bestowments. They can, however, be felt with Azoth Radiance.
If a Promethean is within 10 feet of a Half-Formed, the
Promethean has the chance to feel for the Radiance.
When Azoth calls to Azoth, however, the Promethean
finds that the connection is imperfect. It flickers like
a guttering candle.
They do not cause Disquiet or the Wasteland Effect, or suffer Torment. In some ways, however, the
Half-Formed are caught in a constant state of Torment,
and any human who sees them may not feel Disquiet,
but certainly sees the creature as a freak.
Half-Formed are capable of maintaining a small
pool of Pyros, up to five points. They can only spend
three Pyros per scene (at a rate of one per turn).
Pyros can be spent in a few ways. One point of
Pyros spent can increase one of the creatures Physical Attributes by +3 for a single turn. One point of
Pyros can be spent to heal a point of bashing or lethal
damage. And finally, one Pyros can be spent to gain a
dot of Armor (as the Pandoran Transmutation) as the
creatures skin becomes waxy and tough. This lasts for
the remainder of the scene.
Pyros is regained by eating raw meat. Only one
point of Pyros can be reclaimed per day when eating
the meat of an animal. Human flesh restores Pyros
at approximately one point per pound of raw meat
consumed (if eating a corpse, the corpse cannot have
been dead for more than eight hours or it fails to
provide Pyros).
When the Half-Formeds Pyros pool is empty, the
creature succumbs to terrible pain. His body is wracked
127
CHAPTER FOUR|STORYTELLING
First Encounter
128
TO THE SOURCE
Distorted Reflections
Much as Prometheans are a broken, distorted
reflection of humans, the Half-Formed are distorted reflections of the Created. The Half-Formed are
held to life by a flickering whip of Divine Fire.
What does this mean to Prometheans? It can
mean a number of things. One Created might note
that, hey, at least theyre not the bottom of the
food chain anymore. A character might see the
Half-Formed as a plague to be destroyed, while
another character might see them as a target for
Redemption. (Act Two has rules for potentially
Redeeming the Half-Formed and making them
into full Prometheans.) You might be able to tie a
number of milestones to the throngs interactions
with the Half-Formed. Can a character exhibit
the human side of either mercy or cruelty when
interacting with these things? Does Redeeming the
Half-Formed ahead of their own potential salvation fulfill a critical sacrificial role? Is destruction
a kind act born of mercy and pity, or a punishing
act made of wrath and scorn?
Further Encounters
At some point, the characters suffer through more encounters with these things, the purpose of each encounter being
to let the characters know that more than one Half-Formed
exists. Of course, the characters might mistakenly assume
that the one they killed before has somehow resurrected
itself. If the throng makes such an assumption, ne. Let the
characters operate on that belief for a time while they try
to decide what to do with the creature. Maybe they kill it,
maybe they capture it, maybe they let it follow them around
and skulk in the shadows like some kind of bedraggled stray.
Eventually, theyre forced to reconsider because while dealing with this one, they see or hear of another, providing
proof that more than one of these things exists. From this
point forward, feel free to stage various encounters with the
Half-Formed throughout the rest of this chapter. Maybe the
characters nd the Half-Formed chasing down a pack of
schoolchildren, interrupting construction workers or hiding in a dark warehouse surrounded by various half-eaten
animal carcasses.
To the Source
CHAPTER FOUR|STORYTELLING
car parts (eyes as headlights, fangs of rust-pocked chrome,
one arm is instead a broken car door hanging limp at the
creatures side) or three letters (DDD) scratched into the
rust of a decrepit car bumper.
Carla Two
If all else fails, Carla Two contacts the throng. She asks
them to meet her back at her lair, where she has captured
one of the Half-Formed.
Shes got the thing pinned beneath a fallen refrigerator
in her tenement apartment. The thing lies beneath the old
appliance, moaning and wailing. Neighbors pound on the
wall. Angry Dragoon Court residents line up at her door,
yelling and screaming for her to shut up. Disquiet has
clearly taken hold.
Carla is ignoring them, and seems very excited at her nd.
She claims the thing was stalking her, and she was able to
lure it back to the housing project where she captured it. She
has drawn a new chalk image on the oor around the things
wailing head: a skyline of factories churning out thin wisps
of dark smoke. Shell tell the throng that she knows where
this thing comes from, and that more of them are growing.
She says theyll need to go to the factory district.
130
Act
Two: Lights Out!
In this act, the characters track the Half-Formed to their
source, encounter a powerful Promethean and endure a
citywide power outage.
Fresh Meat
131
CHAPTER FOUR|STORYTELLING
tells them the corpses are in varying stages of decomposition.
Some are weeks dead. Some are relatively fresh. Most are
given over to maggots and beetles. The air is thick with squat
black ies (so distracting that they confer a 1 die penalty
to any Physical actions made while on this oor).
Three Half-Formed are present. Two are feasting on
corpses right next to each other, while a third tries to
get in on either meal and is constantly pushed away by
the other two. The Half-Formed who are feasting seem
to be gaining no sustenance from the dead meat: they
eat, spit it out, moan in pain and horror and then try
to eat some more.
The Laboratory
The top oor of the auto-body plant was once used for
storage: wooden crates and scrap metal ring the room, and
along the far wall sit about 100 corroded car doors stacked
against the brick.
This is where Dunleavy established his makeshift laboratory. The place is well-lit during the day, because the ceiling
is broadly slanted and features many windows (most of which
are dirty but undamaged).
132
The laboratory represents a crude amalgamation of science and the occult. The characters can immediately notice
the following:
A wall of car batteries sits at the back wall, with wires
leading from each to a single duct-taped cable. This cable
leads into a lthy Plexiglas tank that sits about ve feet tall
on the ground. The cylindrical tank is lled with a murky
pinkish uid that occasionally coruscates with a white wisp
of electricity.
Inside the tank is approximately half of a Half-Formed
creature. Its head, arms and upper torso are complete,
and part of its face is cresting out of the turbid fluid. Its
lower half seems to be forming before the characters
very eyes little bits of tissue seem to grow out of the
liquid and drift toward the body, where they attach, bit
by bit. As theyre looking, the face rises slowly from the
fluid when the mouth is exposed minutes after the
throngs arrival, the thing gurgles and wails in obvious
pain. This process causes the Half-Formed great misery
during the entire birth.
The place is in total disarray. Tables are overturned.
Science equipment such as microscopes lay broken against
THE LABORATORY
the ground. Bookshelves are toppled, with their books bent
and torn on the oor.
Not far from the tank sits three rusted wire cages. In each
cage is a dead animal. The rst cage holds a dead dog. In the
second is a dead monkey (a Wits + Science roll reveals that
its a rhesus monkey), and the third a chimpanzee. Theyve
been dead a long time. The chimpanzee features something
the others do not, however: its left arm dead ends in a human
hand, fused to the creatures arm with thick metal staples.
All the animals are crawling with maggots.
Investigation
A successful Wits + Investigation roll reveals the following:
Moses Moons notebooks sit crumpled up beneath a
pile of other scientic and occult tomes. While many pages
are stained and unreadable, some are still legible. One page
reads: . . . rubies and water made to blood, dust and marble
and corpse-esh made into sinew. This isnt a lie, this is real.
Ive seen them and I shall make my own from water. Death
given a short, sharp shock may again see life, and if that life is
given its own short, sharp shock it can be something more. We
all need that kind of shock, I think. This creation shall be mine.
As Gerhardt Dorn wrote, Transmute yourselves from dead
stones into living philosophical stones. These notebooks can
provide a +1 die bonus to the Humanity roll used in the
generative act when creating another Promethean (see p.
187, Promethean: The Created). The bonus is increased
to +2 if the Promethean is an Osiran.
In a small red pouch cast under a collapsed table sits
a simple amulet marked with Moses Moons initials. The
amulet is a bezoar (i.e., a hardened agglomeration of hair and
bers found in an animals or humans stomach) wrapped in
copper wire and hung from a brown leather cord. The amulet
is tagged by a yellowed piece of paper (actually an old movie
ticket whose only remaining ink indicates a Boston, Massachusetts, theater), tied to the item with a piece of ratty string.
Upon this tag are the words: bezoar. Lighthouse, stomach.
witness. A character who wears this amulet experiences
the feeling of being re-born as an Osiran Promethean named
Lighthouse (see Strangers on a Hill, the story in Strange
Alchemies). This gut-wrenching awakening in brackish fen
water seems to take many minutes, but only takes a second
in real-time. (Wearing the amulet provides a single point
of Vitriol to the rst Promethean to wear it.)
Dr. David Dunleavys journals sit atop a high metal
cabinet. The journals make it clear that Dunleavy set up this
laboratory. The journals chronicles his journey from just after
his sons death to an entry detailing the slow growth of his
rst Half-Formed clone (an entry written with a trembling
hand and detailing his great hope and delight). Dunleavys
entire story is laid bare in highly controlled, block-letter
script that becomes wild as the journal progresses. He details
his journey into cloning and his addition of magic into the
mix using Moons notes. The journal also details how, from
CHAPTER FOUR|STORYTELLING
Sudden Radiance
When the characters have examined some of the laboratory, they need to succeed on a Wits + Azoth roll to detect
a sudden tingle of Radiance. This Radiance is different
from normal. It feels less like vague tingling, and more like
an intense feeling of pins and needles. The characters also
smell a pungent odor like burnt hair.
Putting on a search for the source of this Radiance turns
up nothing, at least not for a while. Whoever the source of
the Azoth is, hes either hiding or powerful enough that hes
far off and still able to reach them with his Radiance.
Cancer Boy
134
A Strange Measure . . .
. . . A Stranger Ramble
He invites the throng to sit with him and talk for a time,
and he takes them to his lair. On the corner of Woodward
and 6 Mile sits a single house that seems almost compressed
in by oddly growing trees (these trees give the appearance
of two hands crushing the building between their slowly
creeping grip). This home is his lair.
He takes them to the second oor, which is better shaded
and concealed than the rst, because downstairs the walls
are perforated with huge holes of missing brick and mortar.
Upstairs, hes built fortications out of busted couches and
chunks of wall and oor.
CANCER BOY
The characters immediately notice the pair of Half-Formed
that sit lurking in the shadowed corners of the second oor.
Theyre chained to the walls. They seem oddly content.
Cancer Boy comes over and pets them as a human would
a dog. One of them mouths the word food in a groaning
croak, and Cancer Boy tells it to wait, hell get them both
something when hes done talking to his new friends. If
pressed on this subject, for the moment he says nothing
more than, They hunted me, so I hunted them in return.
They make excellent pets!
A successful Wits + Composure roll reveals old bloodstains
in various parts of his lair. If asked about them, Cancer Boy
grows somber for a moment and notes that, sometimes,
people come to him and wish him harm. He says no more
on the subject.
It doesnt take long for Cancer Boy to ramble about his
days as a Promethean. He claims to have been made not
long ago: nearly 20 years before by his account, here in
Detroit at the Fermi II nuclear plant. His tale skips around,
and vacillates between time periods and locations, and he
claims to have met very few other Prometheans (though
he seems to have encountered nearly constant Pandoran
resistance). His tale is notable in a few ways:
He claims to be a believer in and servant to God. Not
necessarily the Christian God, but he holds up the Bible,
the Torah and the Quran as interesting evidence. He
claims that humankind is good and powerful, but has lost
its moral center. Humanity needs God to return to this
world. Cancer Boy references the Jewish Golem and the
giant Nephilim from Biblical lore, though he doesnt seem
to know what these really mean in context. He may also
ramble on about the Jews being enslaved by the Babylonians
and Moses leading his people to the Promised Land. He
also mentions the holy conquests of Mohammed. (Hes a
mouthpiece for this information, but doesnt seem capable
of parsing it with his own thought.)
He seems further fascinated by notions of sacrice,
specically of animals, humans or sacred gures dying for
the greater good. He goes off on a tangent about organ
donors, animals used in medical testing, Jesus Christ and
men thrown into peat bogs or killed upon altars in an effort
to satisfy the old gods. This subject enlivens him more than
any other. His eyes go wide, and he talks of sacrice with
childish, wondrous delight.
Just as Carla Two, he believes his journey through the
Saturnine Night is near its end. He has a few more things
to do. He also believes that the characters are nearing the
ends of their respective journeys, as well, and hell note this
with pleasure. He tells the characters that he can help them
get to their nal reward, provided they help him get to his.
He believes that great glory awaits them all, if they care to
chase it. After explaining this, hell claim that hes tired and
has not slept for days, and would like time to rest.
Reaction
Tailored Offerings
Consider the possibility of having Cancer Boy
offer the characters something more particular
than the ambiguous transcendence. Let him
dangle more specific rewards over their heads,
offering the Prometheans something specifically
suited to their stories. Does he know where one of
their creators is hiding? Will he promise to teach
them some of his strange Transmutations? Can he
serve up their enemies a traitorous Promethean,
a persistent Pandoran or a cruel Centimanus on
a silver platter? Feel free to connect this to some
earlier stories, too. Will he help them shut down
the mining company from To the Wastes? Can
he contribute to their search for Lighthouse or
Moses Moon (both from Strangers on a Hill) ?
Cancer Boy, ultimately, is about hollow promises. Its unlikely that hell fulfill any of these promises, but he can certainly make them. Alternately,
maybe he has to throw one or two small rewards
in the characters direction to keep them hooked.
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CHAPTER FOUR|STORYTELLING
Interim
136
Carla Two
stories about how this is the government yet again plunging the African American community into disaster (as
with Hurricane Katrina), or how this has to be the result
of some as-yet-unknown terrorist attack. Conspiracy and
urban legend thrive in this environment.
At night, the city is completely dark. The city itself,
when powered, is really a beacon it lights the horizon
100 miles away. And now its gone. Assume that operating in darkness will confer a number of penalties to rolls
that require some kind of light to perform (anything from
Research to Lockpicking). The average penalty is 3 dice,
but that can vary.
Errands for
Cancer Boy
CHAPTER FOUR|STORYTELLING
other than his divine might). With minimal probing,
Cancer Boy elucidates upon his theories and plans.
He claims that he has the power to bring God back into
this world to save it. God will prepare the world and make
it into the Promised Land, whereupon all death is given
life. On this point, Cancer Boy is a little foggy as to whether
or not this will give Prometheans a soul or whether it will
allow all the dead to walk as Prometheans, but he seems
unconcerned with this particular point of ambiguity. What
he does believe with utter condence is that he has found
something called the God Machine, and that he must
prepare the city for this Living Engine. He claims that
humankind must be humble in the face of the God Machine.
Seeing as how electricity is a carrier of Divine Fire, and only
God is betting of that source of power, then humankind
must not aunt its power in front of the divine. Hence, the
God Machine must be given the sole glory of electricity. If
humankind is allowed access to the Divine Fire at the time
the Engine roars to life, God will be most displeased.
How?
God Machine
138
Finding the
Good Doctor
The characters may choose not to do Cancer Boys bidding, and thats ne. (If they dont, Carla Two takes up the
mantle and seek out Dunleavy.) If they do choose to nd
him whether to serve Cancer Boys wishes or to pursue
their own interests such as warning him then this section
describes that pursuit.
Dunleavys journals are the key to nding him. He notes
that he drives by his ex-wifes place to spy on her and make
sure shes all right, and during this power outage thats exactly
where hes gone. If the characters havent discovered this
tidbit, they may make an extended Wits + Investigation
roll to scour the journal for information. Five successes are
necessary, and each roll represents 15 minutes of time. They
nd that he would drive down Newberry Place over and
over again to look upon their old house. A quick phonebook
search gives them an address.
Crisis
CHAPTER FOUR|STORYTELLING
line of aberrations. Cancer Boy doesnt really have the
finesse to convince Dunleavy with anything but raw
threats, and as such asks or demands that the characters
do what they must to convince Dunleavy.
Physical threats fail to motivate him easily, as he seems
to believe that any punishment he gets is deserved.
(Intimidation rolls born of physical violence therefore
suffer a 3 dice penalty.) Threatening Dunleavys wife,
however, grants a +1 die bonus to the Intimidation roll,
as he fears for her safety (yes, he was willing to kill her,
but only to protect her from monsters such as they).
Characters may also be able to use Persuasion to convince Dunleavy that this time, maybe his cloning project
will truly create the desired result. Creative use of Disquietism or Mesmerism Transmutations may also con
Dunleavy into re-creating his failed experiment.
Alternately, the throng may choose instead to refuse
Cancer Boys request, let Dunleavy escape or even kill
Dunleavy so that new Half-Formed cannot be made.
The future of Dunleavys experiments lies in the
hands of the characters. If they convince him to begin
the cloning process anew, Cancer Boy asks that they
supervise Dunleavy for the three or so days it takes to get
the experiment up and running. If they fail to convince
him or perform any task that prevents the doctor from
reinvigorating the creation of new Half-Formed, Cancer
Boy tells them that God is soon at hand and He will
judge them accordingly.
Its possible that the characters never brought Dunleavy
to Cancer Boy to begin with. Maybe they were unable to
secure Dunleavy before he fled or shot himself, or perhaps
they simply refused to perform the errand. If Dunleavy
isnt dead, Carla Two eventually finds him and fulfills
the task as Cancer Boy demands.
If Dunleavy is dead, Cancer Boy laments the loss, but
says that the city will just have to make do. He then
instructs the characters to round up those Half-Formed
that remain in the city. He wont be satisfied until at
least five of the rogue clones are caught and brought to
him in his lair.
The characters may very well refuse Cancer Boys
demands at any point. Doing so causes Cancer Boy to
run the gamut of emotions. First, he pleads with them,
promising them the same repetition of glory and transcendence if they help him. If they continue to refuse,
he becomes belligerent, dismissive and insulting. Hell
throw in their faces the fact that Carla Two has already
agreed to help him.
If they leave him, Cancer Boy continues with his quest,
dragging Carla Two along. The characters can try to ignore him and his task, which leaves him to carry out this
story (and its effects, found in the next act, take place).
Alternately, the characters perhaps make it their mission
to stop him. At any point in the next act, the characters
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Act Three:
Salt of the Earth
In this last act of the story, Detroits power outage continues, and Cancer Boy reveals the God Machine that he
has found beneath the city. The characters control the
fate not only of the city, but of their own eshy bodies and
burgeoning souls.
Continuing Darkness
Revelation of
the God Machine
Salt City
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CHAPTER FOUR|STORYTELLING
Deeper
142
This place was once a massive sea, and hell quote the
Book of Job (Job 26:10): He hath compassed the waters
with bounds, until the night and day came to an end.
Hell explain that in various chemical and alchemical processes, salt dissipates upon fullling its grand
purpose.
Salt was used as a ritual emblem in the old days.
Newborns were rubbed with salt. Meat was ritually salted.
And all sacrices were salted before being offered to God
or the gods that came before.
Jesus said, You are the salt of the earth, but if the salt
has lost its taste, its good for nothing. Cancer Boy repeats
this fact periodically, almost as if he forgets that he said it
before.
The Pit
GOD MACHINE
bolted fat metal rungs into the salt walls of the pit, forming
an erratic, only partially effective ladder. Cancer Boy says
nothing; he just starts climbing down.
Because the ladder is slippery and poorly placed,
characters must succeed on a Climbing roll to descend.
The action is extended, requiring 10 successes, with
each roll representing one minute of climbing. The
presence of the partial ladder confers a +3 dice bonus
to this roll.
Getting the Half-Formed down there can be tricky.
Characters can bring them down on their backs, but
doing so confers a 4 dice penalty to the Climbing roll.
The Half-Formed can be persuaded to climb down themselves with a successful Manipulation + Persuasion roll
(suffering a 3 dice penalty as the clones are now truly
agitated). Throwing or pushing one into the hole damages
the clone, as the drop is significant enough where lethal
damage occurs from terminal velocity. Resultant damage
will kill the clone over time as it hemorrhages internally.
Cancer Boy tries desperately to stop the characters from
throwing any more clones down the hole, as in this condition he believes they could become useless.
God Machine
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CHAPTER FOUR|STORYTELLING
enmeshed gears, the characters see countless smaller gears.
Its clearly only one small part of a much greater machine
that exists deep and wide beneath the salt.
A Thousand Variables
What occurs below with the God Machine is the
default scenario. This is what happens to tie up the
story, and how the players react to it or deal with
it is their decision.
However, Promethean: The Created is an intensely personal game. What happens here with
Cancer Boy and the God Machine needs to be
in line with the overarching themes and moods
exemplified by the characters and their individual Pilgrimage journeys. As such, throughout
we provide a few other options outside the default
ending, thus allowing you to ensure the proper
conclusion to the story. Also, dont hesitate to sacrifice bits of this story. After all, sacrifice is one
of the themes of this chapter, so feel free to offer
parts up on the altar of good Storytelling.
Its time to oil the gears, claims Cancer Boy. How does
one do this? By killing the Half-Formed and spilling their
blood on the exposed machinery, of course. Thats what
Cancer Boy wants, and he expects the characters (Carla
Two included) to comply.
If the characters obey, they must attack each Half-Formed,
grappling them and killing them in a way that pours their
blood on the gears. The characters have a chance to surprise one or several of them on the initial attack (and the
Half-Formed have the appropriate Wits + Composure roll
to sense the surprise and apply Defense). After that, the
Half-Formed ght with brutal ferocity: all gnashing teeth
and thrashing limbs.
Only two Half-Formed need to actually be killed to get
the gears moving. (Technically, they dont even need to die
to produce the appropriate blood, but Cancer Boy demands
that death serve the God Machine.) Once the blood of
both clones has wetted the machinery, the gears begin to
turn slowly against one another. Curls of steam rise from
the hole. It stinks of sulfur.
Cancer Boy is satised once the gears turn. If the characters want to continue to sacrice the clones, ne. If not,
the remaining Half-Formed will ee into the depths of the
salt mines, howling as they escape.
During this fracas, Cancer Boy doesnt harm his own two
Half-Formed clone pets. Once the gears start to turn,
however, he wades into the fray himself, attacking them
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Revelation of
the Arch-qashmal
Firestorm
Radiation
This entity does not have game traits, for it is an Archqashmal. Attacks made against it are fruitless. Hits never
connect, always just missing the entity by a fraction of an
inch. The Hand never ghts back, though. It simply talks
to the characters.
The being notes that Divine Fire is considered by some
to be a limited resource. And while this isnt precisely true,
Pyros so often goes wasted on the many when it could be
hoarded by the few. The Hand will offer that this is true
of humans, too, who once stole the Divine Fire from the
gods. Now, the Arch-qashmal claims, its Mission is to offer
the characters a way to steal the Divine Fire back by
ending many lives.
This is clearly what Cancer Boy desires. The Nuclear
Promethean adds over the howling Firestorm, Now the
world is ours, I give you this reward!
On the other spectrum is Carla Two, who seems confused
and lost. She wants Mortality, not power. This is not her
idea of transcendence.
Final Sacrifice
Hopefully, the characters will be the ones to ask the Archqashmal how to stop this from happening. If they dont, or
seem to take too long in the asking, assume that Carla Two
voices the question.
The Hand of the Principle simply answers, Azoth calls to
Azoth. He steps away from the exposed gears and gestures
to the hole, as if to suggest you rst.
The direction is clear. If some number of Prometheans sacrices themselves to the chewing gears of the God Machine,
the Machine will stop and the radiation will dissipate.
Sequence of Events
Other Solutions
Characters are known for a pesky thing called
free will, so what happens when they dont give
in to either choice and concoct their own solutions? Perhaps they use some of the dynamite
found earlier to blow up the God Machine. Does it
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CHAPTER FOUR|STORYTELLING
work? Up to you. Maybe you do want to give the
Hand of the Principle stats, so they can throw the
Arch-qashmal into the crushing gears (and what
happens then?). The characters could run far, far
away, gaining no benefits or detriments from the
process and instead catching news of the radiation leak that killed or sickened most of Detroits
citizens.
The End
Completed Sacrifices
Failed Sacrifice
146
DRAMATIS PERSONAE
Botherd
Dramatis
Personae
The following section details the characters that feature
prominently in These Mortal Engines.
Combatants
Cancer Boy
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CHAPTER FOUR|STORYTELLING
makeup, that perhaps his creator (whom he calls Father or
God) is a part of him.
Its also led him to do quite a bit of killing over the years.
Whenever he feels a human can make a sacrice for his family,
friends or town, Cancer Boy forces that sacrice upon that person (convinced that the human isnt really dead, but is simply
becoming a soul going to Heaven).
Description: Despite his name, Cancer Boy is most certainly
not a boy. He has a mans body a strong, robust mans body,
by the looks of it. His body is wrapped in turgid muscle, giving
him a bodybuilders physique. He wears all white most of the
time, either a dirty terrycloth robe or a yellow-stained wifebeater with baggy pale pants. His skin is pale, too, and all this
serves to showcase the serpentine cancerous keloid that grows
from the center of his back and rises up against the left side of
his neck like some gigantic leech. Parts of this are scabrous, and
bleed a little.
His disgurement only deepens this grotesque countenance.
His skin is so pale its translucent, revealing a body improperly
stuffed with various organs, each of which is strangled by fatty
tumors. The only part of his esh that isnt translucent is the
cancerous keloid, which seems only to grow darker and more
textured in its diseased topography. When in darkness, Cancer
Boy glows with a wan, sickly light.
Storytelling Hints: Hes not a child, but he sometimes acts
like one. Not in a petulant way, but more like hes lost in wonder
. . . like a child looking upon an amusement park ride or a toy
store window at Christmas. This might at rst seem hopeful and
even contagious, but it should grow more disturbing as he appears
this way in nearly any situation, even those that call for horror
to take place before his very eyes. Even the most awful concepts
seem to cast him into that wondrous place, and he animatedly
talks with his hands or rapturously describes how good something horrible makes him feel. He treats his friends very well,
and will go to the ends of the Earth to make them happy. But
he also expects them to do the same for him. Its a surprisingly
stark and simple worldview, and he expects everybody to adhere
to it. Moral complexities are lost on him.
Lineage: Zeka
Renement: Mercurius
Mental Attributes: Intelligence 3, Wits 3, Resolve 5
Physical Attributes: Strength 4, Dexterity 3, Stamina 4
Social Attributes: Presence 3, Manipulation 1, Composure
4
Mental Skills: Academics 2, Computer 1, Crafts (Found Parts)
3, Investigation 3, Occult 1, Science 2
Physical Skills: Athletics 3, Brawl (Grapple) 4, Larceny 1,
Stealth 1, Survival (Hunting) 4, Weaponry 2
Social Skills: Empathy (Motives) 4, Intimidation 3, Persuasion 1, Socialize 3
Merits: Brawling Dodge, Danger Sense, Fighting Style: Boxing
1, Elpis 1, Lair (Security 1, Size 1), Residual Memory (Science
and Medicine) 2
Willpower: 9
148
Half-Formed (
Clone of Shaun Dunleavy)
CHAPTER FOUR|STORYTELLING
150
Non-Combatants
Quote: What falls must rise again, and what rises again
will eventually fall.
Background: The Hand of the Principle does not belong
to either of the other orders (Elpidos or Lilithim). It exists
NON-COMBATANTS
as an Arch-qashmal of the third, unnamed order. Just as
others of its kind, the Hand knows nothing of what it has
done before, and can only comment on the Mission and
the Principle.
Description: In Twilight, the Hand of the Principle
appears as a column of white ame that pulses and shifts.
When Materialized, the qashmal appears as a tall man with
blond hair, white skin and milky eyes. When he speaks,
steam hisses from his mouth, and one may catch a glimpse
of gears turning within the darkness of his throat.
Storytelling Hints: The Hand of the Principle speaks
plainly, and possesses less of the curiosity that sometimes
accompanies these angelic entities. He asks few questions,
but provides (admittedly cryptic) answers to those posed to
him. No matter what the outcome of the events, the Hand
of the Principle always seems vaguely pleased.
151