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* DeadpanSnarker: Ulgan are prone to it.

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* %%* DeadpanSnarker: Ulgan are prone to it.it.
* DeathByDepower: The Zeka are animated by nuclear radiation instead of a classical element. They have the usual option to complete a Pilgrimage and [[HumanityEnsues become human]], but as soon as they succeed, they suffer radiation poisoning proportional to their former Azoth level, which can kill a once-powerful Promethean [[FastKillingRadiation within hours]] or days. However, survival is still possible.
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Up To Eleven is a defunct trope


** 2nd Edition ramps this UpToEleven: Promethean Disquiet, and Wastelands, are effectively ''Azothic radiation poisoning''. They're ''literally'' humanoid health hazards.

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** 2nd Edition ramps this UpToEleven: up to eleven: Promethean Disquiet, and Wastelands, are effectively ''Azothic radiation poisoning''. They're ''literally'' humanoid health hazards.
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** Likewise, the narrator for the 1e corebook fiction goes by the alias "Mr. Verney," which was the last name of the protagonist of Mary Shelley's apocalyptic novel ''The Last Man''.
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* ThatManIsDead: One of the few cases where this isn't a metaphor. Prometheans sometimes encounter people who knew the person or people that comprise their physical body, but Prometheans are ''not'' that person - that man is, literally, dead. The Promethean is a completely different consciousness just inhabiting the body.
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* FantasticNirvana: Prometheans seek to escape the negative spiritual ailments that set them apart from mortals and attain souls of their own, [[BecomeARealBoy becoming human in the process]]. This spiritual pursuit, known as the Great Work, requires a Promethean to endure great hardships, years of study, lethal hazards, and even face the temptation to abandon their Pilgrimage and [[ThenLetMeBeEvil become Centimani]]. For good measure, no two Pilgrimages are alike, so learning from the example of others is difficult verging on impossible. At the end of this journey is the New Dawn, in which the Promethean becomes one of the Redeemed: now mortal, the Redeemed no longer projects [[HatePlague Disquiet]] or [[WalkingWasteland Wastelands]], possess few if any memories of their time as a Promethean, and likely only have a few remaining supernatural abilities, [[BroughtDownToNormal if at all]]. On the downside, this state leaves the Redeemed vulnerable to the Disquiet of other Prometheans... not to mention all the ''other'' things that prey on ordinary humans [[CrapsackWorld in this setting]].

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'''The Refinements:''' The chosen {{Splat}}s of the Prometheans. Unlike other species in the World of Darkness, Refinements aren’t social constructs so much as philosophies. There are so few Created in the world that a given Promethean may live out his entire pseudo-life without ever meeting another of his kind, let alone one following the same Refinement. Refinements are divided into simple and complex; a Promethean must always start their journey on a simple Refinement, and cannot have completed more complex Refinements than simple ones.

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'''The Refinements:''' The chosen {{Splat}}s of the Prometheans. Unlike other species in the World of Darkness, Refinements aren’t [[GroupedForYourConvenience social constructs constructs]] so much as philosophies. There are so few Created in the world that a given Promethean may live out his entire pseudo-life without ever meeting another of his kind, let alone one following the same Refinement. Refinements are divided into simple and complex; a Promethean must always start their journey on a simple Refinement, and cannot have completed more complex Refinements than simple ones.



* {{Splat}}: See the introductory text for a breakdown of the splats in this game.



* TakenForGranite: One of the lineages was descended from Galatea, and some have worked out how to turn back into stone. Other Prometheans can learn the trick as well.

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* TakenForGranite: TakenForGranite:
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One of the lineages was descended from Galatea, and some have worked out how to turn back into stone. Other Prometheans can learn the trick as well.

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->''We know we're not real. It's like playing house, like befriending shadow puppets. It becomes frustrating, then maddening. No one wants the company of monsters, not for long.''
->''Not even other monsters.''

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->''We know we're not real. It's like playing house, like befriending shadow puppets. It becomes frustrating, then maddening. No one wants the company of monsters, not for long.''\\
''Not even other monsters.
''
->''Not even other monsters.''


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* RolePlayingEndgame: There are mechanics for Promethean characters to complete their Pilgrimage, gain souls, and [[BecomeARealBoy achieve true humanity]]. The game also observes that the ex-Promethean is now a [[DePower De-Powered]] amnesiac in a CrapsackWorld and suggests how cruelly this trope could be {{Subverted|Trope}}.

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Crosswicking


* TheStoic: Osirans tend to be this way, particularly when in Torment.



* TheStoic: Osirans tend to be this way, particularly when in Torment.
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Crosswicking

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* TheStormbringer: The [[TheFlameOfLife Divine Fire]] that animates [[ArtificialHuman Prometheans]] begins to [[WalkingWasteland corrupt the environment]] if they stay too long in one area. Frankensteins cause lightning storms, Galateids cause unnatural calm, and Nepri cause drought, to say nothing of their [[HatePlague effect on humans]].
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* WeakToFire: The Divine Fire that animates a Promethean overloads and goes out of control when exposed to mundane fire. As such, fire deals aggravated damage to Prometheans.

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** Possibly the king of this: Bin Gereh. Even Great-Grandfather Crow can find a chance at redemption, though it might not be a form he likes. Bin Gereh (and the other Extempores) ''may never be able to''. (He was "created" by a natural disaster, and every attempt he's made at creating progeny - a required step for Redemption - has failed.)

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** Possibly the king of this: Bin Gereh. Even Great-Grandfather Crow can find a chance at redemption, though it might not be a form he likes. Bin Gereh (and the other Extempores) ''may never be able to''. (He was "created" by a natural disaster, and every attempt he's made at creating progeny - a required step for Redemption - has failed.)) Though 2E made it so creating progeny is no longer ''required'' for the New Dawn (though it helps), but Extempore still don't have it very easy as unlike the other lineages, they lack anyone who can help them figure out what they ''do'' need to do, even other Extempore.
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** The ''Dark Eras'' companion mentioned that the Black Death saw large numbers of Prometheans becoming disillusioned with humanity for this very reason. After witnessing both how fragile humans are, and also how fear and desperation will drive them to commit atrocities, like slaughtering Jewish communities as scapegoats for the plague, some of them found themselves wondering why they ever wanted to be one of them, and embraced becoming Centimani.
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* RobotWizard: The Unfleshed are a kind of Promethian (a pseudo-living creature usually created from human corpses subjected to a specific ritual) arisen from broken machines rather than dead people. These can still use magic-like Refinements, using the Divine Fire imbued into their beings, in an effort to cure their PinocchioSyndrome.

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* RobotWizard: The Unfleshed are a kind of Promethian (a pseudo-living creature usually created from human corpses subjected to a specific ritual) arisen from broken machines rather than dead people. These They can still use the magic-like Refinements, using the Divine Fire imbued into their beings, in an effort to cure their PinocchioSyndrome.
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* CompanionCube: One Transmutation allows a Promethean to imbue an inanimate object with a consciousness. As long as they funnel one point of Pyros into their creation each day, it can last indefinitely. Some Prometheans use this to set up spies (who's going to notice the old brick leaning against the fence?). Some do it just to have someone to talk to. Prometheans don't pass judgment on either use.
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* SacredFlames: Prometheans are powered by ''Azoth'', the Divine Fire that fuels their supernatural powers and acts as a general "power stat" in the PointBuildSystem.
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Notable perhaps because a viable group of characters in the game consists of Frankenstein's Monster, a marble statue imbued with life, a hypertech nanite colony in the shape of a man, a mummy, and a golem complete with the name of God on his forehead, and they can go beat up a radioactive zombie-making (and also radioactive-zombie making) thing brought to life by a nuclear bomb and guarded by living cancers, because you were told to by a blood-drenched angel with a flaming sword and six wings. And despite that description, it's actually a rather deep game of personal horror and on the nature of what makes a man. Possibly the strangest of the new World of Darkness games, ''Promethean'' requires more investment between Storyteller and player than the norm, and is thus recommended for smaller groups.

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Notable perhaps because a viable group of characters in the game consists of Frankenstein's Monster, a marble statue imbued with life, a hypertech nanite colony in the shape of a man, a mummy, and a golem complete with the name of God on his forehead, and they can go beat up a radioactive zombie-making (and also radioactive-zombie making) thing brought to life by a nuclear bomb and guarded by living cancers, because you were told to by a blood-drenched angel with a flaming sword and six wings. And despite that description, it's actually a rather deep game of personal horror and on the nature of what makes a man. Possibly the strangest of the new World Chronicles of Darkness games, ''Promethean'' requires more investment between Storyteller and player than the norm, and is thus recommended for smaller groups.



* BlessedWithSuck: Quite possibly the worst in the [[TabletopGame/NewWorldOfDarkness nWoD]].

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* BlessedWithSuck: Quite possibly the worst in the [[TabletopGame/NewWorldOfDarkness nWoD]].[[TabletopGame/ChroniclesOfDarkness CoD]].



* MurderIsTheBestSolution: Most lineages have no problem obtaining corpses to use in the generative act. Even the Ulgan, who require supernaturally-touched bodies, live in the '''TabletopGame/NewWorldOfDarkness''', after all. But Galateids, who require relatively young, unmarred corpses? Well, there are only so many ways young people can die without a mark on them, and it's ''so'' easy to just take a lover and smother or poison 'em or something...

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* MurderIsTheBestSolution: Most lineages have no problem obtaining corpses to use in the generative act. Even the Ulgan, who require supernaturally-touched bodies, live in the '''TabletopGame/NewWorldOfDarkness''', '''TabletopGame/ChroniclesOfDarkness''', after all. But Galateids, who require relatively young, unmarred corpses? Well, there are only so many ways young people can die without a mark on them, and it's ''so'' easy to just take a lover and smother or poison 'em or something...
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* LuckBasedMission: The Pilgrimage is partially this: while a lot of it depends on the player making good choices, the final obstacle to becoming human requires at least a few lucky die rolls.
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* AlwaysChaoticEvil: The Pandorans are like this (but, to be fair, don't really have a choice not to be), as are the Centimani (Promethians who chose to forsake becoming human, and mostly serve as the "bad guy" faction.)


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* CardCarryingVillain: The Centimani have basically given up on becoming human, and most don't even pretend to be anything but monsters.
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Cross-wicking from new trope The Flame Of Life.

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* TheFlameOfLife: Prometheans are animated by ''Azoth'', the Divine Fire that fuels their supernatural powers and acts as a general "power stat". Unfortunately for them, it [[PowerIncontinence leaks]], making them {{Walking Wasteland}}s.
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* RobotWizard: The Unfleshed are a kind of Promethian (a pseudo-living creature usually created from human corpses subjected to a specific ritual) arisen from broken machines rather than dead people. These can still use magic-like Refinements, using the Divine Fire imbued into their beings, in an effort to cure their PinocchioSyndrome.
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* OffTheGrid: Most Prometheans choose to live this way and limit their contact with humans and civilization, lest they bring more attention to their unnatural existance, or cause their Wasteland to extend to a place that would be hostile to them.
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* GeneticMemory: Prometheans with the Residual Memories Merit possess traces of the skills their former bodies had. Unfortunately, these skills come with a chance to express a Derangement their former body had as well.

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* GeneticMemory: Prometheans with the Residual Memories Merit possess traces of the skills their former bodies had. Unfortunately, these skills come with a chance to express a Derangement their former body had as well. 2e adds "Azothic Memory", a capacity to sift through the memories of every Promethean who ever existed (except the Extempores) for various bits of information. The effect seems limited to those Prometheans who have achieved the New Dawn or died, and operates in a fashion similar to a library in that it cannot be used to probe the minds of still-existing Prometheans.
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** To expand on the point above, with enough damage, you will start to take penalties on your rolls. If you take Bashing damage, you will need to roll to stay conscious. Take Lethal damage or get Bashed hard enough, and you will start to bleed to death - [[CaptainObvious and you die.]] Further damage would turn into Aggravated damage, in essence mutilating the body. Prometheans take no roll penalty, do not need to roll to stay conscious, and will not bleed to death. The only way to kill them is to deal enough Aggravated damage - either by mutilating the body beyond recognition (easier said than done, given the body in question is most likely still moving and actively resisting), [[KillItWithFire or by fire]].

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** To expand on the point above, with enough damage, you will start to take penalties on your rolls. If you take Bashing damage, you will need to roll to stay conscious. Take Lethal damage or get Bashed hard enough, and you will start to bleed to death - [[CaptainObvious and you die.]] die. Further damage would turn into Aggravated damage, in essence mutilating the body. Prometheans take no roll penalty, do not need to roll to stay conscious, and will not bleed to death. The only way to kill them is to deal enough Aggravated damage - either by mutilating the body beyond recognition (easier said than done, given the body in question is most likely still moving and actively resisting), [[KillItWithFire or by fire]].
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* NoPointsForNeutrality: The book points out that almost all Roles contain both good and evil aspects (a Leader could be an inspirational paragon or a tyrant who rules through fear, a Soldier could be a noble protector or a cold-blooded killer, etc), and that the evil aspects of a role are still part of what that role means. Therefore, a Promethean who chooses to embody the evil aspects of a role is still learning about humanity, and still earns milestones. It's less important ''what'' you choose than that you choose ''something''.
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* '''Unfleshed:''' The Unfleshed are Prometheans made inanimate objects: as simple as a mannequin or collection of prosthetic devices, or as complicated as a factory machine or android. The Unfleshed originally appeared in ''Saturnine Night'', but the second edition promoted them to a full-fledged Lineage, complete with their own humour, oil. They have inherited the slave-like nature of the Tammuz, originally made as tools only to serve a purpose. Unlike a thoughtless device, Unfleshed recognize their own sentience and demand respect accordingly, even if they don't quite understand why. Unused to emotion, they alternate between cold logic and uncontrolled outbursts.

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* '''Unfleshed:''' The Unfleshed are Prometheans made of inanimate objects: as simple as a mannequin or collection of prosthetic devices, or as complicated as a factory machine or android. The Unfleshed originally appeared in ''Saturnine Night'', but the second edition promoted them to a full-fledged Lineage, complete with their own humour, oil. They have inherited the slave-like nature of the Tammuz, originally made as tools only to serve a purpose. Unlike a thoughtless device, Unfleshed recognize their own sentience and demand respect accordingly, even if they don't quite understand why. Unused to emotion, they alternate between cold logic and uncontrolled outbursts.

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* '''Extempore''': The Matchless are not so much a Lineage as a collection of unique Lineages that don't match any others, born when sheer random chance causes the spontaneous formation of a Promethean. It may happen in the wake of a natural disaster (the sample Extempore, Bin Gereh, was born from a powerful earthquake), out of extreme emotion or need, or even during a regular Linage creation rite that goes just wrong enough to make an aberrant Extempore, but not quite wrong enough to create a Pandoran. They may have the same humours as a regular Promethean or something altogether unique, such as lava or seawater. There may not even be a body involved, their physical form coming from an unknown source of matter. They often feel the most lost among the Created since, unlike the other Lineages, they have no examples to follow and are truly on their own.
* In addition to those, there are the various optional ways to create a Promethean, such as Constructs[[note]]As of second edition, Constructs are part of the Unfleshed.[[/note]], when a Promethean from a standard Lineage decides to create another using inanimate materials and succeeds; Prometheans created using an animal rather than a human body, with most of the limitations that come with such those forms; the Prometheans created when a demiurge dreams so long and clear the dream becomes real; and the Prometheans created by demiurges from the other supernatural races of the World of Darkness and partaking of their nature. There are also lost Promethean lines that have died out, usually by their method of creation being lost or forgotten, or the circumstances that allowed them to be born no longer existing. For example, another Lineage based on the Fire-element existed before the Frankensteins, but their name has been lost to time.

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* '''Extempore''': The Matchless are not so much a Lineage as a collection of unique Lineages that don't match any others, born when sheer random chance causes the spontaneous formation of a Promethean. It may happen in the wake of a natural disaster (the (1e's sample Extempore, Bin Gereh, was born from a powerful earthquake), out of extreme emotion or need, or even during a regular Linage creation rite that goes just wrong enough to make an aberrant Extempore, but not quite wrong enough to create a Pandoran. They may have the same humours as a regular Promethean or something altogether unique, such as lava or seawater. There may not even be a body involved, their physical form coming from an unknown source of matter. They often feel the most lost among the Created since, unlike the other Lineages, they have no examples to follow and are truly on their own.
* In addition to those, there are the various optional ways to create a Promethean, such as Constructs[[note]]As of second edition, Constructs are part of the Unfleshed.[[/note]], when a Promethean from a standard Lineage decides to create another using inanimate materials and succeeds; Prometheans created using an animal rather than a human body, with most of the limitations that come with such those forms; the Prometheans created when a demiurge dreams so long and clear the dream becomes real; and the Prometheans created by demiurges from the other supernatural races of the World of Darkness and partaking of their nature. There are also lost Promethean lines that have died out, usually by their method of creation being lost or forgotten, or the circumstances that allowed them to be born no longer existing. For example, another Lineage based on the Fire-element existed before the Frankensteins, the Amirani, but their name with the last Amirani's death, the knowledge of how to create them has been lost or destroyed, and no subsequent demiurge is known to time.
have replicated the process.



Terminology: Prometheans each belong to a ''Lineage'' descended from a ''Progenitor'' created by a human ''Demiurge''. The five in the core claim descent from Frankenstein's Monster, Galatea, Osiris, Tammuz and Ulgan, but more exist; the Zeka are radioactive, the Unfleshed are made from robots and machines rather than human corpses, and there are other, rarer ones which can be created by freak occurrences. They travel in groups called ''throngs''. They follow one of ten ''Refinements'' to focus their Pilgrimages. Their powers are alchemical ''Transmutations'' fueled by their internal store of ''Pyros''; Pyros in turn is empowered by their ''Azoth''. Their KarmaMeter is ''Humanity'', their ability to comprehend and mimic human behavior and morals. All Prometheans follow an unknown ''Pilgrimage'' to find humanity; if they find their way successfully, they may achieve their Great Work, or ''Magnum Opus'', and become fully human.

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Terminology: Prometheans each belong to a ''Lineage'' descended from a ''Progenitor'' created by a human ''Demiurge''. The five in the first edition core claim descent from Frankenstein's Monster, Galatea, Osiris, Tammuz and Ulgan, but more exist; the Zeka are radioactive, the Unfleshed are made from robots and machines rather than human corpses, and there are other, rarer ones which can be created by freak occurrences. They travel in groups called ''throngs''. They follow one of ten ''Refinements'' to focus their Pilgrimages. Their powers are alchemical ''Transmutations'' fueled by their internal store of ''Pyros''; Pyros in turn is empowered by their ''Azoth''. Their KarmaMeter is ''Humanity'', their ability to comprehend and mimic human behavior and morals. All Prometheans follow an unknown a ''Pilgrimage'' to find humanity; humanity, without clear direction; if they find their way successfully, they may achieve their Great Work, or ''Magnum Opus'', and become fully human.



* BishonenLine: Pandorans in 2E; the mindless variety is many-formed and always very short. When they become Sublimati, they always metamorphose into an invariably humanoid form with recognizable facial expressions that is as tall as the average human-and as a result, has as much Health. This also comes part and parcel with not only their [[ItCanThink minds]], but the ability to learn true Transmutations and devour [[ImAHumanitarian human flesh]] as a Pyros substitute, allowing them to remain awake indefinitely if they have enough hapless mortals.

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* BishonenLine: Pandorans in 2E; the mindless variety is many-formed and always very short. When they become Sublimati, they always metamorphose into an invariably humanoid form with recognizable facial expressions that is as tall as the average human-and human - and as a result, has as much Health. This also comes part and parcel with not only their [[ItCanThink minds]], but the ability to learn true Transmutations and devour [[ImAHumanitarian human flesh]] as a Pyros substitute, allowing them to remain awake indefinitely if they have enough hapless mortals.



* DarkIsNotEvil: The books explicitly mention that some Centimani are not evil, just selfish and tired of [[HatePlague Disquiet]]. Pandora's Book features a couple-an [[{{Mummy}} Osiran]] who thinks that understanding Flux is key to understanding humans, and a [[{{Golem}} Tammuz]] who simply has it as the first Refinement he learned. It even admits the Osiran has a point; the problem is his detachment from his work.

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* DarkIsNotEvil: The books explicitly mention that some Centimani are not evil, just selfish and tired of [[HatePlague Disquiet]]. Pandora's Book features a couple-an couple - an [[{{Mummy}} Osiran]] who thinks that understanding Flux is key to understanding humans, and a [[{{Golem}} Tammuz]] who simply has it as the first Refinement he learned. It even admits the Osiran has a point; the problem is his detachment from his work.



** 2E averts this for the Centimani-it's been clarified that is explicitly the Refinement that rejects the Pilgrimage and humanity altogether, instead focusing on chasing the nebulous goal of monster-hood for the sake of survival at all costs. It adds Phosphorum and Cobalus, though-the latter is all about learning to exploit human vices in the name of understanding them (so to later overcome them, natch), while the former's intellectual aspects have a distinct {{Necromancer}} bent.

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** 2E averts this for the Centimani-it's Centimani - it's been clarified that is explicitly the Refinement that rejects the Pilgrimage and humanity altogether, instead focusing on chasing the nebulous goal of monster-hood for the sake of survival at all costs. It adds Phosphorum and Cobalus, though-the though - the latter is all about learning to exploit human vices in the name of understanding them (so to later overcome them, natch), while the former's intellectual aspects have a distinct {{Necromancer}} bent.



* DePower: Prometheans can do this to themselves, willingly, in 2E-by internally damping their Azoth, they can also shed the downsides of high Azoth (worse Disquiet and Wastelands, attracting Pandorans). The downside is they have to wait for at least a day before returning to full potential-and they're weaker while it lasts.

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* DePower: Prometheans can do this to themselves, willingly, in 2E-by 2E - by internally damping their Azoth, they can also shed the downsides of high Azoth (worse Disquiet and Wastelands, attracting Pandorans). The downside is they have to wait for at least a day before returning to full potential-and potential - and they're weaker while it lasts.



** This trope was [[DefiedTrope shot in the skull and butchered to make a Frankenstein]] in 2nd Edition-during the New Dawn, a Promethean briefly becomes a full-scale RealityWarper that encodes a full legal identity, life, and history into the world for their new life that resembles Refinements. At ''worst'', the Redeemed is apparently as badly traumatized as a Promethean has every right to be (and no idea why), and most of ''those'' get better after about a month. It may be a somewhat ''off-kilter'' life (the less Refinements you mastered, the more of your Promethean and human memories you're missing), but it is perfectly adapted to wherever the Promethean achieved the New Dawn. A Redeemed has a BittersweetEnding at worst in the vast majority of cases, and in comparison it's usually heavy on the sweet.

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** This trope was [[DefiedTrope shot in the skull and butchered to make a Frankenstein]] in 2nd Edition-during Edition - during the New Dawn, a Promethean briefly becomes a full-scale RealityWarper that encodes a full legal identity, life, and history into the world for their new life that resembles Refinements. At ''worst'', the Redeemed is apparently as badly traumatized as a Promethean has every right to be (and no idea why), and most of ''those'' get better after about a month. It may be a somewhat ''off-kilter'' life (the less Refinements you mastered, the more of your Promethean and human memories you're missing), but it is perfectly adapted to wherever the Promethean achieved the New Dawn. A Redeemed has a BittersweetEnding at worst in the vast majority of cases, and in comparison it's usually heavy on the sweet.



** Second Edition replaces "Humanity" with "Pilgrimage", which marks how well a Promethean understands themself and the world around them.



* {{Metaplot}}: There's a free introductory scenario on [=DriveThruRPG=], and each of the books have a fully-fleshed out story module in the last appendix. Strung together, these form a narrative that describes the misadventures of a throng and at the end of the chronicle features a firestorm engulfing post-Katrina New Orleans.

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* {{Metaplot}}: There's a free introductory scenario on [=DriveThruRPG=], and each of the first edition books have a fully-fleshed out story module in the last appendix. Strung together, these form a narrative that describes the misadventures of a throng and at the end of the chronicle features a firestorm engulfing post-Katrina New Orleans.



* ProphecyTwist: [[spoiler: In the core book, Mr. Verney tells a psychologist a prophecy the Qashmallim gave him: that if he continued to hunt down Pandorans in what is implied to be Centralia, 'one of [his] own would return to [him] with precious knowledge'. During the interview, Verney recognizes the psychologist as one who sided with his Bride so long ago, and decides to force his Bride's whereabouts out of her. Unfortunately, he accidentally kills her instead, thinking she was still a Promethean. For Mr. Verney, who had abandoned his Pilgrimage, his quest to become human, who believed that it was impossible, the doctor's death indeed gives him precious knowledge - that the Pilgrimage is ''possible''.]]

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* ProphecyTwist: [[spoiler: In the 1e core book, Mr. Verney tells a psychologist a prophecy the Qashmallim gave him: that if he continued to hunt down Pandorans in what is implied to be Centralia, 'one of [his] own would return to [him] with precious knowledge'. During the interview, Verney recognizes the psychologist as one who sided with his Bride so long ago, and decides to force his Bride's whereabouts out of her. Unfortunately, he accidentally kills her instead, thinking she was still a Promethean. For Mr. Verney, who had abandoned his Pilgrimage, his quest to become human, who believed that it was impossible, the doctor's death indeed gives him precious knowledge - that the Pilgrimage is ''possible''.]]



** The first book has a framing story that demonstrates the differences between mortals and Prometheans on this concept. [[spoiler:A psychologist is interviewing a suspect in several disappearances who claims to be Frankenstein's monster. After much exposition, the subject of Frankenstein's Bride is raised and Mr. Verney talks about how she turned against him, becoming a Centimanus who created Pandorans, and that he dedicated his life to hunting her. The psychologist is troubled when he talks about her nightmares, her amnesia clouding memories of her youth. Eventually, Mr. Verney reveals he's been playing along with her. She's one of his former progeny, who left him for his Bride, becoming a vile Centimanus, and he wants revenge for what she did a century ago. What he doesn't realise is that she's become human - so when he strikes out at her, expecting a true Promethean, he instead kills her. The text ends abruptly but it's implied his final act is to return her to a Promethean existence.]]

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** The first book edition corebook has a framing story that demonstrates the differences between mortals and Prometheans on this concept. [[spoiler:A psychologist is interviewing a suspect in several disappearances who claims to be Frankenstein's monster. After much exposition, the subject of Frankenstein's Bride is raised and Mr. Verney talks about how she turned against him, becoming a Centimanus who created Pandorans, and that he dedicated his life to hunting her. The psychologist is troubled when he talks about her nightmares, her amnesia clouding memories of her youth. Eventually, Mr. Verney reveals he's been playing along with her. She's one of his former progeny, who left him for his Bride, becoming a vile Centimanus, and he wants revenge for what she did a century ago. What he doesn't realise is that she's become human - so when he strikes out at her, expecting a true Promethean, he instead kills her. The text ends abruptly but it's implied his final act is to return her to a Promethean existence.]]



** In second edition, the Unfleshed's generative rite requires the creation of an artificial humanoid body, or at least the creation of something that can take on that form, like an AI.



* ThenLetMeBeEvil: Hi there, Furies! Subverted, however, in that Stannum is still a Pilgrimage Refinement-it's about the ''dark'' aspects of humanity, but its fundamental goal is learning to ''[[BadPowersGoodPeople control]]'' those feelings and turn them to productive ends.

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* ThenLetMeBeEvil: Hi there, Furies! Subverted, however, in that Stannum is still a Pilgrimage Refinement-it's Refinement - it's about the ''dark'' aspects of humanity, but its fundamental goal is learning to ''[[BadPowersGoodPeople control]]'' those feelings and turn them to productive ends.



* {{Transhumanism}}: Deconstructed with 2E's antagonistic alchemists-many of them want to become "more than human," but it's explicit that they do it at the cost of living beings (ie, Prometheans themselves) and it comes with untested and gruesome side effects. As a result, what they ''actually'' become is frequently deserving of the title "less than human."

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* {{Transhumanism}}: Deconstructed with 2E's antagonistic alchemists-many alchemists - many of them want to become "more than human," but it's explicit that they do it at the cost of living beings (ie, Prometheans themselves) and it comes with untested and gruesome side effects. As a result, what they ''actually'' become is frequently deserving of the title "less than human."



** 2nd Edition spoilers ramp this UpToEleven: Promethean Disquiet, and Wastelands, are effectively ''Azothic radiation poisoning''. They're ''literally'' humanoid health hazards.

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** 2nd Edition spoilers ramp ramps this UpToEleven: Promethean Disquiet, and Wastelands, are effectively ''Azothic radiation poisoning''. They're ''literally'' humanoid health hazards.
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** Centimanus, the Refinement of Flux, is all about this, especially in [=2E=]. In [=1E=], it was noted some Prometheans study it in the hopes of conquering their own weaknesses, but it's made clear it's an easy path to be corrupted by even with the best of intentions, and most follow it because they've given up on becoming human and decided to become better monsters. In [=2E=], the latter is the ''only'' option for a Centimanus.
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** Even ''staying in the same place'' for more than a brief time causes bad things to happen, driving the humans (and other supernaturals) insane with Disquiet and blighting the very land with the Wasteland. Downplayed, but still present, in Second Edition.
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[[caption-width-right:350:Death did them part. They were reassembled.]]

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[[caption-width-right:350:Death did them they part. They were reassembled.]]
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* LongLived: The first edition was ambiguous about how long Prometheans could exist without attaining humanity. The second edition clarifies that the Azoth in a Promethean lasts, on average, about a century. However, if a Promethean negotiates the River and comes back to life, the Azoth resets back to full. Therefore, the maximum lifespan for Prometheans seems to be about two hundred years before the Azoth burns out and they die for good. There are hints in the book that there are exceptions via abilities and some LoopholeAbuse.

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