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CREATIONS UNBURIED an unofficial playability overhaul for Promethean: the Created 2nd edition version 1

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Page 1: CREATIONS UNBURIED - 4chan · Salton Sea: All that qashmallim stuff is probably better for later in a game. It's going to seem too deus ex machina to start with. Antarctica: Exotic

CREATIONS UNBURIEDan unofficial playability overhaul for Promethean: the Created 2nd edition

version 1

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1 Table of Contents2 Introduction2 Start4 Setting6 Progression7 Suggested House Rules7 Random Generation12 Abbreviations Used13 Milestones13 Creating Prometheans14 Creating Pandorans14 Elpis Visions14 Lacuna15 Athanors16 Torment16 New Dawn17 Jumping17 Hunger17 Electrofeeding17 Medical Treatment18 Health/Healing18 Meditation18 Extreme Environment18 Vehicles19 Dread Powers20 Merits21 Conditions22 Tilts23 Missing Conditions24 Lineages25 Bestowments26 Zeky27 Refinements and Transmutations28 Aurum and Deception

29 Mesmerism30 Cobalus and Contamination31 Cuprum and Metamorphosis32 Sensorium33 Argentum and Spiritus34 Ferrum and Vitality35 Corporeum36 Aes and Benefice37 Plumbum and Saturninus38 Disquietism39 Stannum and Electrification40 Mercurius and Alchemicus41 Vulcanus42 Phosphorum and Luciferus43 Centimanus and Flux44 Clarifications and Fixes49 Lineages Considered49 Refinements Considered50 Transmutations Considered58 Combat and Promethean59 Refinement Overview60 Basic Refinements62 Complex Refinements64 Basic Transmutation Traits65 Complex Transmutation Traits66 Social Maneuvering & Chases67 XP and VP68 Pyros & the Refinement Cycle69 Wasteland & Disquiet70 Firestorms71 Hobo Signs72 Pilgrim Marks(73) Pilgrimage Sheet(74) Character Sheet

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Onyx Path did it again — they made a game set in the modern world with starting characters who don't know much. Great chance for new players to jump right in, except the system and the way the game's presented make that harder than it has to be.

I put this packet together to help bridge that gap, and get new players into the game faster and with less homework. Storytellers should have an easier time too. This is a combination of general quick reference, fast options for generating characters and starting chronicles, and game element analysis. I aim to cut hours off initial prep and chargen, and minutes off most rules lookups. It should all be "easy-in."

I'm assuming that if you're reading this, you know a fair bit about RPGs and at least a little about the CofD system and Promethean: the Created. If you don't, you can still wing it, but you'll want a copy of Promethean 2nd edition, because my little add-on does not stand alone (but I don't think you need the CofD corebook if you have PtC2e and this — I threw in corebook stuff that PtC2e uses but doesn'treprint).

This is a preliminary version. I'd like this to help a revival community play Promethean more and get abetter firsthand idea of how to make the game more accessible. If that happens, I'll try to come back through this and polish it up with the benefit of that experience.

STARTDon't plan Pilgrimages with players before starting the game.

Don't use the Dark Eras settings. Our own world and time are always the easiest to enter because they're the most familiar.

Don't do full chargen. Randomly-rolled characters can be offset by letting players switch some things around after the first session or two, when they've seen how actual play goes. Offering more early XPthan usual also helps. It's easy for PCs to change themselves by changing Refinement.

Do start at the beginning. This way your players don't need any setting background — freshly-made PCs know as little as a beginner. You can always time-lapse forward later if desired.

The corebook suggests random elements of chargen 295. I made an almost-complete random approach, leaving only Skill Specialties, Merits, and Aspirations to be decided in play, though other stuff can be tweaked later too (especially Elpis/Torment).

Run the first session as solo bits if it's a better fit for the players or the schedule, or if you have no good way for the PCs to be created together (you likely don't — different Lineages). If the group is meeting together anyway, make the solo segments brisk scenes that quickly group the PCs up. If not,give each PC a full session of prologue tailored to finding out things about the PC. A swell of background Pyros or something could rationalize several different creators succeeding at roughly the same time, if the PCs happen to investigate that coincidence (probably later on).

If the PCs start split, merge them with something they all investigate. Azothic radiance, Wastelands, Firestorms, or the right pilgrim marks could do it. Each has a cause. The signal's cause should tie intoplot hooks that push the throng to work together for the first time.

Once you have a game going, you can mix ongoing continuity and a flexible player base by having self-contained sessions with PCs/NPCs/locations in common.

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Prometheans have Azothic radiance, especially high-Azoth ones. This way you introduce an NPC who can deliver information the PCs will act on. See also "Woken Pandorans" below.

Wasteland causes:High Pyros spent. If a Promethean NPC was killed or captured, this could be a clue that gets the PCs looking for the attacker.Forcing Elpis. Bring in Promethean NPC looking for answers.Creation of Promethean. The PCs might track each other's creation sites. This is messy, though, because there are several destinations instead of just one.Promethean return from death. Bring in Promethean NPC who recently died — could be attack, accident, experiment, or suicide.Qashmal manifestation. Deus ex machina. If you give the PCs direction this way in the first session, try to leave the qashmallim with some mystique intact.Promethean milestone. Bring in Promethean NPC getting closer to humanity.Promethean Pilgrimage stalled. Bring in Promethean NPC not getting closer to humanity. May be really good at current Role.Promethean Pilgrimage resumed. Bring in Promethean NPC trying something new. May be out of their depth.Woken Pandorans. Woken by Azothic radiance, so this can also introduce an NPC, but a high-Azoth Promethean might wake Pandorans without ever meeting the PCs — Azoth 7+ radiance covers "entire city" and some cities are crammed full of Pandorans (Sacramento, Tokyo). Could use this to for a local, temporary zombie apocalypse.Other "influx of Pyros." If an Alchemist's lab was destroyed, the Pyros in their lost Preparations could form a Wasteland.Festering. If the Wasteland grew before being noticed, work backwards from Azoth and Category to guess how long ago it was made. This lets you guide PCs to something that happened a while ago, not just recently.

Firestorm causes:Failed roll after raising Azoth. Bring in Promethean NPC who's gaining power but not finding success.Promethean creation. Bring in fellow PC and creator.Wasteland cleanup. Bring in Promethean NPC, somewhat ruthless.Wasteland escalation. Bring in Promethean NPC, somewhat ruthless or just careless.Simultaneous max Pilgrimage. Bring in Promethean NPCs, close to becoming human.Sudden Promethean death. Murder scene, with clues to a dangerous antagonist.Promethean Dramatic Failure, high Azoth. Bring in Promethean NPC, Azoth 5+, probably careless, driven, or trying new Alembic.Repeated Promethean Dramatic Failure. Bring in Promethean NPC, trying to do something they can't.Creation of Pandorans. Bring in NPC who created Pandorans by accident/deliberately. Maybe dead.Centimanus summons Firestorm on Wasteland. Bring in Centimanus NPC. Why did they use this power? Why was there a Wasteland?Mass Pandoran waking. PCs led to Pandorans, option to introduce NPC Promethean.Qashmal in Wasteland. Combine qashmal with any reason for a Wasteland to already be there.Qashmal near high-Pilgrimage Promethean. Bring in Promethean NPC close to humanity, also meddling qashmal.Arch-qashmal. Deus ex machina.Alchemy with excess Pyros. Bring in greedy Alchemist NPC.Two Alchemy Dramatic Failures. Bring in careless, pressed, or incompetent Alchemist NPC.

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Pilgrim marks (even a new Promethean can use Azothic memory to understand them):Wealthy gentleman. Bring in helpful NPC. See also Portland story hook.Camp, safe camp, good road, this is the place, go, straight ahead. Marks like these can guide the PCs to meet in a benign situation where they can interact without pressing concerns — but new players may not have much to talk about, so use with care.Wasteland. Helps guide the PCs to what is probably a large, severe, and/or long-standing Wasteland.See above.Pandorans about. Experienced Prometheans might steer clear, but new ones might as well get in a scrap and learn something from it. Maybe the Pandorans were clustered around an Athanor.Man with gun, afraid. Bring in armed regular person NPC. Start as social situation, but NPC on edge.Ghosts here. Bring in ghost NPCs if you have an Ephemeral Flesh Ulgan.Rough neighborhood, get out, keep away, go, good road. Marks like these could mean the PCs are ina dangerous place that funnels them together and is hard to escape.

SETTINGThe local setting can be temporary. You need no long-term plans about the place the game starts. The book has capsule settings that can be built into prologues, but would need to be fleshed out if thePCs stay put in them. Settings familiar to players are ideal to start — save the exotic for when other parts of the game are familiar.

Las Vegas: City's famous and distinctive enough to be a promising long-term setting, and the Alchemists working with trinitite sound great, but save it for later in a chronicle because "three Alchemists" is not a starting character hook. Tune rate of trinitite consumption and remaining supply to suit your plot. The radioactivity is an excuse to bring the Zeky back from 1st edition if you want.

Portland: Good for post-origin characters who can all have been independently lured to the Epicure by pilgrim marks. Dilemma for the Epicure, who would like to victimize them all but might be outmatched. The Epicure's lair can be stocked with dungeons, puzzle rooms, artifacts, and a library — testing the PCs for creation-in-play (or just throwing them together in adversity) and infodumping about Prometheans and Pandorans.

Sacramento: Early encounters with Pandorans and Athanors, as well as a good reason to get out of town shortly afterward. Good choice if you want to keep it simple and have a basic first session structure ready to go.

Salton Sea: All that qashmallim stuff is probably better for later in a game. It's going to seem too deus ex machina to start with.

Antarctica: Exotic but easy to explain, adds basic survival to any other challenges, could be part of making Prometheans because of cold, storms, magnetic field, aurora borealis, isolation, or lack of life.Maybe the stars are right and several PCs have been separately made. New faces will be suspicious,especially during winter — are the PCs bundled up to hide their identities, or are they passing for the people their bodies used to be? If using a The Thing plot at McMurdo Station, make NPCs familiar with the genre, because McMurdo Station shows three different movie versions of The Thing every year. An even smaller settlement would let you focus very closely on just a few people and places. Summer has more people and more opportunities for them to arrive or depart, making the setting lessextreme. (Antarctic summer = November to February.)

Goa: Not advised as an intro — likely too unfamiliar, and the Promethean aspect is too focused on large numbers of Prometheans and their reputations.

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Hong Kong: Workable, especially if your players like HK cinema. The writeup's interest in self-contained neighborhoods suits self-contained prologues followed by some event that brings the PCs together, like a Wasteland formation they each investigate, or the book's roving Frankenstein squatterchasing them out (but together they might get HK action revenge on him). A good place for language barriers, since Hong Kong is a global tourist/business destination, a Chinese migration center (many less-known Chinese languages), and it has three major languages (Cantonese, English, and Mandarin). If you want to do "worlds collide" themes, one creator might be an English aristocrat, one a local laborer, one a mainland government official, and one a traveller from anywhere.

Tijuana: The book drops the ball on this one, leaving it at "the Day of the Dead is kind of spooky and uh Pandorans" (this summary also describes one of the three example Pandorans). I'll supply my ownTijuana hook: a captive qashmallim is rented out by secretive occultists to kickstart revivifications. A few desparate would-be creators without the money to buy their turns banded together, had a gun battle with the qashmallim's keepers, and hurriedly brought corpses to life. The PCs are born in Firestorm and Wasteland, among the newly dead, and with the law, organized criminals, and occultists all alerted to a major incident. Some of the creators who seized the qashmallin are wounded and their fragile alliance is falling apart; the qashmallim itself has escaped. Can the PCs escape Tijuana?

Seoul: As presented, very focused on the Unfleshed. It doesn't have to be — and the game actively discourages throngs of the same Lineage (306). A South Korean President was impeached for serving a guru who claimed to channel the spirits of the dead — there must be cultists who could make an Osiris or Ulgan. Night satellite photography shows South Korea lit up and North Korea dark — a North Korean spy or defector in South Korea might know electrical hedge magic from back homethat when combined with the South Korean power grid can raise a Frankenstein. Some of South Korea's Christians (about a third of the population) might be inspired to discover Old Testament Tammuz secrets. With the government cracking down on drawn pornography and relations between the sexes worsening, there's more motivation than usual to create idealized Galateids. Prometheans who come to Seoul to check out the Unfleshed situation might create more of their old-fashioned own while they're there. Then again, every PC could be a robot. Either way, big Pyros events in South Korea have the added danger of showing up on North Korean instruments and causing a diplomatic crisis or even a war. Promising setting underexplored by the corebook.

Tokyo: Mobs of Pandorans, cops that clamp down on even the smallest trouble, long-term and insularlocal throngs, werewolves and possibly strixes? What a terrible clutter for a new group — especially the combination of new players doing sloggy combat with large numbers of Pandoran attackers and NPC cops sweeping in to kill the fun whenever things get excitingly chaotic. Rework completely or start elsewhere.

Phoenix: Extremely unsubtle monsters vs. hunters situation. If that's what you want, it's perfect. The PCs' creators may already have been suspicious people under police surveillance before they raised their creations, and all the law enforcement pressure may be too much for them to stay levelheaded. The PCs might join up because they all sense a major Wasteland formed in a battle between the Sheriff's Department and a powerful Promethean (which might be enough of a wound and distraction to give the newly created more of a chance). Seems likely they will have to escape the city (a sensible first session), maybe returning to Phoenix later in the chronicle.

Columbus: If you want Promethean mentors, this might do. There are two named Prometheans; both make a career of mentoring. Writings on creating Prometheans are easy to acquire here too, meaning

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more chances for creators.

Johannesburg: The hook provided makes no sense. If there are a bunch of Prometheans in contact with an alchemist offering an assassination mission, one should have taken it by now — don't they want the Soldier Role, or Martyr if things don't go so well? I guess they're just born NPCs. However, the three cousins might decide to raise their own Frankenstein guards, setting up a first session where the PCs try to stop Promethean killers (and maybe some humans too).

Port-au-Prince: Whole point of this one is it dissolves throngs. You don't want to do that in the first session. Let them get attached first.

Prague: (The original Golem being Unfleshed makes no sense. It was supposedly made of clay, but the Unfleshed humor is oil and it's the Tammuz humor that's earth. A better explanation is that the rabbi treated a corpse with clay to reanimate it, then lied about it so people wouldn't be upset he animated a dead body. In either case, though, it would have masked Disfigurements and appear human most of the time, which doesn't match the legend either.) The Loews could surely animate new Prometheans, possibly a mix of Lineages too, but they'd be coming into a stable setting with no pressing concerns. Prague is a place the PCs might go later on, not a good start.

Other: Your session one setting must answer these questions:1. Why are the PCs there? If newly created, by who, where, and with what methods?2. What's a pressing issue for the PCs this session, something they can act on?3. Any characters who'll overshadow the PCs, stopping PCs from mattering? (Answer should be no.)4. Any local color you might be able to highlight without being too touristy?

PROGRESSIONConsider from time to time how long you expect your chronicle to run, and adjust XP awards to fit. Lowering the number of beats required for XP is the simplest way, but if you change it mid-chronicle, have an XP record or at least a good guess so you can compensate the players who converted beatsback when they were only 1/5th of an XP.

Your chronicle structure might suit time-lapses, with the PCs doing things offscreen and the group only discussing a summary of those adventures. These are good times to award lump sums of XP, but don't just think about how long the lapse was or what got done in it, think about how this advancement fits with your expected chronicle length and intended PC power level.

Just for estimation, suppose you want your PCs to get +2 Attributes, +5 Skills, and +4 Azoth by endgame, and have an equal amount of XP for other things. That's 34 XP, meaning they'd expect 68 XP over the length of the chronicle. No need to award XP for the final session — that's when they get epilogues, which can reflect any level of power and success. If a PC's journey through the game runs 10 sessions, this implies an average of 7 XP per session, though some could come in time-lapses.

Those numbers are arbitrary. See how your own group gets, spends, and covets XP, and match that to your intended levels of challenge and PC power. This can be an ongoing process, but try not to let anyone feel cheated by changes, and remember adding PC power is more popular than taking it away. If you're thinking of nerfing PCs, first ponder giving them harder challenges instead.

You can also give PCs Vitriol. The no-strings way is to let them discover an Athanor full of it, but they can get opportunities to steal Vitriol straight from other Prometheans, or from Alchemists storing it.

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SUGGESTED HOUSE RULESEach Skill may have only one Specialty of its own. This avoids stacked Specialties, which are either wasted or overpowered, and catchall collections of Specialties, which are effectively an additional generic Skill dot. Don't let Interdisciplinary Specialty Merits 115 be so broad that they and a Skill's own Specialty cover every use of a Skill.

Either give free Azoth or restrict starting Azoth to 1, otherwise players will buy Azoth instead of Merits.

Fighting Style Merits are disallowed. The system is already combat-heavy and complex enough. Cutting Fighting Styles spares your group another layer of XP burden, combat arms race, and rules complexity. Combat is for crisis; it is not the main game activity.

If you have to make a new houserule against a player's use of a Promethean power, and that use is potentially within the rules without the new houserule, give them 1vb. It may even be a milestone.

The dice fall where they may. Prometheans have a lot of advantages, and so do PCs, and the ST canand mostly should tailor many of the game's challenges to the PCs, but let failure and even lasting death be possible at least in theory. If you fudge away all the danger, the game will have less impact, and you won't get those surprising moments of unexpected disaster.

RANDOM ELPISRoll a d10. These are the example options from the book. Players should get the chance to write new Elpis after a session or two.1 Courage2 Drive3 Empathy4 Fear5 Fury6 Inspiration7 Joy8 Love9 Sorrow10 Pain

RANDOM TORMENTRoll a d10. These are the example options from the book. Players should get the chance to write new Torment after a session or two.1 Alienated2 Awkward3 Dejection4 Logical5 Merciless6 Methodical7 Obsession8 Paranoia9 Passion10 Naïve

RANDOM LINEAGE SELECTIONRoll a d10. Extempore and Zeka excluded.1 Frankenstein2 Galateid3 Osirian4 Tammuz5 Ulgan6 Unfleshed7-10 roll again

ALTERNATE RANDOM LINEAGE SELECTIONRoll a d10. Extempore and Zeka excluded. Choose Ulgan/Unfleshed/both/neither.1-2 Frankenstein3-4 Galateid5-6 Osirian7-8 Tammuz9 Ulgan/Unfleshed/roll again10 Unfleshed/Ulgan/roll again

RANDOM REFINEMENTRoll a d10, or take the Refinement of the first number card you draw in the Random Pilgrimage below.1-2 Aurum3-4 Cuprum5-6 Ferrum7-8 Plumbum9-10 Stannum

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RANDOM BESTOWMENTRoll a d10 and cross-reference by Lineage. Frankenstein Galateid Osirian Tammuz1-5 Titan's Strength Unearthly Mein Revivification Heart of Clay6-10 Spare Parts Symbiotic Muse Corpse Tongue Inscription

Ulgan Unfleshed Zeky1-5 Twilight Fluidity Heart of Steel Re-Animator6-10 Ephemeral Flesh Soul in Software Radiation Affinity

RANDOM ROLERoll a d10 and cross-reference by Refinement, or take the Role of the first number card you draw in the Random Pilgrimage below. Aurum Cuprum Ferrum Plumbum Stannum1-3 Companion Hermit Exemplar Chronicler Outcast4-6 Follower Sage Martyr Ascetic Savage7-9 Leader Watcher Soldier Pilgrim Vigilante10 roll again

RANDOM ALEMBIC, FIRST TRANSMUTATIONRoll a d10 and cross-reference by Refinement. Aurum Cuprum Ferrum Plumbum Stannum Deception Metamorphosis Corporeum Disquietism Disquietism1-2 Anonymity Aptare Unbowed Externalize Externalize3-4 Assimilation Bestiae Facies Unbroken Internalize Internalize5-6 Doppelganger Tegere Unconquered Redirect Redirect7-8 Stalker Verto Unfettered Weaponize Weaponize9-10 roll again

RANDOM ALEMBIC, SECOND TRANSMUTATIONRoll a d10 and cross-reference by Refinement. Aurum Cuprum Ferrum Plumbum Stannum Mesmerism Sensorium Vitality Saturninis Electrification1-2 Phobos Vitreous Humor Charites Heed the Call Machinus3-4 Eros Receptive Humor Zephyrus Plumb the Fathoms Arc5-6 Eris Stereo Humor Hygeius Stoke the Furnace Oscillitus7-8 Penthos Somatic Humor Motus Prime the Vessel Imperatus9-10 roll again

RANDOM ATTRIBUTE PRIORITYRoll a d10.1 5 Physical, 4 Social, 3 Mental2 5 Physical, 4 Mental, 3 Social3 5 Social, 4 Physical, 3 Mental4 5 Social, 4 Mental, 3 Physical5 5 Mental, 4 Physical, 3 Social6 5 Mental, 4 Social, 3 Physical7-10 roll again

RANDOM SKILL PRIORITYRoll a d10.1 11 Physical, 7 Social, 4 Mental2 11 Physical, 7 Mental, 4 Social3 11 Social, 7 Physical, 4 Mental4 11 Social, 7 Mental, 4 Physical5 11 Mental, 7 Physical, 4 Social6 11 Mental, 7 Social, 4 Physical7-10 roll again

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RANDOM ATTRIBUTE DISTRIBUTIONEach Attribute starts at 1. Roll as many dice as Attribute priority has given to each category. Add themto your Attributes according to the table. Method from p. 295. When you're done, redistribute any points that take a single Attribute over 5. Physical Social Mental1-3 STR Strength PRE Presence INT Intelligence4-6 DEX Dexterity MAN Manipulation WIT Wits7-9 STA Stamina COM Composure RES Resolve10 roll again

RANDOM SKILL DISTRIBUTIONEach Skill starts at 0. Roll as many dice as Skill priority has given to each category. Add them to your Skills according to the table. Method from p. 295. When you're done, redistribute any points that take a single Skill over 5.

Physical Social Mental1 ath Athletics ank Animal Ken aca Academics2 bra Brawl emp Empathy com Computer3 dri Drive exp Expression cra Crafts4 fir Firearms int Intimidate inv Investigation5 lar Larceny per Persuasion med Medicine6 ste Stealth soc Socialize occ Occult7 sur Survival str Streetwise pol Politics8 wea Weaponry sub Subterfuge sci Science9-10 roll again

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RANDOM PILGRIMAGEUse a piquet deck. If you have a 52-card poker deck, remove every numbered card below 7 to make a piquet deck. Remove also the 7 of Spades and Ace of Spades. Every card left indicates a Promethean Role (see table below). Draw 10 cards. If you already chose a starting Role and draw its card, discard it and draw again. If your 10 cards have more Complex Refinements than Basic Refinements, discard the last-drawn Complex Role in your 10 cards and draw again until you get a numbered card to replace it. Repeat as necessary until you don't have more Complex Refinements than Basic Refinements.

You don't have to do every Role on your Pilgrimage list to attempt the New Dawn. The list has no order, but Complex Refinements are harder to get in play. You can do Roles and Refinements not on the list. For the New Dawn, at minimum you need 8 Roles from your Pilgrimage list, a Role in every Refinement on your Pilgrimage list, and at least two Basic Refinements and two Complex Refinements. I've tweaked this to let Pilgrimage length vary in play rather than at chargen. See pages177 and 186.

The Storyteller can create random Pilgrimages without revealing them to the Players. This allows PCsto discover what they need to do through ingame means like Elpis Visions.

BASIC REFINEMENTS AND ROLES7 H Aurum Companion7 C Aurum Follower7 D Aurum Leader8 H Cuprum Hermit8 C Cuprum Sage8 D Cuprum Watcher9 H Ferrum Exemplar9 C Ferrum Martyr9 D Ferrum Soldier10H Plumbum Chronicler10C Plumbum Ascetic10D Plumbum Pilgrim8 S Stannum Outcast9 S Stannum Savage10S Stannum Vigilante

COMPLEX REFINEMENTS AND ROLESJ H Aes BodyguardQ H Aes ServantK H Aes SeekerJ C Argentum EnvoyQ C Argentum ObserverK C Argentum WardenJ D Cobalus ConfessorQ D Cobalus DeviantK D Cobalus ProvocateurJ S Mercurius CraftsmanQ S Mercurius ExplorerK S Mercurius ScientistA H Phosphorum DaredevilA C Phosphorum PsychopompA D Phosphorum Whip

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FIXED AND DERIVED STATSAzoth: 1Willpower = RES + COMPilgrimage: 1Size: 5Health: Size + STASpeed: STR + DEX + 5Defense: (lower of DEX/WIT) + athInitiative: DEX + COMAzoth: 1Pyros: start at 5

ASSIGNING SKILL SPECIALIZATIONSThis can be done in or after play. Players may wish to consult the Skills list (194-198). Starting characters get 3 Specialties.

ASSIGNING MERITSThis can be done in or after play. If necessary, rationalize that some Merits took a little time after creation to manifest (e.g., a Giant character rises like dough, or an Azothic Object is sparked with residual energy after a couple of hours of activity). Players may wish to consult the Merits list (111-117). Starting characters get 10 dots of Merits. Note prerequisites.

SETTLING HUMORS (revising characters during/after play)Ask players to look out for moments when their characters realize something they want to do; these can become Aspirations. Don't bog down play suggesting more than a couple yourself, though — youcould fill the whole session that way because anything's possible, but it's the player's choice. Specialties and Merits might come up in play, but the players can directly choose any remaining after the first session.

Roles and Refinements are easy to change. Don't fear commitment; there only needs to be as much as the players want. At Pilgrimage 1, a Promethean can switch Refinements without completing a Role by making a Breaking Point roll at 5 dice 178 308, which likely gives them temporary -2 to Socialwith humans, and might put them in Torment. If they complete a Role, they can switch freely. Either switch will take time unless it's to Stannum, but how long is up to you, so you can make it no trouble.

By default, PCs can only take Basic Refinements, but give them an early way to learn a Complex Refinement if you think they'd be interested or it fits the scenario. The simplest way is to let the party discover a Refinement Mentor Athanor (189). Mercurius is a natural choice — hunger for knowledge suits the early game when it's scarce, Breaking Points will hurt less at low Pilgrimage, and the Transmutations cover major game stuff: Pyros and alchemy. (Mercurius, Alchemicus, and Vulcanus were all starting options in 1st edition.)

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ABBREVIATIONS USEDPHYSICAL SOCIAL MENTAL

ATTRIBUTES STR Strength PRE Presence INT IntelligenceDEX Dexterity MAN Manipulation WIT WitsSTA Stamina COM Composure RES Resolve

SKILLS ath Athletics ani Animal Ken aca Academicsbra Brawl emp Empathy com Computerdri Drive exp Expression cra Craftsfir Firearms int Intimidation inv Investigationlar Larceny per Persuasion med Medicineste Stealth soc Socialize occ Occultsur Survival str Streetwise pol Politicswea Weaponry sub Subterfuge sci Science

#P pyros#w willpowerWD willpower dotsux success/successes (on dice)DF Dramatic FailureF FailureF:x no special Failure effectS success (of roll) (writeup presumes success)ES exceptional successES:x no special Exceptional Success effectZ AzothH HealthB bashingL lethalA aggravatedsn supernatural

xb experience beatvb vitriol beatXP experience pointVP vitriol pointCD chance dieDef DefenseSpe SpeedIni InitiativeArm ArmorSiz SizeDur DurationDurab DurabilityStruc StructureR ReflexiveI Instantvs. Contested by- Resisted by (target's trait)

+1 Disquiet means from Disquiet 0 to Disquiet 1, Disquiet 1 to Disquiet 2, and so onif you see a number just sitting in the text, like 214, it's probably a page number in PtC2eCofD indicates a page number in Chronicles of Darkness corebook (not God Machine version)

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MILESTONES 183universal milestones 93 183sublimato - refinement/roleseparatio - disquiet/tormentceratio - other prometheansfermentatio - vitriolmultiplicatio - mentor or create prometheanprojectio - near-death experience (superlative)

prescribed milestonesrole-related, some flexibilitycompleting a role is major or superlative

instinctive milestonesany other milestones

two milestones at onceif they're different levels, just take bothif they're the same level, pick oneif they conflict, and a greater milestone is given up in favor of a lesser, breaking point

minor: 1 to 3 vbmajor: 1VPsuperlative: 1VP and +1 Pilgrimage

Pilgrimage can only rise 1 per milestone. Milestones vary from character to character and hard to know in advance (but things like Elpis Visions 187 and Saturninus: Plumb the Fathoms 152 help).

CREATING PROMETHEANS 92 1851P base cost. 2P per die rolled (max Z dice). Wasteland 174 caused.DF: rote Pandoran creation 185F: Pandoran creation 185S: target body becomes Promethean, wakes in matter of daysES: as S, but new Promethean wakes by end of scene

modifiers:-1 per creation attempt between now and most recent superlative milestone-1 hasty creation (hours, not days)-1 per week target body has been dead-1 creator is being forced-1 creator is Centimanus-1 creation in Wasteland-1 per creator's unspent VP-2 Disquieted human witness-2 target body was ex-Promethean who became human

steps 921. birth2. childhood3. adulthood4. death5. corpse prepared (Lineage method)6. power infused

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CREATING PANDORANS 185Roll Z. DF not possible.F: 1 Pandoran.S: 1 Pandoran per P spent on creationES: 1 sublimatus per 5P spent on creation, 1 Pandoran per P remainder

ELPIS VISION INTERPRETATION 187WIT + Z, Instant: select one question from the list, receive allegorical answerDF: misleading answer F: meaningless vision ES: additional question from list answeredThe list: - What major or superlative milestone will I face soon? - How will I know I have completed my Role? - Who will play a significant part in the next steps of my Pilgrimage? - Which Role must I take on soon? - Which Refinement must my Pilgrimage still go through?- Which universal milestone am I closest to?

FORCING ELPIS VISION 187COM + Z, Instant, 1 hour minimum, once per story: cause Elpis visionDF: Wasteland +1 F: think of odd facts/trivia not relevant to Pilgrimage ES: Elpis vision, +2 to interpretChanging Pilgrimage Path with an Elpis Visioninstead of answer, change known Role on your Pilgrimage to some other Role, any RefinementPilgrimage must still meet requirements (2+ basic & 2+ complex Refinements, Complex <= Basic)

LACUNA (VITRIOL THEFT) 188STR + occ vs. STA + RES, Instant, restrained target: 1vb/sux stolen (max target's vb/VP), VP = 5vbDF: attacker -2 all actions for 1 scene F:x ES: target gets Broken ConditionBreaking Point: attempt is a Breaking Point for attacker; if successful, the roll to resist is a chance dieon theft: target loses some memories/milestones, continuing theft not additional thief Breaking PointPandorans: use STR + bra, can turn 1vb into 1P, 1VP: become sublimatus 242

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ATHANORS 93 188roll Z, 1VP, Instant: create AthanorDF: Jovian Athanor F:x (no VP cost, Refinement Athanor slot preserved)ES: create Athanor, bonus Refinement Furnace (or Mentor)can make 1 Athanor per Refinement with 3 mastered RolesAthanor must relate to creator's understanding of RefinementPromethean's 1st Athanor creation is superlative milestone; other Athanor creations major milestonesES creates Refinement Mentor only if intended Athanor was Refinement FurnaceAthanors can usually be a mark on a place, a mark on creator's body, or put into an existing object

Firestorm Catalyst: touch Athanor, 1P: widespread Firestorm with fixed aspects/aftermathchoose aspects/aftermath when creating, Firestorm Strength/Dur = half creation sux (round up)can be used to cleanse Wasteland if that's selected as aftermath

Pilgrimage Marker: meditate on marker: Elpis vision, reveals future milestone, 1 use per Promethean

Refinement Furnace: touch: access to all Refinement's Transmutation Alembics, for creator onlycommonly a brand or tattoo, but allows 0P powers to be toggled if created in an objectVP refund for calcified Alembics covered by Refinement Furnace

Refinement Mentor: touch and meditate: learn complex refinement in "a period of hours"

Sanctuary: Disquiet cause chance die, no -Z to resist Torment, blocks Pandoran Z senserange 2x creator Pilgrimage yards, must be fixed location, Sanctuary on entity or object doesn't work

Vitriol Fount: has half creator's Pilgrimage (round up) as VP, replenishes in decades

Jovian Athanor: negative Persistent Conditions moved from creator to Athanor, not a milestoneto destroy: take Athanor into body, Breaking Point roll, Conditions manifest & must be resolveduntil Jovian Athanor is destroyed: each has a negative effect, examples: - attract Pandorans within creator Zx 100 yards - creator loses 1Z - touching Athanor causes Torment - Prometheans within 100 yards cause Disquiet (no roll) - creates and festers Wasteland (use creator's Z)

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TORMENT 171 312these things cause a check: - knowingly trigger Disquiet 3 - recover all W via Torment - A from fire - major failure related to Pilgrimage, e.g. losing it - DF on certain powers - certain Firestorm effects - certain Athanor effects - at ST/player discretion, failure/stress/anger/fear 12RES + COM - ZDF: as F, and when next resolving Torment, roll Z. If failed, Torment continues, but gain 1vbF: Tormented Condition 312 S: gain 1W, no Torment ES: gain 1vb, no TormentTorment (no roll): - not eating for more than RES days - DF or F on New Dawn - DF on certain powers

Tormented Condition 312exhibit Lineage Tormentcan only get W through TormentResolution: witness/perform Elpis, use enough P to form Wasteland, cause Firestorm, or change Refinements (except to Stannum)can be pulled out of Torment by Saturninus: Heed the Call 3 151

NEW DAWN 186needs Role in each of character's Pilgrimage Refinements & 8+ such roles & all universal milestonesCentimani must change Refinement to attemptif ineligible, automatic DF, do not take a beatroll Pilgrimage+2 relationship with normal, non-supernatural human+1 met own creator & understand own/creator's condition+1 Z 6++0 10 Pilgrimage Roles complete–1 caused Wasteland since last superlative milestone–1 9 Pilgrimage Roles complete–2 entered Torment since last superlative milestone–2 9 Pilgrimage Roles complete–5 lacuna attempted/succeeded in last yearDF: Wasteland 3, Torment, Pilgrimage -3, need 5 milestones (2 superlative) to try againF: Torment, Pilgrimage -2, need 2 milestones (1 superlative) to try againS: see 95 186ES: see 95 186new life based on character's choice of Refinement Roles 95

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JUMPINGjumping is Instant STR + athrunning to prepare for a jump is unrolled Instant action (unless terrain requires roll); lost if interruptedrunning to prepare for a jump requires 2x Speed yards per turnrun 1 turns: +1 foot high jump, 2x long jumprun 2 turns: +2 feet high jump, 3x long jumpDF: character stumbles forward a foot or two instead of jumping, and falls wherever that would beF: character jumps 0 feet plus any bonus feet from a running startS: character jumps 1 foot per sux high or 2 feet per sux long, plus any bonus feet from a running startES: the jump is Reflexivelong jump assumes same start & end height. higher target = shorter jump, lower target = longer jump

falling short: even a success or ES can still result in a fall 212 or collision with inadequate distancefalling to ground: Instant action to get back uphitting an obstacle: 1B, or 1L if into cutting/piercing surfacefalling damage: 1B per yard or meter fallen, L if onto cutting/piercing surface, 10L at 30+ meters/yardsfalling mitigation: DEX + ath to reduce damage taken by 1 per sux, doesn't work at 30+ meters/yards

Corporeum: Motus 2: 2x high jump, 3x long jump, apply after usual modifiersCorporeum: Motus 3: running start 2 in 1 turn with doubled Speed

HUNGERResist toxins/poisons at +Z. Prometheans can eat any organic matter they can swallow, or inorganic too with the Acid Stomach Merit. Some things might cause B or L on the way in. Prometheans get hungry after RES days without eating, which causes the Tormented Condition 312.

ELECTROFEEDINGelectrical source contact:heal B instead of taking itcan heal 1L instead of 2Bcan heal 1A instead of 3Bgain 1Peffects repeat each turn

1P during electrofeeding:heal 1L or 2B3P during electrofeeding:heal 1A

after half the source's damage rating in turns, roll each turn it's electrofed to see if it shorts-1 per additional Promethean feedingshort counter doesn't reset until end of scene

Electrification: Machinus 2 138 prevents shortsElectrification: Imperatus 140 allows transfer, remote power draw, and additional H and W

MEDICAL TREATMENT CofD 96field/ER medical care (Extended, 1 min, sux = H lost by patient) DEX + med, heals 1B, stops bleedinghospital medical care (Extended, 1 hour, 5/10 sux for L/A) INT + med, 1 A to L, or 1 L to B if no AExtended Failure Conditions usually target patient

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PROMETHEAN HEALTH/HEALINGnot down until H is full Awhen taking A, get TiltA from firesacrifice 1B for 1P (Instant, Plumbum)

cheat death once 301within Z days of deathrecover H equal to Zmissing parts restoredrepeatedly, Osirian, Revivification 109 301 or Luciferus: Beacon of Helios 3 144

NORMAL HEALING RATES 211heal 1B per 15 minutesheal 1L per 2 daysheal 1A per weekrightmost first

MORTAL HEALTH/HEALINGL from fireif last H has B, roll STA each turn to stay awakeif last H has L, bleeding out, take 1L per minute

MORTAL WOUND PENALTIES-1 third-to-last-2 second-to-last-3 last (rightmost)(doesn't apply to STA to stay awake)(doesn't apply to Prometheans)

MEDITATION CofD 75COM + WIT (Extended, 30 minutes, 4 sux): +1 to next Breaking Point roll, or expires on sleep+1/+2 soothing music or relaxation tapes+3 dedicated meditation room (in Safe Place?)-1 each: loud noises, uncomfortable environment, lack of sleep-1 to -3: lack of food

EXTREME ENVIRONMENT 212EE 1: -1 all actions, 1B/hour after STA hoursEE 2: -2 all actions, 2B/hour after STA hoursEE 3: -3 all actions, 3L/hour after STA hoursEE 4: -4 all actions, 4L/turn after STA turnsEE 5: -5 all actions, 5L/turn after STA turnsSurvival Gear 218basic: +1 related sur, -1 EE level, no effect on EE 4, works on most EE, possible to improviseadvanced: +2 related sur, -2 EE levels, specific EE type only, no effect on EE 4

VEHICLESVehicle Dice Size Durab/Struc (safe) Speed NotesMotorcycle -1 7 2/9 100 High AccelerationCompact Car-2 8 3/11 90Family Car -3 12 3/15 80Sports Car -1 10 2/12 140 High AccelerationLimousine -4 20 3/18 60Van -3 18 3/21 80 Slow AccelerationPickup Truck -2 15 4/19 80 Slow AccelerationSUV -2 15 4/19 100Motorboat -2 10 2/12 60Horse* 8 12 Health 20* Animal Ken with Bonded Condition, otherwise -3

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DEX + dri -vehicle modifier1 minute (20 turns) to reach full safe Speed1 minute more to reach 1.5x Speed15 seconds (5 turns) to reach full safe Speed with High AccelerationDEX + dri -vehicle modifier to speed up gives +5 Speed more per suxSlow Acceleration cannot use DEX + dri to add more Speed+5 Speed per turn, or +10 Speed per turn with High Accelerationabove safe Speed, double vehicle dice penalty and all failures are DFabove safe Speed, Instant DEX + dri roll to turn more than 45 degrees without crash

-2 if vehicle has lost half Struc-3 additional if vehicle has lost 3/4ths Struc

vehicle can have as many modifications as 2x modifier's craINT + cra to install vehicle modification (if roll necessary)takes 4 hours

modification list:+1 vehicle dice modifier (max +5)+2 to secondary equipment bonus, limit +4 per bonus+0.5 Size (2 modifications = 1 Size, adds Struc)+0.5 Durab (2 modifications = 1 Durab, limit 5)+2 Struc+5 Speedremove Slow Acceleration (3 modifications required)add High Acceleration (2 modifications required)

damage to vehicle > vehicle Durab applied to passengersdamage to passengers halved by seat belts, air bags, etc.

deliberately hit target with DEX + dri, +sux to target damage

vehicle hits something half its Size or lessdeals (Speed / 10) + (vehicle Size / 2) in B to struck targetDEX + dri, F: (Speed / 10) + (target Size / 2) in B to vehicle

vehicle hits something more than half its Sizevehicle & target take (relative Speed / 10) + (other object Size / 2) in Bhead on/perpendicular: add Speeds together for relative Speedparallel: subtract lower Speed from higher for relative SpeedDEX + dri to reduce damage by 2x sux, may need WIT + COM for surprise

DREAD POWERSrated 1-5 unless otherwise notedvisible unless otherwise notedArmor: # in general natural armorBeastly Mutation: +# to attack, possible additional effectsBizarre Weaponry: +# weapon damage to related attacks, upgrade B to L or L to ABreath Attack: STR + ath, sight, 1P, Instant: ranged attack, DF: can't use for scene, ES: suitable Tiltpoints split in # +damage, damage over time (1/turn 2x # turns), & negate Armor/Defense (1 each)

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Briareus' Prowess: +# fixed among STR/DEX/STA, 1W Reflexive or always, max 2x any one AttributeCamouflage: -# to detect user at .5x or less Speedhalf penalty round down if user moving .75x Speed, no penalty at full SpeedMalleable Form: DEX + ath, Instant: pass head+ sized opening at .25x # speed (2x Speed at rating 5)DF: stuck, Def 0 for 1 turn, ES: +.25x SpeedParalyze: 1W, STA + bra + # vs. STA + Z, Instant: # turns grave Poisoned (Prometheans moderate)not paralytic, moderate Poisoned: 1B/turn, grave Poisoned: 1L/turn, DF: target immune for sceneScurry: DEX + ath + Scurry, 1W: +# to Speed, +sux to Def, DF: Def lost this turn, can't Scurry this turnWall Walking: STR + ath, Instant: +# to climbing rolls

MERITS 111Acid Stomach: Promethean, digest inorganic matterAllies (group) 1-5: favors up to rating # from (group)/chapter, MAN + per + # & sell Merit dot for moreAlternate Identity 1-3: 1: alias/costume, +1 related sub, 2: false papers/ID, 3: "real" ID, +2 related subAmbidextrous 3: no -2 penalty for using off-handAnonymity 1-5: -# to find user by paper trail, cannot have FameArea of Expertise: RES 2+ & Specialty, Specialty gives additional +1Azothic Object 1-5: # in object traits: +# eq bonus (max +5), 1/2 for 9/8-again, +2 Durab/#, store 1P/#if Azothic Object lost, user gets Obsession 311 to get back; if Azothic Object destroyed, user takes #ABenign Festering 1-3: Promethean, Z-# for Wasteland purposesFester at lower of Z or Wasteland category, min. effective Z=1Brute Force 1-5: STR 3+, bra 2+, Size 5+, combat styleBrute Force 1: all-out attack 207 gets 8-again, damage >= target STA gives target Knocked Down 314Brute Force 2: grapple bite does L and causes 1L the following turnBrute Force 3: 10+ foot charge & successful unarmed attack give target Knocked Down 314Brute Force 4: make all-out attack 207 -2, if successful +1L and give target Arm 313/Leg 317 WrackBrute Force 5: when all-out attack, +1/+2 Armor, immune Knockdown 314 etc., enemy grapple -STRcannot combine Brute Force 1 and 4 in the same attackCompanion 1-5: Ephemeral Flesh, spirit (or ghost?) companion, base Rank 1, see 224(#-1) distributed: # Attribute dots & Numina, 1 for physical body (usually animal, max Size large dog)Contacts (group) 1: MAN + (Social Skill), -3 to +3 modifier: get information related to (group)Danger Sense 2: +2 to WIT + COM vs. surpriseDemolisher 1-3: STR 3+ or INT 3+, -# effective Durab when character damages objectDirection Sense 1: innate sense of direction, no penalties to navigate or find wayDouble Jointed: DEX 3+, auto escape mundane bonds, -DEX opponent grapple if user not aggressiveDriven 1-5: Promethean, # free beneficial Conditions per sessionEfficient Conductor 1: Promethean, electrofeed adds +1 H/P for every 2, P over limit = DegaussedEidetic Memory 2: autoremember past personal experience, +2 to INT + COM for "minute facts"Famous Face 1-3: face of celebrity, +1 & 8-again to relevant rolls, mistaken identity possibleFast Reflexes 1-3: WIT 3+ or DEX 3+, +# InitiativeFleet of Foot 1-3: ath 2+, +# SpeedGiant 3: Size 6 (causes +1H), -2 to hide or go unnoticedGood Brain 1-5: Promethean, pick # Skills, reroll 1 failure on 1 of those Skills per storyHovel 1-5: Promethean, Safe Place, store up to #Z in suitable Hovel object, stored Z vulnerableInterdisciplinary Specialty 1: Skill 3+ with Specialty, Specialty can apply to any Skill 1+ if relevantIron Will 2: RES 4+, 1W: gives +RES to resist/contest in Social (not usual +2/+3), 8-again if contestedLanguage (language) 1: speak, read, and write (language)Library (Mental Skill) 1-3: extended rolls with (Mental Skill) +#Mentor 1-5: Mentor has 3 Skills (1 may be Resources), 1 related favor/session, Mentor has requestsMoth to the Flame 1: STA 3+, Promethean, each 1A from fire gives +1P

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Parkour 1-5: DEX 3+, ath 2+, styleParkour 1: -Parkour foot chases successes needed, ignore environmental ath penalties <= ParkourParkour 2: may reduce falling L, +Parkour falling damage reduction cap, terminal velocity still appliesParkour 3: Instant: climb 10 feet + 5 feet per ath unrolledParkour 4: 1W: one run/jump/climb roll is rote, lose Def that turnParkour 5: after running 1+ minutes, 1 Reflexive ath action/turn, 1W in foot chase: 3 sux not 3 diceRepute 1-3: Promethean, +# Social some Prometheans, 1 Allies # per story, others want favors tooResources 1-5: standard of living, get items based on AvailabilityAvailability 2 or more below Resources: unlimited acquisitionAvailability matches Resources or 1 less: once per chapterAvailability 1 above Resources: -1 Resources for a monthResidual Memory 1-5: Promethean, pick # Skills, up to 2x # memory dice/session to use on the Skillsuntrained penalties still apply; if all memory dice used, negative Mental ConditionSafe Place 1-5: see 116Sleepless 1: Promethean, can sleep for P but never needs sleep for any other reasonSleight of Hand 2: lar 2+, 1 lar Instant/turn as Reflexive, undetectable unless actively watched for itSmall-Framed: Size 4 (causes -1H), +2 to hide or go unnoticed, possible Social handicapStriking Looks 1-2: +# related rolls, +# for others to spot/notice/remember user, disfigurements negateTerrible Disfigurement 1: Promethean, humans seeing disfigurement -2 COM/scene, Hard LeverageTrained Observer 1 or 3: WIT 3+ or COM 3+, 9/8-again perceptionTrue Friend 3: see 117Vivid Dreams 1-5: WIT 3+, Promethean: # times per story, additional +1W from full night's sleep, +# toroll for sleep Ppick Elpis Aspiration which gives Elpis Vision 187 instead of beatWeatherproof 1: Promethean, no harm from EE/heat/cold, does not apply to fire/A/Wasteland

Inspiring: PRE 3+, PRE + EXP: listeners gain Inspired, cannot target selfreferenced by Inspired, CofD 51 ; audience size mods: small group -1, small crowd -2, large crowd -3

CONDITIONSImprov Condition: mix/match +2, -2, 9-again, no 10-again, +/-1 Door, autofail resolve, other resolutionAddicted (substance etc.) (Persistent): risks Deprived, resolve by +/-1 Integrity or Breaking Point ESAgoraphobic: if more people present than RES + COM, -2 to Init/perception & anything needing focusRES + COM when encountering large crowd, F: avoid crowd, escape area, -3 to other actionsresolve by +/-1 Integrity or Breaking Point ESAlienated: -2 Social with other Prometheans, resolve by choosing to fail penalized actionAmnesia (Persistent): missing memories, resolve by somehow regaining the memoriesAtavistic: Mental Attributes -2 (min 1), derived traits penalized, resolve by suxful Mental Attribute rollBranded Throng (Persistent): among throng: Heed the Call 0, +2 emp, transfer 1P/scene1P: end brand, 1P all others: expel memberResist Torment -1 per same Lineage, +1 per different LineageDisquiet cause rolls +1 per same Lineage, -1 per different Lineagefor Wasteland Festering 306, same Lineage uses highest Z, but different Lineage uses Lowest Z1 beat per chapter from related danger/harm, severe inconvenience, unwanted candorbeats distributed among throngBroken (Persistent): -2 Social and RES rolls, -5 int, beat for related failure or surrenderresolve by +/-1 Integrity or Breaking Point ESBurnout: -2 on actions besides Vulcanus, resolve by choosing to fail penalized actionCallous: -2 emp, resolve by choosing to fail penalized actionConnected (group) (Persistent): +2 (group)-related rolls, resolve for 1 auto ES to influence (group)

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beat when inconvenienced by doing favor for (group)Confused: -2 INT, -2 WIT, resolve by taking half-hour to clear head, or by taking any LDegaussed: nearby electronics disturbed, might be tracked by effect, resolve on significant problemcan also be resolved by Electrification: Oscillitus 3 140Delusional (Persistent): irrational belief, 1W to suppress, beat from persisting, resolve by disprovingDeprived (substance etc.): STA/COM/RES -1, derived traits unchanged, resolve with (substance etc.)Disconnected: -2 Social with normal humans, resolve by milestone or 1+ hours talking with humanDisquieted: see Disquiet chartDistracted: -2 perception/concentration/precision, resolve by leaving distracting environmentEphemeral Anchor: effectively Open 229, resolve when this causes significant problemFatigued: RES + STA every 6 hours, F: pass out, S: cumulative -1 all rolls, heavy activity can be -2/-3or pass out after sleepless days equal to lesser of RES/STAresolve by sleeping 8 hours +1 per 6-hour roll, attempt to wake has highest penalty Fatigued gaveFlawed Vessel: Z is considered Magnitude 262 (max 5) for P caps (excess P locked, not gone)to resolve, cause Disquiet, see/cause Firestorm, ES on sn power, or other very Promethean thingFragile: take +1B when taking damage, to resolve take 2 or more damage total from thisFrightened (target): flees target if possible, cowers if not, escape to resolve, 1W: suppress for 1 turnFugue (situation) (Persistent): RES + COM in situation, F: driven to escaperesolve by +/-1 Integrity or Breaking Point ESGreedy Brand: highest-Z throng member -1P/scene, to resolve cause wasted P Wasteland/FirestormGuilty: -2 RES/COM vs. emp/int/sub, to resolve confess crimes and make restitutionHyperextended: on failed Physical, take STR B, to resolve heal the damageInspired (topic): resolve to gain 1W and ES on 3 in action related to topicIrritable: -2 COM, to resolve choose to fail COM roll or waive COM resistanceKinesthesia: -2 INT, to resolve choose to fail INT roll or make related life-endangering mistakeLeveraged: voluntarily comply with related request to resolveMurderous: pick target present & try to kill them, 1W, RES + COM: flee scene without doing harmresolve by leaving Pandoran presence or reducing human to last H, resolving gives FugueObsession (topic) (Persistent): 9-again on rolls related to (topic), possibly temporary, resolve suitablybeat from neglecting obligation to pursue obsessionParanoid (topic): -1 COM rolls, see (topic) as dangerous, expose or disprove conspiracy to resolveReckless: -2 Perception, -2 COM noticing, resolved when character/ally suffers related harm/setbackRegressive: -2 Social with humans, to resolve choose to fail Social with humans or gain Elpis WShaken (topic): resolve by failing (topic)-related action without rollSpooked (incident): preoccupied with (incident), resolve when this causes significant problemSteadfast: resolve by rolling 1 die instead of chance die, or by automatic 1 sux instead of other rollStricken: -2 everything but fleeing/hiding/cowering, flee Pandoran to resolve, resolving gives FugueSwooning (target): -2 to anything bad for target, target gets +2 social vs. Swooner & +1 impressionresolve by getting into danger for target or waiving a Social resistance/contest vs. targetSynesthesia: -2 Perception, choose to fail Perception roll to resolveTerrified: flee, 1W to remain (all rolls -2), leave Pandoran presence to resolve, resolving gives FugueTormented: see Torment sectionWanton (target): COM/RES rolls to resist temptation -2, target ES on 3 vs. user when temptingWatched (Persistent): -2 WITS + COM rolls, caught by stalker or exposed as nonhuman gives beatconfront and deter stalker or be exposed as nonhuman to resolve

TILTS (see charts on 323)Avalanche: 1L/turn, DEX + ath save or move with avalanche at its own SpeedBurning: 1 to 3L per turn depending on amount of body burning, put fire out to resolveDrowning: 1B per turn, breathe air and clear lungs to resolve

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MISSING CONDITIONS (CofD Conditions referenced in PtC2e but missing)Blind: chance die sight rolls, or -3 if other sense substitutes, may be Persistent, Blinded Tilt in combatbeat for related immediate danger, resolved when sight regainedCrippled (lame) (Persistent): Speed 1, wheelchair etc. needed, beat for related immediate dangerwheelchair Speed STR or 3 electric, STR wheelchair requires use of hands, resolve when healedInformed (topic): resolve to boost a non-combat roll re (topic), F: 1 sux, S: ESMadness (Persistent): ST has (10 - Integrity) dice per chapter to be negative Mental/Social modifiersfail roll penalized this way to resolve, or +/-1 Integrity, or Breaking Point ESMute: can't talk, beat for related immediate danger, resolved when voice regainedNotoriety: -2 Social/+1 Door vs. any aware, clear name to resolve

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LINEAGES

Templatenamebody typesleep near this for Pyros 170Disquiet type 83, 174Wasteland type 83, 176Torment type 171

Frankenstein 20mismatched partselectricity or fireanger, restlessness, scapegoating, revengehot or cold, lightning storms, thorns, fire, aggressionanger/regret cycle

Galateid 23ideal of beautylive human voicespassion, obsession, envy, shamehot or cold, extreme plant growth, sandstorms, obsessionextreme emotion, highs and lows

Osirian 26additional revivals leave scarswater (but still have to breathe)disinterest, irritation, investigation, dissectionthunderstorms, hubris, rivalry, stasis, infertilityambitious, manipulative, ruthless

Tammuz 29golem-likeearthgloom, depression, miscommunication, vigilantesdark clouds, vermin, apathy, heavy rain, mudslides, plants stop growingdepression, inaction, fatalism

Ulgan 32animated by spiritshauntings, leylinesparanoia, fear, seen as threat, monsterhuntingdepression, ghost/spirit hauntingsdetached from mundane, preoccupied with supernatural

Unfleshed 35android (non-corpse)proper power sourcedominance, dehumanized, treated as object, takenapartstrong oppress weak, slippery surfaces, mechanical behaviorinhumanity, self-as-machine

Zeky (see 1e Saturnine Night Chapter 3)openly disfigured (represent with negative Persistent Condition, doubtful it's resolvable)radioactive emissionssuggested sleep P sources: radon caves, uranium mines (ideally disused), x-ray machines, fallout zones, commercial isotopesfear, foreignness, paranoia, witch huntnon-bug animals leave, plants mutate & die, gray sky, hot/cold, no rain, snow/ashWasteland makes organic matter inedible even for non-Zeka Prometheanskilling spree, must spend 1P or more per turn until out of P

Extempore(custom)(custom), Prometheansunidentifiable, mistaken for infamous danger(custom)imitate others

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BESTOWMENTS

FrankensteinTitan's Strength 108STR ES on 3Spare Parts 108INT + med (Extended, 30 minutes): use body parts to swap Physical ATT dots (sux 2x highest)or use body parts to heal self (sux 1 for any level of B, 1 per 2 L, 2 per A), same rolleither way, body parts must be fresh (dead max 6 hours/Z)

GalateidUnearthly Mien 108PRE or MAN (pick on creation) ES on 3Symbiotic Muse 108inspiration method (pick on creation) gives human +3 to related taskuser gets 1W or 1P (user choice) when +3 used

OsirianRevivification 109when dead, return to life, regain H equal to Z, take Persistent negative Condition related to fatal injuryCorpse Tongue 1091P, MAN + occ: ask a corpse 1 yes/no question per success and it will answer as well as it canthis crosses language barriers

TammuzHeart of Clay 110STA/COM/RES (all) ES on 3, except to resist surpriseInscription 1101P: +3 to 1 of three Skills (pick on creation) once per chapter per Skill, milestones might change Skills

UlganTwilight Fluidity 110DEX or MAN or WIT (pick on creation) ES on 3Ephemeral Flesh 110perceive and interact with ghosts and spirits in Twilight, can't use objects to do so though

UnfleshedHeart of Steel 110choose Condition taken from Social action, e.g. taking a positive Condition instead of a negative oneSoul in Software 1101P, #A: deploy self in smaller body with #H and -1 Attributes, body left behind goes dormantrejoin to recover sacrificed H

ZekaRe-Animator1P per die (instead of 2P per die) when creating new Prometheans/Pandorans 185Radioactive Affinitygain 2P per turn when radiofeeding (instead of 1P per turn)

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HOMEBREW ZEKY (see 1e Saturnine Night Chapter 3)corpse type: openly disfigured (represent with negative Persistent Condition, doubtful it's resolvable)Pyros sleep element: radioactive emissionssuggested sleep P sources: radon caves, uranium mines (ideally disused), x-ray machines, fallout zones, commercial isotopesDisquiet type: fear, foreignness, paranoia, witch huntWasteland type: non-bug animals leave, plants mutate & die, gray sky, hot/cold, no rain, snow/ashWasteland makes organic matter inedible even for non-Zeka PrometheansTorment type: killing spree, must spend 1P or more per turn until out of P

Radiation instead of electricity:>.2Sv: EE 1 as 4B>2Sv: EE 2 as 6B>4Sv: EE 3 as 8B>6Sv: EE 4 as 10B>10Sv: EE 5 as 12B or moreZeky take no damage, Conditions, Tilts etc. from radiation while they remain Zekysource doesn't need to be touched, Zeka just needs to be exposed to emissionsradiation doesn't usually short out but Zeka might make an unstable reaction moresoZeky are pretty good about sensing radiation sources within EE level milesradiation is rarer and more alarming in the modern world than electricity

Bestowments:Re-Animator: 1P per die (instead of 2P per die) when creating new Prometheans/Pandorans 185Radioactive Affinity: gain 2P per turn when radiofeeding (instead of 1P per turn)

Flux: Irradiation0P: Irradiate: raise radiation EE to level 1 in Z feet, 1P: +1 EE level for scene, 1P: range to Z yardscan't feed or P-sleep on own radiation EE, need other supply of radiation1P: Conceal Radiation: WIT + sci + Z, Instant: scientific radiation detection -1 EE level/sux in Z yardsDF: +1 apparent EE level F:x ES: +1 actual EE level but none apparent2P: Reduce Radiation: WIT + sci + Z, Instant: radiation EE level -1 per sux in Z yardsDF: +1 EE level F:x ES: Duration 24 hours3P: Fallout: STA + sci + Z, Wasteland, Extended (5 minutes): in widespread Firestorm range, apply Zeka's personal radiation EE as a thin layer of fine gray dust falls on areaDF: user takes 3A F: Condition to continue S: EE -1 every 10 years ES: EE -1 every 100 yearscranking up base personal radiation before using power is suggested

Zeky bodies are irradiated and will give the New Dawn human a mundanely untreatable fatal dose. The Zeka may be ready to die — or may plot to survive the ordeal by arranging something paranormal. Alchemists might be able to pull it off.

Centimanus/Flux takes the place of Stannum. Zeky can automatically and immediately revert to Centimanus, but treat Stannum as an ordinary basic Refinement. For Zeky, some of Electrification is not as useful. Irradiation is a fifth Flux Alembic only Zeky can learn.

Zeky Torment is especially dangerous, and the more P a Zeka has, the worse it is — especially with the P-dumping options of Irradiation. Zeky aren't required to learn or have Irradiation; those seeking New Dawn (and taking other Refinements) can avoid calcifying it.

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REFINEMENTS AND TRANSMUTATIONSRefinement nameRefinement powerRefinement beatRefinement Transmutations

Transmutation namewhich Refinements get itTransmutation ConditionTransmutation Condition effectTransmutation Condition resolution

Alembic namefirst 0P: always-on benefit of that Alembicfirst 1P: charge Alembic to 1P to get this effect for rest of scenefirst 2P: charge Alembic to 2P to get this effect for rest of scenefirst 3P: charge Alembic to 3P to get this effect for rest of sceneother #P or other cost: pay this to get this effect once the Alembic is charged to the previous level

Duration is while the Distillation is charged unless otherwise noted — nearly always rest of scenedespite name, line of sight range might be satisfied by other senses, adjudicate case-by-caseReflexive is a free action, but Instant takes a 3-second roundif Armor type is unspecified, it's generalspending P reveals disfigurements unless you're spending on a Transmutation and take its Condition... or unless you are charging Corporeum: Hygeius 1 or already have it charged

(Example)Irradiation(Alembic name)0P: Irradiate: raise radiation EE to level 1 in Z feet, 1P: +1 EE level for scene, 1P: range to Z yards(0P effect always active if you have Irradiation)(1P-cost effects take place when you spend 1 Pyros on them)can't feed or P-sleep on own radiation EE, need other supply of radiation(clarifying note)1P: Conceal Radiation: WIT + sci + Z, Instant: scientific radiation detection -1 EE level/sux in Z yards(charge Irradiation Alembic to 1P to make this roll and get this effect for the rest of the scene)DF: +1 apparent EE level F:x ES: +1 actual EE level but none apparent(changed effects on Dramatic Failure, Failure (usually nothing, "F:x"), or Exceptional Success)2P: Reduce Radiation: WIT + sci + Z, Instant: radiation EE level -1 per sux in Z yards(charge Irradiation Alembic to 2P to make this roll and get this effect)DF: +1 EE level F:x ES: Duration 24 hours(changed effects on Dramatic Failure, Failure (usually nothing, "F:x"), or Exceptional Success)3P: Fallout: STA + sci + Z, Wasteland, Extended (5 minutes): in widespread Firestorm range, apply Zeka's personal radiation EE as a thin layer of fine gray dust falls on area(charge Irradiation Alembic to 3P to make this roll and get this effect)DF: user takes 3A F: Condition to continue S: EE -1 every 10 years ES: EE -1 every 100 years(changed effects on Dramatic Failure, Failure (Extended 199), or Exceptional Success)cranking up base personal radiation before using power is suggested(clarifying note)

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Aurum 421P: delay Disquiet infliction to end of sceneBeat: once per chapter, put self in danger to protect/aid human associatesTransmutations: Deception, Mesmerism (shared with Cobalus)

Deception 131exclusive to AurumCondition: Alienated 306-2 Social vs. Prometheanchoose to fail such a roll

Anonymity 1320P: -2 on others trying to find user in crowd, user overlooked by others not looking for user1P: PRE + ste + Z, Instant: others trying to remember user later roll INT + COM - user's suxDF: user gets Notoriety Condition F:x ES: rolls to remember user reduced to chance die2P: WIT + ste + Z, Instant: user leaves less trace evidence, lar breakin rolls get +sux, others' inv -suxDF: others get +2 to find evidence of user F:x ES: rolls to find evidence of user reduced to chance die3P: Anonymity Durations rise to 24 hours, at end roll Torment -1 per day past first, 1P: +24 hours

Assimilation 1320P: if user meets target in group setting, first impression +11P: STA + sub + Z, Instant: attempts to hide in crowd +ZDF: reveal user's disfigurements F:x ES: Duration 1 day2P: INT + aca + Z, Instant: speak common language of surrounding groupDF: Mute Condition F:x ES: Duration 1 day3P: WIT + emp + Z, Instant: excellent impression with target group, +sux to Social with target groupDF: user gets Notoriety Condition F:x ES: Duration 1 day

Doppelganger 1330P: perfectly imitate any voice heard after 1 minute of exposure to it1P: WIT + emp + Z vs. STA + Z, Instant: leave touched target's trace evidence & not user's, 1 day/suxDF: user gets Sick Tilt 318 F:x ES: Duration 1 week2P: MAN + sub + Z vs. RES + Z, Instant: shapeshift to match target touched this sceneDF: user rolls for Torment F:x ES: 1W for dice to impersonate target gives extra +13P: Doppelganger 2 Duration 24 hours, 1P: +24 hours, WIT + RES -1 per day past first vs. AmnesiaTorment check when Doppelganger 3 ends

Stalker 1340P: +A to ste rolls1P: WIT + ste + Z vs. WIT + Z, Instant: +3 to shadow, hide from, or ambush target for rest of sceneDF: user instantly noticed, target rolls for Disquiet F:x ES: Duration 1 day2P: WIT + ste + Z vs. WIT + Z, Instant: no ste roll needed to avoid target's noticeDF: user instantly noticed, target Disquiet +1 F:x ES: Duration 1 day3P: COM + ste + Z: no ste roll needed to stay unseen in building; targets with WIT > sux may noticeDF: user instantly noticed, gets Notoriety Condition F:x ES: Duration 1 day

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Mesmerism 147shared by Aurum and CobalusCondition: Callous 307-2 empchoose to fail Social roll with human

Phobos 1470P: get int ES on 3 to cause Shaken Condition1P: PRE + int + Z vs. COM + Z, Instant: target helpfully fears user, Hard Leverage -1 DoorDF: target +1 Disquiet, user's Social fails F:x ES: target risks more, Hard Leverage -1 more Door2P: PRE + int + Z vs. RES + Z, Instant: target gains Frightened Condition 309 related to userDF: target +1 Disquiet, F:x ES: target can't spend W against this Condition3P: PRE + int + Z - STA, Instant: 1B per sux, target is knocked out, target suffers -2 Breaking PointDF: target +1 Disquiet F:x ES: damage is L

Eros 1480P: get per ES on 3 to cause Swooning Condition1P: MAN + per + Z vs. COM + Z, Instant: Social vs. target +2, some obedience, excellent impressionDF: target +1 Disquiet, user's Social maneuvering fails F:x ES: more obedience, perfect impression2P: MAN + per + Z vs. RES + Z, Instant: target mindlessly obeys one commandDF: target +1 Disquiet F:x ES: target won't remember carrying out order3P: PRE + int + Z vs. RES + Z, Instant: target gets Obsession 311 re user, assists for 1 scenetarget becomes Insane 316 if user attackedDF: target +1 Disquiet F:x ES: target can resist Insane Tilt 316 with RES + COM (will still defend user)

Eris 1490P: get sub ES on 3 to cause Confused Condition1P: MAN + sub + Z vs. RES + Z, Instant: target gets -3 to Mental related to their current goalDF: target +1 Disquiet and gets Steadfast Condition 311 F:x ES: user chooses goal2P: RES + sub + Z - RES, Instant: target gets Stunned Tilt 318 for turns equal to suxDF: target +1 Disquiet F:x ES: target can't clearly remember what happened during Stunned Tilt 3183P: PRE + sub + Z - RES, Instant: target catatonic 1 scene, Amnesia for 1 day/sux, Breaking Point -2DF: target +1 Disquiet F:x ES: Amnesia Condition 306 is Persistent

Penthos 1500P: get emp ES on 3 to cause Guilty Condition1P: MAN + emp + Z vs. RES + Z: target can't spend W this sceneDF: target +1 Disquiet F:x ES: Duration 1 day2P: PRE + emp + Z vs. RES + Z: target gets Beaten Down TiltDF: target +1 Disquiet F:x ES: target cannot spend W to be violent3P: MAN + emp + Z vs. RES + Z, Instant: target pays 1W to act & RES can't resist, Broken 1 day/suxDF: target +1 Disquiet F:x ES: Broken Condition 307 is Persistent

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Cobalus 63Social Maneuvering: Vice use improves Impression by additional +1Beat: enable/encourage someone else's Vice/TormentTransmutations: Contamination, Mesmerism (shared with Aurum)

Contamination 125Condition: Fragile 309take +1B when taking damagetake 2 or more damage total from this

Indulgence 1250P: sense target's Vice, +2 impression when appealing to target's Vice1P: MAN + emp + Z vs. COM + Z, Instant: target acts rashly according to his ViceDF: target +1 Disquiet F:x ES: additional rash action by target2P: MAN + per + Z vs. COM + Z, Instant: target ruled by Vice, can't Virtue/Vice regain WDF: target +1 Disquiet F:x S: target 1W to resist Vice chance ES: target can't spend W to resist Vice3P: PRE + per + Z, Instant: all in vicinity with COM < sux lose inhibitions & follow high-PRE leadersDF: crowd +1 Disquiet F:x ES: 6+ COM needed to resist

Leverage 1260P: when learning target's secrets, -1 Social Doors1P: MAN + per + Z vs. COM + Z, Instant: target answers question honestlyDF: target Impression Hostile & +1 Disquiet F:x ES: target +1 Impression2P: WIT + emp + Z vs. RES + Z, Instant: read touched target's mind to learn their worst secretDF: target +1 Disquiet F:x ES: user gets details like names, addresses, date and time3P: RES + sub + Z vs. RES + Z, Instant: anyone target touches learns their worst secret, Dur 1 dayDF: target Impression Hostile & +1 Disquiet F:x ES: Duration +1 day

Madness 1270P: sense negative Mental Persistent Conditions, +2 when using Hard Leverage1P: PRE + int + Z vs. RES + Z, Instant: target gets Stunned TiltDF: user Stunned 318 F:x ES: target -2 RES + COM rolls to focus or resist Contamination: Madness2P: MAN + sub + Z vs. COM + Z, Instant: everyone target meets Disquieted by him, Dur 1 day/suxDF: user gets Insane Tilt 316 F:x ES: Duration 1 week (or more, if 1 day per sux would be more)3P: WIT + emp + Z vs. RES + Z, Instant, eye contact: target & user have vision re Mental ConditionDF: user suffers Condition, Dur 1 day F:x ES: target Inspired 310/Insensate 317 on success/failurevision 127: target RES + COM, Extended (1 scene, 5-10 sux), 1 real turn = 1 quest scene+/- Madness 3 sux as user helps/hinderscan eye contact self in reflective surface to self-target Madness 3

Suffering 1280P: sense illness/poison/handicap/injury, Instant: study target in combat for +1 attacks vs. target1P: RES + med + Z - Severity/Potency/Toxicity, Instant: cure disease/drug/toxinDF: target gets Sick Tilt 318 or Poisoned Tilt 317 F:x ES: target heals 1B/L if lost to cured effect2P: INT + med + Z vs. STA + Z, Instant: target's penalties from wounds & Physical Tilts/Conditions 2xDF: user gets Insensate Tilt 317 F:x ES: Duration 1 day3P: touch target (can be combined with attack): target gets Insensate Tilt 317

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Cuprum 45Refinement Condition: Patient1P gives user +Z Doors in Social maneuvering for 1 sceneBeat: react to tense/dangerous situation with precise thought/action from careful study/planningTransmutations: Metamorphosis and Sensorium (shared with Argentum)

Metamorphosis 144Condition: Atavistic 306-2 Mentalsucceed on roll which includes Mental Attribute

Aptare 1440P: ignore 1 Environmental Tilt per scene; does not include breathing water or surviving vacuum1P: Instant: breathe water instead of air, lasts until effect is reversed for 1P2P: climb any surface vertically at normal Speed, STR + ath on slick surfaces or to climb upside down3P: RES + med + Z, Instant: pick +1 Defense/+reach/+1 Speed/half Speed 1-foot gaps/ +sux ArmorDF: user gets Stunned Tilt 318 F:x ES: 1 extra effect

Bestiae Facies 1450P: Defense takes higher of DEX or WIT1P: +1L claws or +1L fangs (fangs require grapple to bite)2P: Instant: warform, +1 Size, +1 STR, +2 Speed, +1 Perception, +1L teeth & claws, no-grapple bite3P: STA + ank + Z, Instant: shapeshift to known animal form, lose Def while shiftingtouch: add animal to known forms (max Z)DF: intended animal lost from known forms F:x ES: change is Reflexive, Def not lost

Tegere 1460P: Instant: visible natural Armor 2/01P: STA + sur + Z: visible natural Armor 2/4, -1 Defense, Duration 1 turn per suxDF: user loses Def until next turn F:x ES: Duration 1 scene2P: STA + wea + Z: unarmed attackers & melee weapons take 1L when hit user, Duration 1 turn/suxDF: user takes 1L F:x ES: unarmed attackers and melee weapons take 2L when hit user instead of 1L3P: visible natural Armor 4/4, -2 Defense & SpeedDEX + ath - Defense, Instant: pay 1L, area attack +1L, radius Zx 10 feet, drop to Tegere 1DF: user takes 3L F:x ES: area attack is +2L instead of +1LInstant: if you dropped to Tegere 1 from making area attack, return to Tegere 3use only the highest Armor bonus from Tegere; they do not stack with each other

Verto 1460P: alter user's minor physical details1P: STA + int + Z, Instant: +1 per sux to int, -1 per sux to other Social, Instant: end effect earlyDF: next roll in scene to frighten/intimidate user +2 F:xES: user gives target Frightened/Shaken/Spooked (choose) once per turn2P: MAN + sub + Z, Instant: cannot be mundanely identified, -3 SocialDF: +2 to notice/identify user F:x ES: others -2 to recall details about user (if user stayed unobtrusive)3P: DEX + med + Z, Instant: Size +/-1, alter features/sex & coloration, Dur 1 turn/sux, reroll sustainsreroll is Reflexive, DF: user deformed for scene, -2 general penalty F:x ES: Duration 1 scene

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Sensorium 154shared by Cuprum and ArgentumCondition: Synesthesia 312-2 Perceptionchoose to fail Perception roll

Vitreous Humor 1540P: night vision, ignore penalties from visual stimuli (e.g., bright flashes)1P: Instant: thermal vision (in addition to normal vision & night vision), can heatsight through eyelids2P: WIT + COM + Z, Instant: see through solids 10 yards/sux, +Z to find/examine objectsno cover/environmental vision penaltiesDF: 2B, Blind until healed F: concealment/cover penalties reduced by Z ES: +2 to attacks3P: WIT + COM + Z, Instant: see spirits/ghosts in Twilight, see dematerialized qashmallimDF: user gets Reaching condition, all nearby spirits/ghosts alerted to him F:xES: can see dematerialized God-Machine angels

Receptive Humor 1550P: +Z to Perception1P: INT + aca + Z, Extended (1 turn symbols/1 hour text, 5-20 sux): translate/interpret symbols/textDF: user makes dangerous error F: accept Condition or quit ES: Informed, may purchase Language2P: Perception is a rote action, but Perception Dramatic Failure causes Synesthesia Condition 3123P: WIT + COM + Z: 360-degree senses, +2 Def, full Def vs. surprise/rear attacks, hard to surpriseDF: -2 user Perception F:x ES: user gets +1 Defense, +2 sight Perception

Stereo Humor 1560P: +2 to scrutinize emotions and personalities1P: WIT + emp - COM, Instant: learn answer to 1 question re target's emotions and intentions per suxDF: target knows user is watching and not human, +1 Disquiet, sees flash of disfigurements F:x ES:x2P: WIT + COM + Z vs. COM + Z, Instant: hear target's main thoughts, Duration 1 turnDF: user Deafened Tilt 314 (both ears) F:x ES: Dur 3 turns, hear related thoughts, followup question3P: WIT + inv + Z vs. COM + Z, Instant: use physical trace of target to supernaturally spy on targetDF: trace destroyed, target feels watched & WIT + COM to recognize user later F:xS: radius 1/5 yards for person/place ES: watched radius 6/15 yards for person/place

Somatic Humor 1570P: sur ES on 31P: 1 heightened sense (smell, taste, or hearing)2P: 2 heightened senses (smell, taste, or hearing)3P: 3 heightened senses (smell, taste, or hearing)smell: +2 scent tracking, vulnerable to pepper spray etc.taste: INT + sur/sci chemical analysis, detect and avoid poisonshearing: wider hearing range, WIT + sur to narrow focus, retain Defense during Blinded Tilt 313

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Argentum 601P: know whether targets are sn, Duration 1 sceneBeat: discover some new facet of sn, or expand his knowledge of already-familiar sn subjectTransmutations: Spiritus and Sensorium (shared with Cuprum)

Spiritus 158Condition: Ephemeral Anchor 309Open 229 to spirits/ghostssuffer related problem

Clades 1580P: +2 Defense vs. certain type of sn, Instant: change warded type1P: Instant: reduce called shot penalties by 2 vs. certain type of sn for Z turns2P: PRE + occ + Z, Instant: certain type of sn takes 1L/turn when "within reach"DF: take 1B for Z turns F:x ES: +1L/turn3P: PRE + occ + Z: user's unarmed does A to certain type of sn for 1 turn/suxDF: for Z turns user takes +1A when successfully attacked F:x ES:x

Clupeum 1580P: -2 to detect user supernaturally, or Clash of Wills -2 if there is no normal roll1P: double Z for resisting sn powers2P: STA + sur + Z: 1 target/sux in Z yards +(user's Z) contested & +(user's Z/2, round up) resistanceDF: Z0 next time user resists or contests F:x ES: both bonuses +1can't reinvoke Clupeum 2 until previous Clupeum 2 effect has ended3P: INT + occ + Z, Instant: 30 square ft., enemy sn -1/sux, user&allies +1/sux detect illusion/invisiblealso applies to "overlooking" powers like Deception: Anonymity1P Instant: +10 square feet, 1W: Duration 1 dayDF: +1 Wasteland F:x ES: Duration 1 day

Veritas 1600P: in Zx5 yards, sn power with Z or less sux alerts user1P: WIT + occ + Z vs. COM + Z, Instant: trace sn power, know sn type if familiar, target not alertedDF: misidentification F:x ES: identify type even if unfamiliar via Azothic Memory2P: WIT + MAN + Z vs. RES + Z, touch, Instant: read sn's memory of human contactfuture task +2 or info, Torment check possibleDF: user gets Fugue/Madness/Obsession Condition (choose one) F:xES: learn names/connections of people in memory3P: PRE + occ + Z vs. RES + Z: 1 sn target per sux can't spend sn power for Z turnsDF: user gets Tormented Condition 312 F:x ES:x

Laruae 1600P: -2 to identify user as sn1P: INT + occ + Z, Instant: user gets Informed Condition re specific sn creature/situationDF: user gets Confused Condition 307 F:x ES: +2 next Social roll against target type of sn2P: MAN + soc + Z, Instant: user gets +Z to fit in among sn, others get -(user's Z) vs. thisDF: user obviously doesn't belong F:x ES: others must spend 1W to scrutinize user3P: INT + cra + Z, Instant: target object (Size 2 or less) is sn sense decoy when brokensns -sux to notice user while distracted by decoyDF: object shatters uselessly when infused F:x ES:x

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Ferrum 481P: add highest of STA/COM/RES to user's max attempts on Extended actionBeat: stun/awe others with feat of physical fitness/tenaciousness/excellenceTransmutations: Vitality and Corporeum (shared with Aes)

Vitality 161Condition: Hyperextended 310on failed Physical, take STR Bheal the damage

Unbowed 1610P: +Z to RES, raises WD1P: Instant: gain Steadfast for Z turns or until used, 1P to reset the Duration to A more turns2P: +1W when charging, +1W when subsequently failing a roll3P: RES + COM + Z: resist sn mind control (replaces normal resist/oppose)DF: user gets Broken Condition 307 for Z turns F:x ES: target takes ZB

Unbroken 1620P: +Z to STA, raises Health1P: 1W for STA resistance or +Defense has double effect2P: STA + ath + Z: ignore one Physical Condition/Tilt per suxDF: user gets Stunned Tilt 318 F:x ES:x3P: when A in last Health box, user doesn't die for 1 scene, but will die at end without electrofeeding

Unconquered 1630P: +Z to STR, raises Speed1P: 0L unarmed, Demolisher Merit +1 (3 max)2P: STR + ath + Z: when throwing, per sux either double STR, -1 to object penalties, or 9-again throwDF: user takes B equal to difference in user/object Size or 2B if greater F:x ES:x3P: STR + ath + Z, Instant: Earthquake Tilt on Z x 100 yards radius for 1 turn per suxDF: user takes own STR as L F:x ES: +Z turns Duration

Unfettered 1630P: +Z to STR when breaking grapples or restraints1P: STR + ath + Z: escape grapple, replaces ordinary grapple mechanicsDF: target gets Reflexive grapple move vs. user F:x ES: user can grapple move instead of escaping2P: STR + cra + Z: -1/sux to Durab penalty vs. Immobilized Tilt, arms & legs/hogtied penalties halvedDF: user takes B equal to restraint Durability F:x ES: user takes no damage from breaking out3P: STR + cra + Z: Demolisher Merit 3 (or +2 to break free) to escape building/containertake no damage from striking objectsDF: user takes own STR plus target Durability as B F:xES: no ill effects of result unless more falling material than user Size

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Corporeum 129shared by Ferrum and AesCondition: Kinesthesia 310-2 to INTchoose to fail INT roll, or make life-endangering mistake

Charites 1290P: ath ES on 31P: +1 to DEX and its derived traits2P: 9-again DEX, 1P to reroll a DEX roll3P: DEX actions are rote for Z actions, 1W to extend Duration for Z turns

Zephyrus 1290P: +Z to WIT + COM vs. surprise, still get half Defense if surprised1P: move 2x Speed & still take Instant action, stacking with Motus 3 gives 3x Speed (not 4x Speed)2P: +Z to Initiative on charging turn only, 1P then to cancel Initiative penalty from weapon next turn3P: +3 Defense, full Defense vs. ranged, 8-again Dodge

Hygeius 1300P: wound bonus1P: pass for medically human, P doesn't flare disfigurements to charge this or while it's charged2P: negate user's injury Tilts, missing parts replaced by "smokeless cold flame"3P: -2 from all sources of damage

Motus 1300P: gain Sleepless Merit while moving (or if user already has Sleepless, no need to eat)1P: STR + ath + Z: raise STR or STA by 1 per sux (mix and match allowed) for Physical actionsDF: user STR -2 (min 1) F:x ES: +2 Parkour Merit 115 unless character already has Parkour 4+can't roll for Motus 1 again while Motus 1 still in effect2P: 3x running jump distance, 3x standing jump distance, 2x vertical jump distance3P: Instant: +3 STR/STA, +1 DEX, STR/STA non-combat rolls rote, 2x Speed (or 3x with Zephyrus 1)

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Aes 571P: learn exact relative locations of throngmates and fastest routes between each pairBeat: suffer serious setbacks/harm/loss putting needs of throngmate firstTransmutations: Benefice and Corporeum (shared with Ferrum)

Benefice 123Condition: Greedy Brand 310highest-Z throng member loses 1P per scenecause Wasteland/Firestorm due to wasted P

Command 1230P: throng: +1 Teamwork bonus from user1P: throng: all non-combat actions are Teamwork with nearby throng members2P: throng: target gets Steadfast Condition, when Steadfast is resolved it may be given to new targetsame power as Control 3, if both used at once they stack, allowing 2 simultaneous targets3P: INT + occ + Z, throng: communally spend P to charge Alembics, rolls for powers are TeamworkDF: user gets Greedy Brand 310 Condition F:xES: Teamwork roll based on highest pool in throng, not primary character involved

Consortium 1240P: throng: once per turn, any 2 members can switch Initiative1P: throng: each thronger can share 3P per scene, no penalty for different Lineages-2Z per Lineage in throng on Disquiet roll, +2 to resist Torment, +2 to power rolls for 1 target per turn2P: throng: user shares senses to target, target can refusetarget -1 Physical if sharing senses & acting normally at same time3P: throng: telepathic link, range Zx .5 miles, +3 Initiative, Connected Condition 307 (no beats)

Control 1240P: throng: in combat within Z yards of throngmate, +1 Defense1P: throng: target gets +1 Defense which can be used against ranged, 1P: additional target2P: PRE + occ + Z, Instant, throng: 1 Armor per sux distributed among throngDF: user gets -1 Defense & loses Branded Throng for scene F:x ES: +1 Armor for everyone in throng3P: throng: target gets Steadfast Condition, when Steadfast is resolved it may be given to new targetsame power as Command 2, if both used at once they stack, allowing 2 simultaneous targets

Community 1250P: throng: user can transfer 1P/turn (not 1P/scene via Branded Throng Condition 306)1P: Instant, throng: transfer 1P/turn, +Z with Consortium 1 (not 1P/scene via Branded Throng 306)2P: throng: user may touch-target throng with line of sight3P: WIT + occ + Z, Instant, throng: give target your Bestowment/calcified Alembic as if they had it tooDF: user cannot use intended gift power for 1 scene F:x ES: target gets 1P for use with gifted AlembicFurnaced Alembics are not eligible, they have to be calcified

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Plumbum 511W or sacrifice 1B, Instant: get 1PBeat: overthinking things causes inaction at inopportune timeTransmutations: Saturninus and Disquietism (shared with Stannum)

Saturninus 150Condition: Regressive 311-2 Social with humanschoose to fail Social with humans, or gain W through Elpis

Heed the Call 1500P: WIT + sur to track Z radiance, Z radiance sources considered +1Z for radiance detection1P: WIT + emp + Z, Instant: sense marks by maker's Z, sense Torment, scan Z to learn about sourceDF: user misinterprets F:x ES: user gets Inspired Condition 310 re Z source inspectedmeasure of Z (range = Z radiance) reveals 1/sux:Elpis, Torment, current Refinement, Z, Pilgrimage, a fixed Alembic, vb/VPmeasure of Athanor reveals 1 per sux: VP stored, resonant Refinement, etc.2P: COM + exp + Z, Instant: increase/decrease detectability of user's Z while chargedDF: any who sense user roll for Disquiet, Pandorans in radiance wake F:xES: user lays false Z trail or beacons exact location3P: MAN + exp + Z vs. RES + Z, Extended (1 turn, target 3x Z): resolve target's Tormented ConditionDF: user & target take user's ZL, Wasteland +1 F: failed, target takes user's ZL ES: +1W user & target

Plumb the Fathoms 1520P: +1 & +1Z (passive) resist sn Mental/Social, remember Rambles perfectly until can be recorded1P: INT + occ + Z, Instant: area's Z memory answers 1 questionDF: Wasteland +1 F:x ES: user gets follow-up question either from list or related to previous answerquestions: still-living Prometheans been here, milestone here, greatest danger here, Athanor here, pilgrim marks here2P: INT + occ + Z: 1 Mental Skill per sux becomes rote, information may be revealedDF: user takes -2 Mental F:x ES:xcannot reinvoke Plumb the Fathoms 2 while Plumb the Fathoms 2 is active3P: can only be used in a scene where user took L, force and share Elpis visionparticipants get +2 on Elpis rolls for 24 hours

Stoke the Furnace 1530P: Transhuman Potential 171 lasts 2 turns instead of 1 action0P: on beat from current Role, user gets +1 in a chosen Attribute for rest of chapter0P: on Elpis 1W recovery, get 1P; on full Elpis W recovery, get half max Pyros rounded upin Torment use Torment instead#P: buy a Physical Merit for 1 scene with P cost equal to its dots(list of eligible Physical Merits may be restricted)

Prime the Vessel 1530P: untrained penalty in a chosen Skill Category reduced by 11P: STA + occ + Z, Instant: Vitriol sealed in pod organ; -2 called shot to attack pod, pod Durab = suxDF: user gets Drugged Tilt 314 F:x ES:x2P: Instant: biting/feeding on user for #H deals #B, #B: create #L poison good for 1 scene3P: PRE + occ + Z, Instant: form Branded ThrongDF: user and throngmates take 1L each F:x ES: user and throngmates +1W each

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Disquietism 134shared by Plumbum and StannumCondition: Irritable 310-2 COMchoose to fail COM roll, or waive COM resistance

Externalize 134 (requires Wasteland)0P: immune to Wasteland extreme environments1P: STA + sur + Z - Wasteland level, Instant: spare 1 target or Branded Throng/sux from environmentDF: user takes 1L F:x ES: Duration 1 day2P: STR + occ + Z - Wasteland level, Instant: Heavy Rain 315 or Heavy Winds 316, user immuneDF: user takes 2L F:x ES: cause both Tilts, user immune to both3P: DEX + ath + Z - Defense, Instant: range 5 yards per Z, 1L per sux, ignores artificial armorDF: user takes 3L F:x ES:x

Internalize 1350P: sense Disquiet stage1P: COM + emp + Z: +1 to anyone rolling to resist user's Disquiet, Duration 1 sceneDF: humans meeting user roll for Disquiet immediately F:x ES: +1 more to resist user's Disquiet2P: PRE + emp + Z: suppress Disquiet effects and progression for 1 turn per suxDF: humans meeting user roll for Disquiet immediately F:x ES: Disquiet 2 reduced to Disquiet 13P: PRE + soc + Z, Instant: Disquiet against user has no effect for 1 scene, 1 target per suxDF: humans interacting with user roll for Disquiet immediately F:x ES: everyone around is affected

Redirect 1350P: get sub ES on 3 to cause Notoriety Condition1P: MAN + per + Z vs. COM + Z, Instant: user-caused Disquiet treats target as sourceDF: user rolls to resist Torment F:x ES: target believes he is Disquiet source (otherwise blames user)2P: MAN + ank + Z vs. RES, Instant: target animal attacks target of Redirect 1, advance its DisquietDF: target attacks user F:x ES: target ignores own wound penalties3P: MAN + sub + Z vs. RES + Z, Instant: target person attacks Redirect 1 targettarget gets Breaking Point & Disquiet +1DF: user rolls to resist Torment F:x ES: target ignores own wound penalties

Weaponize 1370P: if user caused Disquiet in last 24 hours, +2 int1P: PRE + int + Z, Instant: +1 Disquiet on all targets in area with RES < sux, -Disquiet on all their rollsDF: Wasteland +1 F:x ES: 6+ RES needed to resist2P: when user damages Disquiet sufferer they are Beaten Down3P: L unarmed, +Disquiet to unarmed damage

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Stannum 54when +W from Torment: also same amount +PBeat: suffers a setback or puts throng at disadvantage due to anger/crueltyTransmutations: Electrification and Disquietism (shared with Plumbum)

Electrification 137Condition: Degaussed 307electronic disruptionsuffer related problem, or use Electrification: Oscillitus 3

Machinus 1370P: sense electricity/electronics 200 yards, sense strong sources up to 50 miles, predict lightning1P: provide electricity to machine by touch2P: Machinus 1 for 200 yards, crude device control, prevent source shorts when electrofeeding3P: MAN + com/cra + Z, Instant: remotely control device and +3 to do soDF: target uncontrollable this scene & does worst possible things F:xES: supercharge target, permanent damage optional

Arc 1380P: small electric flare fingertips for light, mild shock touch, cutting plastic, burning marks on surfaces1P: DEX + ath + Z, Instant: Range 15/30/45 electrical attack, can Stun, #L (# = Pyros charged in Arc) 1P: -1 target ArmorDF: user Degaussed 307 and can't use Arc for scene F:x ES: target also Immobilized 3162P: Arc 1 as area attack for Zx yards3P: target hit by Arc 1 takes 1L each round for 6 rounds1P: Arc damage is A, except for Arc 3 damage over time which remains L

Oscillitus 1390P: temporarily disable small electronics, Armor 2 and +2 dice against electrical effects1P: INT + sci + Z vs. RES + Z, Instant: no electricity to target 1 turn/sux, prevents electrofeedingDF: object target ruined, living target gives user Degaussed 307 F:x ES: target Degaussed 3072P: MAN + sci + Z vs. STA + Z, Instant: -1 sight-based actions in 10 feet, +5 ft. or -1/sux, lights blownDF: user Degaussed 307 and can't use Oscillitus 2 for scene F:x ES: user picks +1 sense to penalize3P: MAN + sci + Z vs. STA + Z, Instant, Alembic to 0: EMP Zx 15 yards, metal damage, 1L in 3 yardssaving throw: people within 3 yards roll STA + RES to resist Immobilized 316DF: user Degaussed 307 (if already Degaussed, Immobilized 316) & can't use Oscillitus 3 for sceneF: user's hair stands on end, electronic recordings are blank for a secondES: other Prometheans in radius are Degaussed 307

Imperatus 1400P: healing times halved, more likely to be struck by lightning1P: 1P to heal Promethean/Pandoran target in line of sight for 3L, can transfer P to throngmate2P: electrofeed from source within Z yards for half benefit3P: STA + sur + Z, electrofeeding: +4 temporary H (damage to remaining H on end), +2W (no limit)DF: user can't electrofeed this scene F:x ES: user gets +2 additional temporary H and +1W

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Mercurius 66once per scene, 1P: +1 equipment bonus to tool or weapon, Duration 1 sceneBeat: thirst for knowledge harms those around herTransmutations: Alchemicus and Vulcanus (shared with Phosphorum)

Alchemicus 119Condition: Flawed Vessel 309P per turn capped at 1, or 2 at Z5+cause Disquiet, see/cause Firestorm, Transmutation/Bestowment ES, or other very Promethean thing

Stone 1190P: WIT + sci + Z, Extended (1 turn, 5-15 sux): analyze object compositionDF: user mistaken F:x ES: +2 on Alchemicus Distillations on same target1P: INT + occ + Z, Instant: target touched object gets +sux (max of Z) to eq bonus, can repair objectsDF: target -2 Durability F:x ES: max bonus 2x Z2P: STA + sci + Z: target touched object's Durab/Struc improved by 1/sux alternating between themDF: target Structure and Durability -2 F:x ES: each sux +1 Durab & Struct both3P: INT + occ + Z, Instant: transmute matter, 1 sux equals +/-1 AvailabilityDF: user takes 3L and Flawed Vessel Condition 309 F:x ES: target gets +2 Durab and +1 Availability

Aqua Regia 1200P: user takes 0 corrosive/radioactive B and such L -Z, does not apply to alchemy or magic (or fire)1P: STA + occ + Z: target touched object equipment bonus gets -sux, becomes unusable at 0DF: user takes 3L F:x ES:x2P: STA + occ + Z: target touched object -1 Durability per suxDF: user takes 3L F:x ES: also -1 Structure per sux3P: STA + occ + Z: +suxL bra or ath (throw) acid attackDF: user takes 3L F:x ES: attack bonus +Z

Spagyria 1200P: 1P: extend any Alchemicus Distillation's Duration to 24 hours1P: INT + sci + Z, Instant: target touched object temperature raised or lowered up to 25°C per suxDF: temperature goes 100°C opposite of intended direction F:x ES: change up to 20°C more per sux2P: STR + cra + Z, Extended (1 turn/5-20 sux): reshape touched object into something elseDF: user takes 1L and loses all accumulated sux F: accept Condition or quit ES: target +1 eq bonus3P: MAN + occ + Z, Instant: target touched object Size up to +/-1 per suxobject original Size max is user's size + ZDF: target Size altered 2 opposite user's intended direction F:x ES: 2x potential effect (max remains)

Elixir 1220P: occ ES on 31P: INT + occ + Z, Instant: target nearby object gets Azothic Object Merit 112 at level sux1P: sustain effect +1 scene#XP: purchase Azothic Object permanently as Merit; if this is not done it's destroyed when effect endsDF: target destroyed, user takes 1A F:x ES:x2P: MAN + occ + Z, Instant: target touched corpse animated as telepathically obedient zombieDF: Pandoran created, Duration 1 scene F:x ES: Duration 24 hours+1 to roll if target used to create Promethean later3P: INT + cra + Z - STA, Instant: touched target gains Immobilized Tilt 316 and Durab 3 for 1 turn/suxDF: user gets Immobilized Tilt 316 for 2 turns F:x ES: target +2 Durability

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Vulcanus 164shared by Mercurius and PhosphorumCondition: Burnout 307-2 on everything but Vulcanuschoose to fail action with penalty

Cauterio 1640P: brand target with touch, brand itself can be invisible or not1P: Instant: change detail of branded target2P: Instant: branded object comes to life, Instant: take action as object (apart from this it is inert)3P: Instant: Cauterio 2 object can act on its own, is as smart as a dog, takes one-word commands

Ignus Aspiratus 1650P: create small fire (requires fuel)1P: Instant: control fire within Zx 10 yards, +/-1 to intensity or SizeInstant: 1L fire attack with DEX + occ (Def applies)2P: Instant: DEX + bra to spread 2L fire by touch, ST discretion whether touched objects catch firecan also be used with STR + bra attack3P: STA + occ + Z, Instant: automatic 1-sux results for a number of chosen rolls equal to suxDF: user must spend +1P when spending P, Dur 1 scene F:x ES: +1 automatic sux on chosen rolls

Mutatus Aspiratus 1660P: WIT + Z, Instant: sense Flux within Z yards, does not detect dormant Pandorans1P: PRE + ath + Z, Instant: sux in Armor against Pandorans and Flux in generalDF: user gets -2 Defense vs. Pandorans F:x ES:x2P: PRE + int + Z vs. Composure + Rank, Instant: double target's P cost if Pandoran or using FluxDF: user loses 2P F:x ES: all Pandorans present affected3P: Instant: Pandorans in Zx 10 feet must make STA save or go Dormant for Z turns

Sanctus Aspiratus 1670P: WIT + occ, Instant: sense closest P source besides self in Zx 10 yards1P: Instant: for Z turns, each P spent counts as 22P: STR + occ + Z - RES, touch target, once per turn: steal 1P per suxtarget without P takes 2L for each 1P stolenDF: user loses 1P which target gains F:x ES:x3P: DEX + occ + Z - STA , Instant, line of sight: ranged Sanctus Aspiratus 2can give stolen P to throngmates presentDF: user loses all P, Wasteland +1 F:x ES: target knows P has been stolen but not who did it

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Phosphorum1P and target rolls for Disquiet: -1 DoorBeat: automatically fail ste roll or +1 to Disquiet rollTransmutations: Luciferus and Vulcanus (shared with Mercurius)

Luciferus 141Condition: Reckless 311-2 Perception, -2 COM noticingcharacter/ally suffers harm/setback due to this recklessness

Solar Flare 1410P: glow with brightness up to desk lamp, Reflexive to activate/deactivate/change brightness1P: PRE + int + Z, Instant: anyone attacking/defending vs. user gets Blinded Tilt 313 (1 eye version)DF: user gets Stunned Tilt 318 F:x ES: cause Blinded Tilt (two eye version) instead2P: Extreme Heat Tilt in Zx yards from user, Tilt's penalties rise each round, user is immune3P: all in Solar Flare 2 radius make STA + ath save each round or take 1 fire damagecounts as natural sunlight

Morning Star 1410P: if other character acts on user's reckless suggestion, +1W1P: PRE + per + Z vs. COM + Z: +2 Social and good impression with everyone who can see the userDF: all roll for Disquiet vs. user F:x ES: larger requests obeyed (if exciting)2P: PRE + emp + Z vs. RES + Z, Instant: target follows user, target touches user: end, Disquiet +1DF: target +1 Disquiet F: target notices user ES: target does nothing but follow user3P: PRE + soc + Z, Extended (1 turn, 1 sux per target): lightly command 3+ people+1 Disquiet if most targets have itDF: all roll for Disquiet vs. user, sux lost F: Condition or quitES: command rest of scene, or delay Disquiet gains 12 hours

Blaze of Glory 1420P: +1W when spending last remaining P1P: RES + exp + Z, Instant: +1Z for Transmutations and oppositionDF: P required to form Wasteland -1 F:x ES: additional +1Z for Transmutations and opposition2P: +3 to next contested roll after charging, 1P: +2 to next contested roll3P: ignore Z cap on P spent per turn

Beacon of Helios 1430P: others get +1 to resist Breaking Points near user1P: use Virtue/Elpis in Social like Vice, +1 impression if user pushing target to Virtue/Elpis W recovery2P: PRE + per + Z - RES: 1 Social per/exp roll vs. target per sux is rote, +1 impressionuser in Torment: type of role made rote is int to force servitude insteadDF: target +1 Disquiet and +1 Door F:x ES: applicable rolls in Social Maneuvering open +1 Door3P: STA + occ + Z, Instant: avert Promethean deathDF: user takes 1A and Shaken Condition 311 F: throng can still join death journey 169 ES:x

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Centimanus 2491P: ignore Z points of Durability or Armor for one attackBeat: noneTransmutations: Flux (including Irradiation if Zeka)

Flux 252Condition: none

Blight 2520P: ignore extreme environment effects of Wastelands/Firestorms1P: MAN + emp + Z vs. RES + Z, Instant: target gets +1 Disquiet towards Promethean other targetDF: user takes 1A F:x ES: Disquiet 0 to Disquiet 2, or Disquiet 1+ to Disquiet 42P: PRE + occ + Z, Instant: create or escalate WastelandDF: user takes 2A F:x ES: Wasteland 0 to Wasteland 2, or Wasteland 1+ to Wasteland 43P: RES + occ + Z, Instant: cause Firestorm with strength equal to suxDF: Z-level Firestorm centered on user F:x ES: user chooses one aspect of Firestorm

Lordship 2520P: Pandorans recognize user as one of them and will not attack user except in self-defense#P: 1P per Pandoran, PRE + ank + Z vs. highest RES, Instant: control nearby PandoransDF: Pandorans attack user, Duration 1 scene F:x ES: starting Duration 1 day#P: 1L 1P: extend control of up to Z Pandorans by 1 day

Mutation 2530P: keep mutations permanently by buying them with VP (Breaking Point)#P: 1P per dot of Dread Power, STA + RES + Z - Dread Power dots: gain Dread Power for 1 sceneDF: user gets Arm 313 or Leg 317 Wrack, Sick (moderate) 318, or Blinded (one eye) 313 for scene F:x ES: Duration 1 day

Solvent 2530P: sense charged Alembic (including charge level)1P: RES + occ + Z - RES + Z, Instant: discharge Alembic, end its effects, can't charge it for 1 turn/suxDF: user can't use Solvent for rest of scene F:x ES: target can't use targeted Alembic for rest of scene2P: WIT + occ + Z vs. WIT + Z: prevent use of DistillationDF: user cannot use Transmutations for rest of scene F:x ES: target gets DF3P: INT + occ + Z vs. STA + Z, Instant: discharge target Promethean's target Alembic1L to Promethean for every 1P in Alembic dischargedDF: user gets 3L, Solvent discharged F:x ES: all target's charged Alembics discharged & do damage

Irradiation0P: Irradiate: raise radiation EE to level 1 in Z feet, 1P: +1 EE level for scene, 1P: range to Z yardscan't feed or P-sleep on own radiation EE, need other supply of radiation1P: Conceal Radiation: WIT + sci + Z, Instant: scientific radiation detection -1 EE level/sux in Z yardsDF: +1 apparent EE level F:x ES: +1 actual EE level but none apparent2P: Reduce Radiation: WIT + sci + Z, Instant: radiation EE level -1 per sux in Z yardsDF: +1 EE level F:x ES: Duration 24 hours3P: Fallout: STA + sci + Z, Wasteland, Extended (5 minutes): in widespread Firestorm range, apply Zeka's personal radiation EE as a thin layer of fine gray dust falls on areaDF: user takes 3A F: Condition to continue S: EE -1 every 10 years ES: EE -1 every 100 yearscranking up base personal radiation before using power is suggested

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CLARIFICATIONS AND FIXESChapter 2 is less reliable than the rest of the book. 80 claims that Refinements are physically visible, but Saturninus: Heed the Call 1 150 reveals Refinements, so they must be hidden to begin with. 83's information on Wasteland and Disquiet types is poorer than information on the same topics in Chapter3 172 174. Breaking a stuck role 88 179 does not cause a Firestorm 264, only a Wasteland 2 174. Firestorms are not caused by "potent Transmutations by Prometheans close to New Dawn" 90; the closest cause is small amounts of P spent by high-Z Prometheans, but approaching the New Dawn does not directly make Firestorms more likely. While some Firestorms could "banish Wastelands and Disquiet" 90, these are only possible effects 268, not a reliable property of Firestorms. Vitriol Fount Athanors 93 188 are no smaller or more portable than any other Athanors, except Sanctuary Athanors. Pilgrimage Marker Athanors are no harder to create than other Athanors. No special knowledge is required to create a Firestorm Catalyst Athanor compared to other Athanors, although Prometheans who know more about Firestorms will be better-informed about customizing a FirestormCatalyst.

83 contradicts 176 on whether Wastelands fade without Prometheans. 176 has more detail, so it's right. Jovian Athanor 189 agrees that ongoing presence sustains Wasteland. Firestorm 264 rules don't support the idea, advanced on 83 and elsewhere, that Firestorms are a good way to end Wastelands — it is definitely best to remove all Prometheans from the area, which fully fades even the worst Wasteland (category 4 by Azoth 10) in 4 months, unless you are using a Firestorm Catalyst Athanor 189 specifically designed to end Wastelands. Firestorms may only end part of a Wasteland, especially if centered.

Chapter 4 has been cut excessively and is missing CofD material which the rest of the book assumesis still in the game. A point of Willpower 199 is also regained from a full night's sleep CofD 73. Vivid Dreams Merit 117 has Promethean prerequisite and assumes that sleep recovers Willpower, so Prometheans are not intended to lack this effect.

Azothic resonance 94 266 is meant to be Azothic radiance 14 84 168.

Conditions given by Driven Merit 113 don't give Beats except when resolving a negative Condition.

Sleepless Merit 116 is 1 dot, not 2. 103 and 104 are wrong about this.

Mercury melts at -38c, not 38c. 121 is wrong about this.

168 has a "Maximum Azoth/Azoth Per Turn" heading that should instead be "Maximum Pyros/Pyros Per Turn" which is determined by Azoth (see table, 169).

Electroshock Therapy 170 is misleadingly named; it is not a treatment for mental conditions. I prefer "electrofeeding" (though it doesn't treat ordinary hunger 170 either — suggestions welcome). The example given is wrong — it's half the source's B rating before a short, not its full rating, and a subway third rail is 10B, not 6B 212. Larger sources are especially beneficial for healing (because you get 1P/turn no matter the source size, but healing is dependent on source size, so when healing, a larget source increases effect as well as extending the time before a short). Being struck by lightning is a 10B/1P source applied at the start of a single turn. If you want lightning strikes to be more dramatic, they could restore all H and all P instead; the rules are unclear.

Transhuman Potential 171 is misleadingly named; Prometheans are mostly not transhumanists, because they aspire to become human and will give up power to do so, with the exception of the

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Centimani and some others. I have no better name for Transhuman Potential (Pyrotic Potential, maybe?), but remember that transhumanism isn't inevitable or even typical for Prometheans.

Torment is checked 172 when causing Disquiet 3 308, not when merely checking for Disquiet 3.

Resisting Disquiet 173 is a Reflexive action for both parties, not Instant. This prevents Disquiet checks from stunlocking characters or interrupting what they are doing, and makes it possible for a Disquiet check to happen without the cause knowing (which must be possible, because knowingly causing Disquiet 3 is a Torment check 172).

176 says Wastelands hurt H. They do, as per Durability penalty — evident from close reading of the text, but ought to be clearer on the chart.

178 says Centimani can't spend VP. They can spend it, they just can't make their own (including vb) and have to steal it with Lacuna 188. They still can't get milestones or raise Pilgrimage, but their VP can be spent on Z 105 167, Alembic calcification 105 118, Athanors 105 188 (but they won't be milestones), and Flux: Mutation 244 253. (Pandorans can spend stolen VP on the spot 240 or convertvb to Pyros 188.)

There are no rules for when characters get new Flux Alembics 252, since the Centimani have no Roles 118. Treat Centimanus 249 Pilgrimage loss 178 as Role completion for Flux Alembic purposes. Centimani only have one Refinement Transmutation, so they only get one new Alembic from each "Role completion." It is not a Milestone 183 and does not count toward Role total for the Great Work 186. Going into Torment 171 from a Breaking Point at Pilgrimage 1 179 counts.

179 implies that Role Breaking Points only apply on Pilgrimage Roles. Any Role adds to Breaking Points when active, even if it's not on the character's Pilgrimage. Breaking Point chart on 178 should be as follows, correcting missing values for Pilgrimage 3 and 1:Pilgrimage roll10 chance9 18-7 26-5 34-3 42-1 5

Ex-Prometheans using Alembics 187 substitute Willpower or Integrity for Azoth, whichever is higher.

Forcing Doors and Hard Leverage are missing from Social Maneuvering 202, but both are relied on elsewhere. Influencing groups and residual effects are also missing, and a section about avoiding Social Maneuvering among PCs has replaced a section on how to handle it. You should not disallow PC-on-PC Social Maneuvering. I've reflected corebook rules in my Social Maneuvering reference chart; for the full rules, see CofD 81. Hard Leverage Breaking Point rules didn't convert cleanly; I havesplit the effect between the target's Breaking Points and the aggressor's.

See 221 for ghost/spirit rules (or just wing it). See CofD 100 for object-building rules. See CofD 77 for investigation (the activity, not the Skill) rules. I don't regard the investigation rules as essential to PtC. I've added a chase quick reference because I figure Prometheans get chased a lot (and Parkour 115 references foot chases), but for the full chase rules, see CofD 84.

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227 says ghosts always have Influence: Anchors. They usually do, but not always.

256 gives The Scholar Perfected Bezoars (Acid, Disease, Fire, Injury, Poison). Perfected Bezoar is a power from the previous edition that didn't make it to 2e. In this special case, give the Scholar immunity to Physical Tilts, diseases, and acid/poison damage. The Scholar also takes only B from fire. These powers can't be acquired from the Scholar by other characters.

List of Environmental Tilts on 323 is missing Avalanche 313, Burning 314, and Drowning 314. Avalanche: 1L/turn, DEX + ath save or move with avalanche at its own SpeedBurning: 1 to 3L per turn depending on amount of body burning, put fire out to resolveDrowning: 1B per turn, breathe air and clear lungs to resolve

Alchemicus: Elixir: Flesh to Stone 123 and Electrification: Oscillitus: Azothic Detonation 140 describe Immobilized 316 as a Condition. It is a Tilt.

Benefice: Command: Able Worker 123 and Benefice: Control: Bulwark 124 are the same power. This may be an error, but still works as written. The effect is available through both Alembics, and used together, they stack, allowing two targets at once.

Benefice: Consortium: Fortified Compact 124 gives +2 to a Pilgrimage (not Humanity) roll when resisting Torment.

Benefice: Control: Protective Boon 124 provides additional targets when spending 1P per target, not when further charging the Control Alembic.

Benefice: Control: Inviolable Unity 124 references an "Unbranded Condition" not found in the book. It's probably a loss of the Branded Throng Condition 306. It would be too harsh to lose permanently, so the Condition is only lost until the end of the scene.

Contamination: Madness 127, Spiritus: Veritas: Walking the Path of Memory 160, and discussion of Alchemists 262 reference the Madness Condition, not listed in PtC2e but appearing in CofD. Full text:Madness (Persistent): Your character saw or did something that jarred her loose from reality. This isn'ta mental illness born of brain chemistry — that, at least, might be treatable. This madness is the product of supernatural tampering or witnessing something that humanity was never meant to comprehend. The Storyteller has a pool of dice equal to (10 - the character's Integrity). Once per chapter, the Storyteller can apply those dice as a negative modifier to any Mental or Social roll made for the character. Resolution: The character fails a roll because of this Condition. If you regain a dot ofIntegrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point, you can shed this Condition. CofD 289

Contamination: Madness: Onset of Madness 128 does not cause the target himself to be Disquieted 308. Instead, everyone the target meets is Disquieted against him.

Contamination: Madness: Catharsis 128 requires eye contact. It can be self-targeted via a reflective surface.

Deception: Anonymity: Nameless 132, Deception: Assimilation: Hive Mind 133, Deception: Stalker: Phantom 134, and Disquietism: Redirect 135 reference the Notoriety Condition, not listed in PtC2e but appearing in CofD. Full text: Notoriety: Whether or not your character actually did something heinous in the past, the wrong people think he did. This causes disgust or ostracism by the common

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public. Your character suffers a -2 on any Social rolls against those that know of his notoriety. If using Social Maneuvering (p.81), the character must open one extra Door if his target knows of his notoriety. Oftentimes, this Condition comes from rumors and smear campaigns. Skills: Subterfuge, Socialize Resolution: The story is debunked or the character's name is cleared. CofD 290

Deception: Assimilation: Tongues 133 and discussion of Alchemists 262 reference the Mute Condition, not listed in PtC2e but appearing in CofD. Full text: Mute (Persistent): Your character cannot speak. Any communication must be done through writing, gestures, or hand signs. Illness, injury, or supernatural powers can inflict this Condition on a temporary basis. If this is the case, it is resolved when the character regains her voice. Resolution: Limitation or communication difficulty that heightens immediate danger. CofD 290 Final sentence should be Beat, not Resolution.

Luciferus: Solar Flare: Volatile Corona 141 references nonexistent Photosynthesis Alembic and "light points." No such thing, disregard. Solar Flare 3 counts as natural sunlight without having to meet any additional requirement.

Saturninus: Stoke the Furnace 153 counts Transhuman Potential in turns, even though its base Duration is in actions. This is correct. Stoke the Furnace changes the Duration of Transhuman Potential from 1 action to 2 turns.

Sensorium: Vitreous Humor: Piercing Sight 155 and Vitality: Unbroken: Drive On 162 reference the Blind Condition, not listed in PtC2e but appearing in CofD (and not to be confused with the Blinded Tilt 313). Full text: Blind: Your character cannot see. Any rolls requiring sight may only use a chance die. If another sense can be reasonably substituted, make the roll at -3 instead. In a combat situation,she suffers the drawbacks of the Blinded Tilt (see p. 281) instead. This Condition may be taken as Persistent. Resolution: Limitation or difficulty that heightens immediate danger. CofD 288 Final sentence should be Beat, not Resolution.

Sensorium: Receptive Humor: Translator's Memory 155 describes a player "accepting a Condition" to continue searching the Azothic Memory after failure, but doesn't explain which conditions would be appropriate. Use a debilitating Mental Condition.

Sensorium: Receptive Humor: Translator's Memory 155 and Spiritus: Laruae: Plumb Azothic Memory 161 reference the Informed Condition, not listed in PtC2e but appearing in CofD. Full text: Informed: Your character has a breadth of research information based on the topic she investigated. When you make a roll relating to the topic, you may shed this Condition. If the roll failed, it is instead considered to have a single success. If it succeeded, the roll is considered an exceptional success. The roll that benefits from the Informed Condition can be any relevant Skill roll. For example, a character with Informed (Werewolves) might gain its benefits when using researched information to build a silver bear trap with the Crafts Skill. Combat rolls cannot benefit from this Condition. Example Skills: Academics, Investigation, Occult, Science Resolution: Use the Condition for its benefit. CofD 289

Sensorium: Stereo Humor: Hearing the Inner Voice 157 describes Deafened 314 as a Condition. It is a Tilt.

Spiritus: Clades: Biting Aura 158 has no dice pool given. Use PRE + occ + Z.

Spiritus: Veritas 160 detects sn powers with sux less than or equal to user Z, not greater. The way it's written, high Z reduces effect.

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Vulcanus: Matatus Aspiratus: Drawing Flux 166 has no listed ES. On ES it targets all Pandorans present.

Disquiet 172 308 penalties don't apply to Transmutations, and at ST discretion may not apply to other powers.

Extended actions 199 having roll interval reduced by a quarter on ES makes no sense, as Extended intervals don't cleanly divide by 4 in the game system. What's a scene divided by 4, or a turn divided by 4? Instead, on ES you get a bonus roll that happens between this interval and the next.

Mortal healing 211 is available to Prometheans, and their mortal healing times are halved by Electrification: Imperatus 0 140.

A Level 1 Extreme Environment 212 is still -1 all actions and 1B/hour after STA hours. It's only "safe" by comparison to other Extreme Environments. The complete absence of hazardous conditions is Level 0.

Note that Conditions relating to ghost and spirit activity are found on pp. 228 - 233, not in the Conditions Appendix with the rest.

Added "resolving gives Fugue" to Pandoran Disquiet Conditions in accordance with Pandoran Disquiet 241.

Alchemists 256 can only create gold temporarily as written, which I don't think is intended (see references to alchemists and gold 257 259). Assume that individual alchemists studying gold have developed their own ways to make it practical, some of which may use Vitriol, might give Cash equipment or a Duration of Resources, might be based on transmuting something else into gold or enlarging a seed quantity of gold, and so on. Alchemists should also consider other ways to make money from alchemy, such as cat burglary with Deception Distillations, or translation work with Receptive Humor.

Discussion of Alchemists 262 references the "Disabled Condition." This Condition is not listed in PtC2e or CofD. It's likely the Crippled Condition (better described as Lame) was intended; it's not listed in PtC2e but appears in CofD. Full text: Crippled (Persistent): Your character has limited or no ability to walk. Her Speed trait is effectively 1. She must rely on a wheelchair or other device to travel. A manual wheelchair’s Speed is equal to your character’s Strength, and requires use of her hands. Electric wheelchairs have a Speed of 3, but allow the character free use of her hands. An injury can cause this Condition temporarily, in which case it is resolved when the injury heals and the character regains mobility. Resolution: Danger or severe inhibition due to the disability. CofD 288 Final sentenceshould be Beat, not Resolution.

Humor in both senses is spelled without a second u in American English. PCs may find old or foreign writings that use the British spelling.

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LINEAGES CONSIDEREDFrankenstein is a good default and the most familiar.

Galateids can't get sleep Pyros in isolation. Symbiotic Muse is the most human-centric Bestowment.

Killing cause of Disquiet resolves it; Osirian Revivification makes this more practical. Osirians can breathe underwater with Metamorphosis: Aptare 1 144 but doing it just for sleep Pyros not cost-effective; makes more sense to sleep only partially submerged (still gives Pyros). Chapter 2 83 has conflicting Osirian Wastelands but Chapter 2 sucks.

Tammuz usually have the easiest sleep Pyros. Inscription is the most customizable Bestowment.

An Ulgan's own Wasteland is also own Pyros-recovery environment and own Torment area of interest. Their ghost stuff requires familiarity with another set of rules.

Unfleshed were added to core types in 2e and are arguably unthematic — something that especially shows in the discussion of creation steps 92. Though they still have Azothic memory, they don't have the memories of a former person's brain.

I homebrewed the Zeky from 1e — think twice before including them as PCs due to their brutal Torment and the possible long-term effects of Irradiation. A Zeka is one bad experience away from ending human habitation in their current area for the rest of the game. Major irradiation in a major city would have ripple effects all over the world.

Chapter 2 83 has a completely different Disquiet for Extempore but Chapter 2 sucks. Extempore are cut off from Azothic Memory 153 unless in a Branded Throng, making it harder to give them useful information and disrupting certain powers (especially Saturninus: Plumb the Fathoms). Extempore are suggested only as an option for experienced players who know the system well enough to invent something in it. Running a pickup game, don't even think about them.

Frankenstein, Galateid, Osirian, and Tammuz are the big four Lineages; definitely include them. Thinkof Ulgan, Unfleshed, Zeky, and Extempore as Complex Lineages and include them only if you want what they'll do to your game. It's harder to give certain information to Unfleshed and Extempore, additional system mastery is needed for the Ulgan, and the Zeky are far more destructive than ordinary Prometheans.

REFINEMENTS CONSIDEREDAURUM. Delaying Disquiet won't create the long-term human relationships Aurums want, but this is a useful power all the same. Users of Disquietism: Internalize 2 who just want to hold a human togetherfor a few more lucid minutes are jealous. The end of the scene is a great time for Disquiet to rise — the Promethean already got away.

CUPRUM. Resisting Social Maneuvering is only as useful as how often you're exposed to it. Then again, all of Cuprum's roles have a taboo that Social Maneuvering could breach. The Hermit mustn't fear others, the Sage mustn't give away knowledge freely, and the Watcher mustn't reveal his true self. Particularly for the Sage, it's a capability to keep in mind.

FERRUM. More attempts on an Extended action let you take your time and build up successes. Transhuman Potential 171 lasts all the way through an Extended action, providing far more benefit than normal. The trick is finding good Extended actions to use this on.

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PLUMBUM. More Pyros is always welcome. Taking bashing damage to get Pyros means it's normal to top up when an electrofeeding source is available. It might even be tough to wean a Pyros-hungry character off Plumbum until Vulcanus: Sanctus Aspiratus becomes an option.

STANNUM. More Pyros is welcome, but more Torment is another story. Hopefully there's some constructive aspect to the Torment.

AES. This one is for unsplitting the party, which makes it safer to split the party, which... makes Aes less useful. But hey, it's still good to track a kidnapped PC.

ARGENTUM. Is it a trouble detector or a plot hook detector? Either way it's useful.

COBALUS. Cobalus is the most Social Refinement; they'll definitely find uses for faster Social Maneuvering. Combine with Contamination: Indulgence 0 for easy +4 impression, which blows through the whole chart — even if the target starts as hostile, the interval is only a turn.

MERCURIUS. A small but guaranteed equipment bonus — might as well stack it with similar effects from Alchemicus.

PHOSPHORUM. Losing a Door is nice, but Social Maneuvering isn't immediate and the Disquiet roll is risky. One strategy is to go fast, forcing the Doors and using Hard Leverage, and hopefully never see the target after that scene. Another is to pull this trick in a Sanctuary, where the chance of Disquiet is much lower.

CENTIMANUS. This Armor/Durability-piercing power seems to cover any attack the character can make. It also scales up very well. The result isn't just one kind of attack — damage is harder to prevent around a Centimanus, even if it's just damage to objects.

TRANSMUTATIONS CONSIDEREDDECEPTION. Doppelganger 1 is a more reliable way to avoid leaving your own traces than Anonymity 2, but requires a patsy. Roll is uncontested if the target is dead. If it's not good enough to pin your intrusion on somebody else, and you have to leave no traces at all, Anonymity 2 is better. Doppelganger 2's roll is also uncontested if the target is dead. Things are easier for a Doppelganger who kills.

Doppelganger 2 doesn't include clothes, so the Promethean will have to have suitable clothes to passas the target. Possible methods include choosing targets suited to the Promethean's own clothes, buying or stealing appropriate clothes, stealing the target's own clothes from where they live (Anonymity or Stalker may help here), or killing the target for their current outfit.

Anonymity is better than Stalker in a crowded place, and Stalker is better than Anonymity in a desolate place. Time your capers accordingly.

Assimilation is great for Aurum, but Doppelganger works too. Anonymity and Stalker aren't as Milestone-friendly. Assimilation and Doppelganger are Social, but Anonymity and Stalker aren't, meaning Alienated is less of a drawback for them.

Lurker 2 "and knows it" is unclear. Failure is usually known to the acting character; it's Dramatic Failure that might not be. Lurker 2 Failure might be known to the target. In the absence of clearer

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information, and because Distillation Failures usually have no special effect, I am disregarding the unclear passage. Lurker 3's "supernatural Wits" effect on Exceptional Success is probably just successes contributing to effect as normal (5 successes requires WIT 6+ to see through), but it might mean that if the user gets an ES on 3, WIT 6+ is still required to pierce it.

Deception users get physically close to humans, so give them interesting humans for that.

MESMERISM. Striking Looks can be used with Eros, so in theory it's likely for Galateids. There's no mechanical reason for Galateids to be more likely to have Striking Looks though, except to help their Bestowments. A Tammuz with the right Social Inscriptions is just as apt to want Eros.

Eros is great for Aurum; its cheap Distillations push others to accept the Promethean. Phobos helps aLeader hold a group together with fear. Eris has its short-term uses, but is not as helpful to Aurum Roles as the other Alembics of Mesmerism (though it might prevent a crisis).

Penthos is the only Mesmerism Distillation to have Reflexive powers. It's also the only one rolled with Empathy, so it's the only one directly hurt by Callous. Its contested rolls say Supernatural Tolerance opposes instead of Azoth, but it's the same thing. Directly causing Beaten Down without a fight is verystrong, especially as a Reflexive action with no per-roll cost, which makes it just as good against a group.

Most low Mesmerism Distillations are subtle, and even some of the high ones with extreme effects are deniable.

Mesmerism works well with the Cobalus emphasis on what others do, rather than what the user does himself. Eros is the obvious Alembic for Deviants and Provocateurs. Penthos could help a Confessor — pre-existing guilt a plus — but any of them could take advantage of giving targets Beaten Down without a fight.

Phobos 3 may be the best purely supernatural attack in the game, and it's great for nonlethal use. It's also hard to prevent since it's resisted rather than contested — target Azoth won't help. Each Phobos Distillation is opposed by a different Attribute, so most characters will have a Phobos weak spot.

Ranges are unclear, but I generally assume sight.

CONTAMINATION. Indulgence gets better as you find people with useful Vices and employ them according to those Vices.

Useful to have high PRE yourself with Indulgence 3, so that you become a mob leader. It's a different and less useful power without that. Might also want to get other high-PRE/COM people out of the crowd before charging the effect.

Madness 1 is a very limited power, only likely to last a turn per activation — which is also how long it takes to activate. It becomes more useful if you have an accomplice who can do whatever's necessary with the target while you're busy stunlocking them. Madness 2 makes little sense as written — Disquiet 1 is a penalty to the Promethean, not the sufferer. Even if the target is treated as Disquieted against everyone, that just means that other people don't find it as easy to convince the target of things. Instead, everyone should be treated as Disquieted against the target. The long Duration is interesting.

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Suffering 0 scope not clear. Does the Promethean sense all that stuff, or is this just a roundabout wayof justifying the combat effect? I've gone with the assumption that Suffering 0 allows the Promethean to sense these effects on targets he's aware of.

Leverage is great for Confessors, Indulgence is great for Deviants, and either could help Provocateurs. Madness can also find weakness or put the pressure on, but will leave targets more reluctant. Madness and Suffering, despite their names, are most notable for benign but less Role-focused effects like avoiding long-term harm in combat or curing the afflicted. The benevolent effects of Suffering are also the easiest.

Suffering 3 has no way for the target to resist except not getting hit. Insensate lasts for a scene and the character must spend 1W for each turn of action. Not as absolute as Madness 1, but much more persistent.

METAMORPHOSIS. If these Armor bonuses were additive it would quickly lead to ridiculous Armor 8/8. Tegere is a strange power for Cuprum. You have to be attacked to make the most of it. Armor's always welcome when combat breaks out, though.

Verto 2 has limits and drawbacks that Deception: Anonymity doesn't, but its effect is absolute. Verto 3 is more flexible than Deception: Doppelganger 2, and easier to target, but it's more expensive and unstable until an ES. The reroll is Reflexive, but effect ends on failure.

Aptare is especially relevant for Cuprum because it helps with isolation, surveillance, and escape. Indefinite water-breathing allows for a long-term underwater lair, and makes it 2P easier to stay there than leave and come back. Verto 2 and Bestiae Facies 3 are good for discreet patrolling.

SENSORIUM. Stereo Humor 0 applies to Stereo Humor 1 and 2 uses. Made Stereo Humor 3 Instant (it's normal for Contested rolls to be Instant for the aggressor but Reflexive to resist; I think that's how it should work here).

Somatic Humor: Taste is a Basic Refinement substitute for Alchemicus: Stone 0. Somatic Humor's flexible charging order makes it Pyros-efficient.

Information-gathering options here help Watchers patrol and Sages learn the secrets others want them to share. Somatic Humor: Hearing makes an excellent Cuprum eavesdropper; throw in Verto 2 or Bestiae Facies 3 if you're worried about being spotted. Stereo Humor is good for supernatural spying and understanding people. Receptive Humor 1 is ideal for Sages, who should seek out unreadable symbols and books (and it also pushes users to have Academics, rare among Prometheans).

Vitreous Humor 3 is real limited against ghosts and spirits — just seeing them can be useful, but it's not as good as being able to speak with them or attack them, as with Ephemeral Flesh. Seeing dematerialized qashmallim is a big deal, though, because you could get a milestone out of investigating qashmallim and they may be doing something interesting.

Using Vitreous Humor 0, Aptare 0, and Aptare 1, a Cuprum Promethean can hide indefinitely in a dark, submerged place with a dangerous Tilt (like Extreme Cold/Heat, or strong currents represented as Heavy Winds) as long as there's something to eat there. With Acid Stomach, even rocks or dirt would be plenty.

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Argentum Observers and Wardens can get a lot out of Sensorium in general since they're both concerned with information-gathering. An Envoy could use Receptive Humor to get around a language barrier with supernaturals so long as the communication is written — and it could potentiallyapply to otherworldly or long-dead languages.

SPIRITUS. Added dice pool for Clades 2, expanded dice pool for Clades 3. Added Azoth to Laruae 3 dice pool.

Clades 3 uses successes for duration, but is Reflexive anyway — if it's run out this turn, you can freely reinvoke it. If a PC has Clades, your game should have monster-hunting, or a chance for the character to tyrannize monsters, but try to add a little depth, because Promethean stories are more than just "I punched a thing."

Square feet in Clupeum 3 are an unusual measure for CofD games. It's a small area; you may find your PCs crowding into a closet for safety while they expand the area of effect.

For an Observer or Envoy, Clades is only for unplanned emergencies. Envoys hope they don't need Clupeum, but they might. Veritas harmonizes most with Sensorium and is a strong choice for Observers. Laruae is notable for pushing the character to go undercover, but this is a risky move for anybody (and could split the party), Wardens may think better of it, Envoys may prefer to be less deceptive, and Observers won't want to get that close

Other supernaturals are especially dangerous, so Argentum is a Refinement for an especially well-prepared character.

VITALITY. Unbowed 1 can be repeated as an action for no additional P. While it has drawbacks (only one success, takes action, eats P if delayed), reliably avoiding failure is a big deal and lets the user fearlessly make dangerous rolls. I think Unbowed 2 can give W for a failed roll even if Steadfast was used, but I interpret "each use of this Distillation" to mean when it is charged only, not that you can immediately take as many Reflexive actions as necessary to regain all W.

Unconquered 1 is more subtle than Bestiae Facies 1, and more useful against objects, but does 1 less damage. Unconquered 2 is a ranged combat option and has other uses as well (like moving allies).

I think Unfettered 0 stacks with Unconquered 0, adding Z to STR twice. Unfettered 1 isn't opposed and doesn't take an action — the user just pops out of a grapple any time. Unfettered 0 and Unfettered 1 are better than Double Jointed for grapples, but Double Jointed is better than Unfettered 0 and Unfettered 2 for ordinary restraints.

Unbroken 2 is more subtle than Corporeum: Hygeius 2, but less reliable if the user has many injury Tilts. Added a more meaningful Dramatic Failure, since the book's DF effect could be read as doing nothing (although for some Tilts it makes sense, like going from blind in one eye to blind in both eyes).

Unbroken is good for Martyrs. All are good for Exemplars. All could be useful for Soldiers.

CORPOREUM. Charites 2 1P rerolls the whole roll, not just the DEX dice. Charites 3 is initially counted in actions rather than turns, but after 1W it's counted in turns. I think extending the Duration for 1W is repeatable and can be done any time in a scene where the user has Charites 3 charged.

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Zephyrus 0 half Defense when surprised should round up. Zephyrus 2's effect is short for a Distillation.

Re Hygeius 1, Prometheans do not normally suffer wound penalties, so while Hygeius is a bonus, it doesn't also replace a penalty. Vitality: Unbroken 2 is more subtle than Hygeius 2, but less reliable if the user has many injury Tilts.

Motus 1 doesn't help derived traits, resistance, or supernatural powers. I rewrote the jump rules to line up with Motus and Zephyrus.

As with Vitality, all of these could help a Soldier or Exemplar. Hygeius is good for Martyrs, because Martyrs don't avoid damage. Aes Bodyguards are in a similar position to Martyrs and Soldiers, but oddly, Servants and Seekers have limited use for most of this. A Seeker is better off with some calcifications from Saturninus really.

BENEFICE. Don't know if Command 3 extends the range of Command 1's teamwork for powers, or if Command 1 doesn't apply to powers. The whole Transmutation is sloppily written. I think I mostly fixed it.

These powers range from somewhat useful to very useful depending on how much the user can rely on his throng. Role relevance is a bit iffy; calcifications from Saturninus or (in the case of Bodyguards)the combat powers of your choice will do more to complete Aes Roles.

If you're running a game with a low player count, especially if you have just 1 PC, bring in an NPC throng as necessary for Aes.

SATURNINUS. Heed the Call 3 is great for Plumbum Pilgrims but also worth hanging onto for Aes roles.

Plumb the Fathoms 0 can steer the players toward signs of other Prometheans. Being able to sort Prometheans' pilgrim marks from ordinary hobo marks is useful. Some Promethean marks may be in dangerous places.

Plumb the Fathoms 1 and 3 directly help reveal Pilgrimages — great for Pilgrims but good for anybody.

Stoke the Furnace has nonstandard costs. Most of its benefits don't need any Alembic charging.

Prime the Vessel 0 can remove the untrained penalty from Physical or Social Skills, but only reduces the untrained penalty for Mental Skills from -3 to -2. If you want to be good at Mental Skills, consider Plumb the Fathoms 2.

If your group starts from the beginning, they won't be a Branded Throng until somebody uses Prime the Vessel 3. Branded Throng brand is visible, uniform, and appears in a uniform place on the body 87, so autopsies etc. will note it.

Plumbum Roles want to find other Prometheans, so all that Heed the Call/Plumb the Fathoms stuff is handy.

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DISQUIETISM. Disquietism Alembics use quite different traits. Every Promethean is likely to get Disquietism eventually, but they'll get different parts of it. If you came from Cuprum or Ferrum you may want Externalize or Weaponize, but if you came from Aurum you may want Internalize or Redirect instead.

Internalize 2 would be weak if it only fired once a scene for a few turns, but as a Reflexive action it's just scene-long Disquiet suppression with extra dice rolls. I think the ES effect is default Duration (while charged/1 scene). Internalize 3 might just prevent Disquiet from escalating, or also suppress existing Disquiet — not clear which, I went with the latter. Internalize is no long-term cure for Disquiet,though, so be aware of its limitations.

Weaponize 3 is worded as if it adds damage to weapons, but what it really does is add "weapon" damage to unarmed attacks.

Plumbum Roles aren't too connected to Disquiet. They're more likely to seek Promethean company, so it's less of an issue for them. Even Internalize 2 might be plenty to get somebody off your back so you can leave the scene. Ascetics and Plumbums generally are more likely to spend time in Wastelands on purpose and benefit from Externalize.

Stannum gets a lot out of Disquietism, although less from Internalize. Weaponize and Redirect are particular assets for a Vigilante, and Weaponize can help a Savage stay feared and dangerous. An Outsider has less to do with other people, for good or ill, and less to gain from Disquietism, but might still occasionally manage Disquiet with Internalize or stay in Wastelands with Externalize.

ELECTRIFICATION. Text notes synergy between Machinus 2 and Pyros-sharing powers. Machinus 2 changes the limit of a power source from a short to someone noticing the extra draw and trying to stop it.

Arc 1's ES is very powerful — Duration appears to be an entire scene. Arc 3 is written to imply that Arc 1, and maybe Distillations in general, may be reinvoked while charged. Arc in general is the premium Promethean supernatural ranged attack, but if you don't need to deal aggravated damage you may still be better off with a gun.

Oscillitus 0 says "Armor 2 or +2 dice" but it doesn't seem like you have to choose one or the other, it'sjust that one might apply without the other, so I rendered it as "and" to be less confusing. I think Oscillitus 1/2/3 are meant to be Instant and the resistance pools should include Z, but none are explicit as written; a careful reading of the contested action rules 199 suggests that it is Instant for theuser. Oscillitus 2 is a transient effect with lasting results and can be freely reinvoked as an Instant action with no further cost — in other words, it will be hard to get the lights back on ("until repaired").

Imperatus 0 implies natural Promethean healing, which I take to be correct 211. Imperatus 2's uses include freely moving while drawing electricity rather than having to continually touch it, deliberately causing a short, or pulling power from a source that shouldn't be directly approached, but rate of electrohealing does suffer.

These powers are useful to any Promethean, but not especially Role-specific. Machinus 2's short-prevention effect encourages the Stannum practice of securing a reliable electricity source.

ALCHEMICUS. I think Aqua Regia 0 also covers base corrosives and possibly oxidizers, not just acids. Aqua Regia 1/2/3 are Reflexive, so they can be used together with an attack or other Instant

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action in the same round, but throwing the acid made by Aqua Regia 3 is still an Instant action as normal. Assuming Aqua Regia 2's ES effect is in addition to normal, since it's not straightforwardly better if it takes its place. Don't know if Aqua Regia 3 has to be Reflexively reapplied for each attack, but it's Reflexive so the result is the same.

Don't know if spagyria 0 can be invoked at any time or only at original effect. I think any time while effect is ongoing, but I also think it can only extend a specific effect one time, not an indefinite numberof times at 1P each. (Extends Duration "to" 24 hours, not "by" 24 hours.) Spagyria 3 could cause considerable trouble when it expires at the end of the scene.

Added Z to Elixir 3 pool, Elixir 3 considered Instant. Immobilized is a Tilt, not a Condition. Elixir 3 is not impressive in range or Duration, but Azoth and other powerstats don't help resist it, assuming supernatural tolerance was omitted from its resistance on purpose (and I am making that assumption for now, but there are a lot of mistakes in the book).

Remember, default Duration is while Distillation is charged, usually the rest of the scene. Especially important for Stone 3 — your alchemical gold will only last a day, and that's with Spagyria 0. The booksimply doesn't have all the pieces alchemists need to get rich by making gold.

Between Stone 1 and Elixir 1, Alchemicus is a Promethean's best way to create a supernaturally effective object.

Alchemicus serves the Craftsman Role well, although Aqua Regia is less useful to a Craftsman. Craftsmen should be careful not to let Elixir 1 destroy what they build. All of it could interest a Scientist trying to duplicate chemical alchemies.

Luciferus: Blaze of Glory 3 avoids the effects of the Flawed Vessel Condition, allowing a Promethean to comfortably charge Alchemicus powers around human witnesses.

VULCANUS. Cauterio 1 doesn't require 1P for each change. Once it's charged, each change is an Instant action. A weaker but more flexible disguise power than Metamorphosis: Verto 146 or Deception: Doppelganger 133.

Ignus Aspiratus is more valuable to Prometheans because fire is more dangerous to them (dealing aggravated damage).

Mutatus Aspiratus has the narrowest applications of any Vulcanus Alembic. A Promethean taking it is surely interested in Flux/Pyros research and intends to seek out Pandorans and worse.

Sanctus Aspiratus 0 can still ground out on your throngmates if they're inside the radius. Sanctus Aspiratus 3 seems harsh on DF — but recall that with Sanctus Aspiratus the character can get Pyros back more easily. Sanctus Aspiratus 2 is Reflexive, but requires touch, while Sanctus Aspiratus 3 has sight range, but is Instant.

Explorers will like Mutatus Aspiratus and Sanctus Aspiratus for Pyros-hunting. Scientists may also want the volume of Pyros that Sanctus Aspiratus can deliver. Craftsmen should look at Cauterio, which can do remarkable things with objects, especially in combination with Alchemicus.

A Phosphorum Daredevil can brave new dangers with Ignus Aspiratus and Mutatus Aspiratus. A Psychopomp might use Vulcanus to create their own dying people (although a Promethean with a

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Complex Refinement isn't likely to be that careless of human life), and a Whip might create their own dangers for others ("But will you go back for her now that the house is on fire?").

LUCIFERUS. Morning Star 1 is similar to Mesmerism: Eros 1. The Eros power uses MAN instead of PRE, creates a better impression, but only has a single target and requires an Instant action. MorningStar 2's Disquiet makes it a risky way to get someone alone, but it's great for being chased — try pairing it with Metamorphosis: Aptare 2, Corporeum: Zephyrus 2, or Corporeum: Motus 3 so that you can lead someone astray without being caught and raising Disquiet. Morning Star is great for Whips, and could also help a Psychopomp worm his way closer to dying people.

Blaze of Glory suits someone who challenges other supernaturals, good for a Daredevil or even a Psychopomp more interested in examining their doomed victims.

Solar Flare is flexible; it can be paired with a violence-averse strategy or a violent one. When they can't attack you, is that your opportunity to get away, or finish them off? A Daredevil can use it to make hostile characters and creatures (and even the dark itself, although a flashlight is also an optionthere) less dangerous.

Beacon of Helios can help a Whip push people to take risks, and its Virtue/Elpis angle is unusual, but powers like Mesmerism and Contaminate might serve a Whip as well if he happened to calcify them. Iread Beacon of Helios 3 as not requiring throng for the base effect, only the consolation prize on failure.

I think Beacon of Helios 3 is intended to be used in the same scene as the death it negates, but in a death situation, especially a PC death, you might want to be a little flexible.

FLUX. Blight 0 provides Firestorm immunity, which is much less common than Wasteland resistance/immunity. Added Z resistance to Blight 1, since Z usually appears in contested rolls. Blight 3 replaces any need for a Firestorm Athanor or other means of causing Firestorms.

Lordship turns a hazard into an asset. When Pandorans are a resource, it makes sense to do as many botched creations as possible. A pack under permanent control changes the combat game.

Why use Solvent 2 when you have Solvent 1? Because Solvent 2 is Reflexive. The choice between Solvent 1 and Solvent 3 is whether you'd rather block Alembic recharge for a while, or do damage instead. This is an Alembic for someone who hunts Prometheans, and don't forget that alchemists may be able to replicate this effect as well.

Mutation is the game's main manifestation of transhuman themes. Note that it costs Vitriol which is almost certainly stolen, which is a Breaking Point, and when the Dread Power is bought it's a Breaking Point again. Since Centimani gain Flux Alembics by losing Pilgrimage (house rule), Mutationis even more of a path to power than it first appears.

I drew Irradiation from selected 1e powers to stress how dangerous the Zeky are, how they can convert Pyros to destruction, and the most fearsome aspects of ionizing radiation being its invisibility, enduring presence, and long-term effects. Wastelands aren't so frightening once you've seen a Zeka dust a fallout zone for real.

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COMBAT AND PROMETHEANCofD in general doesn't hold up as a dedicated combat game. Combat is an important spice, but it's not the dish. Never have combat just to have combat; it should always be a result of larger concerns. Sometimes PC decisions will lead to combat, and sometimes NPC decisions will lead to combat, but don't let an ST decision cause combat without either decision of the other kind.

Be careful of using Pandorans; they should always be where they are for a reason. Was a creation failed here? Did they last kill a Promethean on this spot? Did they follow a Promethean going to a Sanctuary and lose them? Is there a source of Z radiance nearby, and would it interest the PCs as well? Are they the pawns of a Centimanus or alchemist? They don't come from nowhere.

Prometheans somewhat favor Brawl (more powers to aid it, dedicated Fighting Style). It doesn't usually do the additional damage of Weaponry or Firearms, it doesn't have the range of Firearms, andit's not a complete substitute for explosives, but it doesn't rely on objects that can be taken away.

Metamorphosis: Bestiae Facies 145 and Tegere 146, Spiritus: Clades 158, Vitality: Unbroken 162 andUnfettered 163, Corporeum 129, Benefice: Control 124, Saturninus: Stoke the Furnace 153 and Prime the Vessel 153, Disquietism: Weaponize 137, Alchemicus: Aqua Regia 120, Luciferus: Solar Flare 141, and Flux: Mutation 253 all have direct benefits for Brawl fighters.

Vitality: Unconquered 163 aids throwing, which uses Strength (but Athletics instead of Brawl) for a ranged attack option. Disquietism: Externalize 134 has a ranged attack but requires a Wasteland. Electrification: Arc 138 is a ranged attack which can do aggravated damage, target an area, and do additional damage over time. Alchemicus: Aqua Regia 120 enhances Brawl as well as providing a thrown attack that's not as flashy as Arc. Vulcanus: Ignus Aspiratus 165 allows fire attacks, Cauterio 164 can attack with an object, and Sanctus Aspiratus 167 can steal Pyros, inflicting damage if the target has no Pyros.

Weaponry is poorly supported for Prometheans. A Tammuz with Inscription might have a small edge there, and Promethean survivability still helps. An Azothic Object weapon, through the Merit 112 or Alchemicus: Elixir 122, could help. Alchemicus: Stone 119 also enhances object bonuses.

Firearms fare a little better than Weaponry. In addition to everything that helps with Weaponry, Prometheans have Sensorium: Vitreous Humor 154 to see through obstacles and negate cover, Metamorphosis: Aptare 144 and Corporeum 129 for mobility, and Luciferus: Solar Flare 141 to deter approach and penalize attacks. Vulcanus: Cauterio 164 or Alchemicus: Elixir 122 can raise objects or zombies to run interference for a Promethean gunman.

Sometimes it's better to go unseen. Deception 131, Mesmerism 147, Metamorphosis: Aptare 144 andVerto 146, Spiritus: Clupeum 158, Corporeum 129, and Saturninus: Heed the Call 150 can all help with stealth, mobility, and staying overlooked. Sensorium 154 opposes it. These advantages are especially useful for someone with a gun, who can attack at range with little preparation. Deception and Verto are also good sources of evidence management — frame one antagonist for your strike at another. Prometheans trying to avoid combat will have all the more use for these powers.

Get less dangerous with powers like Contamination: Suffering 128 and Mesmerism: Phobos 147.

Combat is not often a first resort. Make sure your PCs frequently have social options or other ways to avoid a fight. And, it bears repeating, give them plenty to do besides fight. Prometheans aren't arena gladiators.

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Aurum 42(gold/mortality)

live like a humanlook into religionlook into school

get a day jobcharity and empathy

delay Disquietprotect humans

Cuprum 45(copper/self)

prepare escapemonitor intruders

settle throng disputepatrol territory

stay aloofresist Social

face danger rationally

Deception 131

Metamorphosis 144

Ferrum 48(iron/body)

be deliberateseek challengeperfectionismendure failure

retry failurebetter extended actions

impress physically

Vitality 161

Plumbum 51(lead/source)introspection

seek own kindjournalmentor

research historysacrifice for Pyrosharmfully overthink

Stannum 54(tin/torment)

punishsecure electrical source

secret fits of ragecounterculture contactpunishment fits crimeTorment grants Pyros

hurt by own anger

Saturninus 150

Electrification 137

Mercurius 66(quicksilver/pyros)research alchemy

research Fluxresearch qashmallim

research Pyrosresearch Transmutations

enhance equipmentharm for knowledge

Phosphorum 69(phosphorus/transience)

risk deathseek trouble

observe distresswitness deathendure failure

persuasive Disquietfail Stealth/Disquiet

Flux 252

Centimanus 249(flux/dissolution)

abandon humanitylook monstroussocial isolationdangerous lair

study Fluxpierce Armor

no extra beatsno Milestonesno Pilgrimage

Disquietism 134

special case

Basic Transmutations/Roles Basic Refinements Complex Refinements

Shared Basic Transmutation

Mesmerism 147

Corporeum 129

Sensorium 154

SharedTransmutations

Cobalus 63(cobalt/impurity)

seek sinendure Disquiet

endure Wastelandendure Torment

don't go Fluxexploit Vices sociallybait Vice or Torment

Argentum 60(silver/mystery)

explore the unknownobsess, intrude

collect, experimentshare findings

detect supernaturalstudy supernatural

Aes 57(bronze/aid)

throng before selflisten carefullyvoice of reason

peacemakerprepare next Role

find throng memberssuffer for throng

Contamination 125

Spiritus 158

Benefice 123

Alchemicus 119

Vulcanus 164

Luciferus 141

Complex Transmutations/Roles

Shared Complex Transmutation

Refinement(metal/focus)

practicespracticespracticespracticespractices

powerbeat

Transmutation

59 59CREATIONS UNBURIED

RoleRoleRole

CompanionFollowerLeader

HermitSage

Watcher

ExemplarMartyrSoldier

ChroniclerAsceticPilgrim

OutcastSavageVigilante

ConfessorDeviant

Provocateur

EnvoyObserverWarden

BodyguardServantSeeker

CraftsmanExplorerScientist

DaredevilPsychopomp

Whip

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Aurum 42(gold/mortality)

live like a humanlook into religionlook into school

get a day jobcharity and empathy

delay Disquietprotect humans

Cuprum 45(copper/self)

prepare escapemonitor intruders

settle throng disputepatrol territory

stay aloofresist Social

face danger rationally

Transmutation (page)ATTRIBUTES & skillssuppression Condition

Refinement (page)name/focuspractices x5

Refinement powerRefinement beats

Role (page)summary

possible Milestonestaboo

Deception 131STA PRE COM INT WIT RES

lar ste emp sub acaalienate other Prometheans

Mesmerism 147PRE MAN RESemp int per sub

impaired Empathy

Metamorphosis 144STR DEX STA RES

ath bra sur wea ank int medgeneral mental impairment

Alembic (page) ATTRIBUTES & skillssummary of effects

Anonymity 132 PRE WIT lar steblend into crowds, be overlooked, leave no trace

Assimilation 132 STA INT WIT emp sub acagood first impression, appear to belong,

speak local language, fit in socially

Doppelganger 133 MAN WIT RES emp subimitate voices, leave deceptive forensic evidence,

shapeshift to match humanStalker 134 COM WIT ste

stealth, tailing, limited invisibility

Phobos 147 PRE intunnerve target, cause fearful obedience, force target to flee,

damage and knock out target

Eros 148 PRE MAN int perseduce target, force obedience, enthrall target

Eris 149 PRE MAN RES subconfuse target, cause temporary amnesia about recent events

Penthos 150 PRE MAN empmake target feel guilty, block target's Willpower, force surrender,

cause severe depression

Sensorium 154COM INT WIT

emp aca inv sci/surimpaired perception

Hermit 46 181isolate self

eventually return to groupdon't fear others or isolate totally

Sage 46 181test those seeking wisdom

master/apprentice relationshipdon't freely give knowledge

Companion 43 180friends with humans

be accepted as humandon't leave without a goodbye

Follower 43 180serve or imitate a human

obey their ordersdon't order your master

Leader 43 180lead one or more humans

be accepted as their leaderdon't be rejected by group

Watcher 46 181observe while hidden

when you could have helpeddon't reveal self to target

Aptare 144 STR RES ath medhostile environment adaptation, waterbreathing, enhanced

climbing, assorted possible temporary mutations

Bestiae Facies 145 STR STA bra ankenhanced Defense, claws or fangs, shapeshift to monster dog,

shapeshift to animal

Tegere 146 DEX STA ath sur weanatural armor, unarmed attackers damaged, area ranged attack

Verto 146 DEX STA MAN int sub medminor cosmetic shapeshifting, enhanced intimidation, be

overlooked, general shapeshifting

Vitreous Humor 154 COM WITdarksight, infravision, see through obstacles, see ghosts/spirits/etc.

Receptive Humor 155 COM INT WIT acaperception, translate writing, omnidirectional senses

Stereo Humor 156 COM WIT emp invread emotions and Vices, see emotional auras, hear target's

thoughts, limited clairvoyance (need sympathetic link)

Somatic Humor 157 COM INT WIT sci/surenhanced Survival, enhanced smell/taste/hearing

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Ferrum 48(iron/body)

be deliberateseek challengeperfectionismendure failure

retry failurebetter extended actions

impress physically

Corporeum 129STR DEX (STA)

athimpair own INT

Vitality 161STR STA COM RES

ath bra craphysical failure hurts body

Unbowed 162 COM RESResolve, avert failed rolls, regain Willpower, resist mind control

Unbroken 162 STA athStamina, Defense, ignore physical Conditions/Tilts, push through

fatal injury for a scene

Unconquered 163 STR ath braStrength, lethal Brawl, object-breaking Brawl, enhanced throwing,

cause earthquake

Unfettered 163 STR ath crabreak grapples/bonds, reduce penalty for being restrained, break

out of building or container

Plumbum 51(lead/source)introspection

seek own kindjournalmentor

research historysacrifice for Pyrosharmfully overthink

Stannum 54(tin/torment)

punishsecure electrical source

secret fits of ragecounterculture contactpunishment fits crimeTorment grants Pyros

hurt by own anger

Saturninus 150STA PRE MAN COM INT WIT

sur emp exp occalienated from humans

Electrification 137DEX STA MAN INTath sur com/cra scielectronic disruption

Heed the Call 150 MAN COM WIT sur emp expdetect/measure Azoth etc., sense pilgrim marks/Torment, analyze

Athanor, make own Azoth more/less detectable, end TormentPlumb the Fathoms 151 INT occ

limited divination, enhanced Mental Skills, better Elpis visionsStoke the Furnace 153 (none)

boost Attributes longer, get free Attribute boosts sometimes,recover Pyros more often, Pyros for temporary Physical Merits

Prime the Vessel 153 STA PRE occeasier untrained Skill use, protect Vitriol from theft, turn own blood

to poison, bind Prometheans into branded throng

Externalize 134 STR DEX STA ath sur occWasteland environment immunity, share Wasteland environment

immunity, cause Wasteland hazard, attack with Wasteland

Internalize 135 PRE COM emp socdiagnose Disquiet, boost Disquiet resistance, reduce Disquiet

symptoms, temporarily suppress Disquiet

Redirect 136 MAN ank per subdefame target, shift Disquiet effect to target, force animal to attack

target, force human to attack target

Weaponize 137 STR PRE bra intIntimidation, cause Disquiet, force struck targets to surrender,

lethal unarmed, bonus unarmed damage

Machinus 137 MAN com/crasense electricity/electronics, provide electrical power, prevent

source shorts when electrofeeding, control machine

Arc 138 DEX athelectrical attacks, including ranged/area of effect/persistent

Oscillitus 139 MAN INT scitemporarily crash small electronics, Armor vs. electricity, disrupt

electrical flow, flashbang, EMP

Imperatus 140 STA surfast healing, heal Promethean, attract electricity, extra Health and

Willpower

Exemplar 49 181physical showoff

hailed as best or beaten fairlydon't pass up a true challenge

Martyr 49 181endure physical trauma

more than a human coulddon't need help to survive

Chronicler 52 183collect/record Promethean storiesfind lost Promethean knowledge

don't discard your informationAscetic 52 183

go to Wasteland with Prometheansshare Role, observe Prometheans

don't rejoin human societyPilgrim 52 183

study the Great Workhelp Prometheans with Milestones

don't hinder their Milestones

Outcast 55 183be known as an outsider

assist fellow outsidersdon't make good human friends

Savage 55 183be selfish and feared

ruin a friendship, plague a groupdon't freely offer non-violent aid

Vigilante 55 183hunt and hurt wrongdoers

punish crimedon't show mercy

Soldier 49 181protect self and othersbeat a superior enemy

don't surrender without a fight

Disquietism 134STR DEX STA PRE MAN COM

ath bra sur int ank emp per soc sub occimpaired Composure

Charites 129 DEX athenhance Athletics, Dexterity, and Dodge

Zephyrus 129 (none)avoid surprise, enhance Speed, Initiative, Defense, and Dodge

Hygeius 130 (none)wound penalty becomes bonus, mimic human physiology, immune

to injury effects, reduce incoming damageMotus 130 STR (STA) ath

tireless, enhance Athletics, jumps, Speed, Physical

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Aurum 42(gold/mortality)

Cuprum 45(copper/self)

Cobalus 63(cobalt/impurity)

seek sinendure Disquiet

endure Wastelandendure Torment

don't go Fluxexploit Vices sociallybait Vice or Torment

Contamination 125PRE MAN INT WIT RES

emp int per sub meddamage taken increased

Indulgence 125 PRE MAN emp persense/provoke Vice, good impression, remove inhibitions in area

Leverage 126 MAN WIT RES emp per sublearn secrets socially, compel truth, divine/spread target's darkest

personal secret

Madness 127 PRE MAN WIT emp int subdetect mental illness, exploit Hard Leverage, stun/alienate target,

force target into "vision quest" against Mental Condition

Suffering 128 INT RES medstudy target for attack bonus, cure (and sense?) illness/drug/toxin,

worsen wound/injury penalties, cause disabling pain

Ferrum 48(iron/body)

Argentum 60(silver/mystery)

explore the unknownobsess, intrude

collect, experimentshare findings

detect supernaturalstudy supernatural

Spiritus 158STR STA PRE MAN INT WIT

bra sur soc cra occweak to ghost/spirit powers

Clades 158 STR PRE bra occbonus Defense/called shots against supernatural type, area

damage/aggravated Brawl damage to supernatural type

Clupeum 158 STA INT sur occharder to detect supernaturally, resist/shield others from

supernatural powers

Veritas 160 PRE MAN WIT occsense/find supernatural, read supernatural target's memories

about human interaction, disrupt supernatural energy use

Laruae 160 MAN INT soc cra occconceal own supernatural nature, enhance action re supernatural

type, belong among supernatural group, supernatural sense decoy

complex

complex

Benefice 123PRE INT WIT

occthrong loses Pyros

Command 123 INT occeasier throng teamwork actions, target throngmate avoids roll

failure (repeating effect), easier throng power use

Consortium 124 (none)throng can swap Pyros/Initiative and mitigates Wasteland/Disquiet/

Torment risk, throng powers bonus, share senses/telepathy

Control 124 PRE occthrong Defense, grant throng Defense/Armor, target throngmate

avoids roll failure (repeating effect)

Community 125 WIT occtransfer Pyros/powers to/among throngmates, line of sight permits

touch powers on throngmates

Aes 57(bronze/aid)

throng before selflisten carefullyvoice of reason

peacemakerprepare next Role

find throng memberssuffer for throng

complex

Confessor 64 180hear of or join in wrongdoingaccomplice to major crime

don't reveal crimesDeviant 64 181pursue Vices

debase yourselfdon't turn down a chance for Vice

Provocateur 64 181goad others to rash action

push target to ruin a relationshipdon't talk target out of sinning

Envoy 61 180ambassador to supernaturals

make peace deal, lay ghost to restdon't start fights with supernaturals

Observer 61 180watch supernaturals at a distancelearn big secret, make new friend

don't confront supernaturalsWarden 61 180

prepare for supernatural conflictassemble and use the right toolsdon't be unready for supernatural

Bodyguard 58 179protect target

take serious injury for targetdon't hurt targetServant 58 180

support throng mundanelyaid Promethean doing Milestone

don't obstruct MilestoneSeeker 58 180advise throng

steer throng away from Tormentdon't drive throng into Torment

Mesmerism 147PRE MAN RESemp int per sub

impaired Empathy

Corporeum 129STR DEX (STA)

athimpair own INT

Sensorium 154COM INT WIT

emp aca inv sci/surimpaired perception

see basic chart

see basic chart

see basic chart

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Mercurius 66(quicksilver/pyros)research alchemy

research Fluxresearch qashmallim

research Pyrosresearch Transmutations

enhance equipmentharm for knowledge

Phosphorum 69(phosphorus/transience)

risk deathseek trouble

observe distresswitness deathendure failure

persuasive Disquietfail Stealth/Disquiet

Alchemicus 119STR DEX STA MAN INT WIT

ath bra cra occ scireduced Pyros

Vulcanus 164STR DEX STA PRE WIT

ath bra int occdebilitating pain

Luciferus 141STA PRE RES

emp exp int per soc occimpaired perception

Stone 119 STA INT WIT occ scianalyze/transmute substance, repair/strengthen object, boost

equipment bonus

Aqua Regia 120 DEX STA ath bra occresist caustic/radioactive, substances/radioactivity cannot inflict B

on user, damage object, touch/ranged acid attack

Spagyria 120 STR MAN INT cra occ sciextend Alchemicus durations, alter object temperature/shape/Size

Elixir 122 MAN INT cra occOccult, enchant object, raise zombie, turn target flesh to stone

Cauterio 164 (none)create trackable brand, minor alteration to branded target, animate

branded object, give branded object doglike intelligence

Ignus Aspiratus 165 (STR) DEX STA bra occignite kindling, control fire, spread existing fire by touch, consume

fire to automatically succeed at other actions

Mutatus Aspiratus 166 PRE WIT ath intsense Flux (but not dormant Pandorans), Armor vs. Flux

creatures/powers, increase target's Flux costs, stun Pandorans

Sanctus Aspiratus 167 STR DEX WIT bra occsense Pyros sources, reduce Pyros costs, steal Pyros, steal

Health and convert it to Pyros, transfer stolen Pyros to throng

Solar Flare 141 PRE intglow, area blind, area heat/fire hazard

Morning Star 141 PRE emp per socWillpower for provoking others to recklessness, area Social bonus,

force target to follow, influence crowd

Blaze of Glory 142 RES expWillpower for spending last Pyros, Azoth resistance/Transmutation

bonus, contested roll bonus, uncapped Pyros spending

Beacon of Helios 143 STA PRE exp int per occaid breaking point rolls, Socially exploit Virtue/Elpis,

persuasion/expression/intimidation, avert Promethean death

Flux 252STA PRE MANINT WIT RES

ank emp occ sci

Centimanus 249(flux/dissolution)

abandon humanitylook monstroussocial isolationdangerous lair

study Fluxpierce Armor

no extra beatsno Milestonesno Pilgrimage

complex

complex

special

no roles, Alembics unlockedbased on duration of Flux or

Pilgrimage lost Blight 252 PRE MAN RES emp occignore Wasteland/Firestorm environment effects,

cause/worsen Disquiet/Wasteland, create FirestormLordship 252 PRE ank

Pandorans non-hostile, control PandoransMutation 253 STA RES (etc.)

gain beneficial but monstrous custom physical alterationsSolvent 253 INT WIT RES occ

sense/block/disrupt/damage Alembic user

Craftsman 67 181labor usefully on material resultsgive work away, be in demanddon't destroy what you build

Explorer 67 182seek out Pyros phenomena

survive Firestorms, find Athanorsdon't pass up Pyros for mundane

Scientist 67 182research Pyros

copy alchemy, make Athanordon't let ethics stop experiments

Daredevil 70 182recklessly seek adventure

risk death and livedon't be deterred by risk of death

Psychopomp 70 182spend time around dying people

witness or avert close deathdon't ignore the dying

Whip 70 182observe risky behavior

push others to take risksdon't deter a promising risk

Irradiation STA WIT sciraise user's radiation, hide radiation from scientific detection,

reduce radiation, wide-area fallout

Transmutation (page)ATTRIBUTES & skillssuppression Condition

Refinement (page)name/focuspractices x5

Refinement powerRefinement beats

Role (page)summary

possible Milestonestaboo Alembic (page) ATTRIBUTES & skills

summary of effects

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Assimilation 132Doppelganger 133

Phobos 147Eros 148Eris 149

Stalker 134

Penthos 150

Anonymity 132

Unearthly Mein 108Symbiotic Muse 108

Revivification 109Corpse Tongue 109

Heart of Clay 110Inscription 110

Spare Parts 108Titan's Strength 108

Twilight Fluidity 110

Heart of Steel 110Soul in Software 110

Ephemeral Flesh 110

Bestiae Facies 145Tegere 146

Verto 146Vitreous Humor 154

Receptive Humor 155Stereo Humor 156

Aptare 144

Somatic Humor 157

Unbroken 162Unconquered 163

Charites 129Zephyrus 129

Hygeius 130

Unbowed 162

Motus 130

Unfettered 163

Heed the Call 150Plumb the Fathoms 151Stoke the Furnace 153

Prime the Vessel 153Externalize 134Internalize 135

Redirect 136Weaponize 137

Arc 138Oscillitus 139

Machinus 137

Imperatus 140

STR Stre

ngth

DEX Dex

terit

y

STA S

tam

ina

ath A

thlet

ics

bra

Brawl

PRE Pre

senc

e

MAN M

anipu

lation

COM C

ompo

sure

ank A

nimal

Ken

emp

Empa

thy

exp

Expre

ssion

int In

timida

tion

per P

ersu

asion

soc S

ocial

ize

ste S

tealt

h

sur S

urviv

al

wea W

eapo

nry

sub

Subte

rfuge

INT In

tellig

ence

WIT

Wits

RES Res

olve

aca A

cade

mics

com

Com

pute

rs

cra

Crafts

inv In

vesti

gatio

n

med

Med

icine

occ O

ccult

sci S

cienc

e

lar L

arce

ny

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STR Stre

ngth

DEX Dex

terit

y

STA S

tam

ina

ath A

thlet

ics

bra

Brawl

PRE Pre

senc

e

MAN M

anipu

lation

COM C

ompo

sure

ank A

nimal

Ken

emp

Empa

thy

exp

Expre

ssion

int In

timida

tion

per P

ersu

asion

soc S

ocial

ize

ste S

tealt

h

sur S

urviv

al

wea W

eapo

nry

sub

Subte

rfuge

INT In

tellig

ence

WIT

Wits

RES Res

olve

aca A

cade

mics

com

Com

pute

rs

cra

Crafts

inv In

vesti

gatio

n

med

Med

icine

occ O

ccult

Eros 148Eris 149

Indulgence 125

Madness 127

Penthos 150

Phobos 147

Suffering 128

Leverage 126

sci S

cienc

e

Receptive Humor 155Stereo Humor 156

Somatic Humor 157Clades 158

Clupeum 158Veritas 160

Vitreous Humor 154

Laruae 160

Zephyrus 129Hygeius 130

Motus 130Command 123

Consortium 124Control 124

Charites 129

Community 125

Aqua Regia 120Spagyria 120

Elixir 122

Stone 119

Ignus Aspiratus 165

Sanctus Aspiratus 167Solar Flare 141

Morning Star 141Blaze of Glory 142

Cauterio 164

Mutatus Aspiratus 166

Beacon of Helios 143

Lordship 252Mutation 253Solvent 253

Blight 252

Irradiation

lar L

arce

ny

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ES opens extra door

previous failure orHard Leverage withthis character and

system+2 Doors each

set reasonable goal set number of Doorslower of RES/COM

successful roll opensone Door

variable poolcan be opposed

request is Breaking Point+2 Doors

prevent Aspiration+1 Door

oppose Virtue+1 Door

all Doorsmust beopened

Roll Interval:Impression 203

Vice +1 Impression

Soft Leverage+1 Impression

gifts/bribes representedby Social Merit dots;

effective only ifaccepted

failed roll-1 each to future rolls

abort on DF,if target feels tricked,or if Hostile 1 week+

help Aspiration-1 Door

fail to help as offered+2 Doors (net +1)

Forcing Doorsimmediate roll toopen all doors

roll -DoorsHard Leverage

failed rollabort attempt

target now immunesuccess

target Breaking Point-1 Door

user Breaking Point(also)

-1 Door (total -2)

minimum 1 Door

previous successwith this character

and system-1 Door each

if target is group, use group's highestRES/COM and group Virtue/Vice/Aspirations

roll to improveImpression

NPC is convinced

PC is convinced+1 beat

PC gives alternate concessiontakes Condition

base successesrequired = 5

opponent's Speed10x or more +5

opponent's Speed 2xor more +3

opponent's Speedhigher +1

Init thrice opponent'sor more -3

Init twice opponent'sor more -2

Init higher thanopponent -1

opponent has 2-turnlead or more +2

opponent has 1-turnlead +1

you know the territoryintimately -2

you know the territory-1

dangerousenvironment +1 to +3

opponent cannot betired +2

Size lower thanopponent's -1

Edge determined,declares chase roll

Edge declares roll forthis chase turn

situational advantageor contested roll withWIT or DEX plus Skill

ATT + ski

Failure event(pick one) 1L

2B

specific Tilt

-1 cumulativesuccesses

contested roll

if failed,suffer failure

if succeeded,add successes

compareaccumulatedsuccesses to

successes required

Edge addsDF/ES results

evasion winspursuit wins

no one wins

retain successes andbegin another 30 to

60 second chase turn

Pursuit catchesopponent. Pursuittakes one Instant

action, then Initiativebegins.

Evasion eludesopponent. Chase is

over, evader hasescaped.

Perfect: 1 turnExcellent: 1 hour

Good: 1 dayAverage: 1 week

Hostile: cannot roll

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XPExperience

105

VPVitriol105

Attribute 1934 XP per dot

Merit 1111 XP per dot

complete Aspiration101

xbXP beats

105

Failure escalated toDramatic Failure

5 xb = 1 XP

take Lethal Damage

risk Torment 172

complete session

lose SocialManeuvering

Skill 1942 XP per dot

Skill Specialty 1981 XP

Azoth 1675 XP per dot

(or 4 V per dot)

resist Torment ES172

minor Milestone 184(1 to 3)

major Milestone 184

Calcify Alembic 118(from mastered role)

2 VP

Pilgrimage 1783 VP per dot

(or superlativeMilestone)

Create Athanor 1881 VP

vbVitriol beats

105 5 vb = 1 VP

theft of Vitriol byLacuna 188

by Refinement

master role

Condition resolution

time lapse

new Aspiration

ST discretion

superlative Milestone184

1st Athanor is superlative

witness Elpis 105

Torment minorsetback 106

Luciferus: Blaze ofGlory 0 142

True Friend Merit 117

Vivid Dreams Meritsleep bonus 117

Torment majorsetback 106

Electrification:Imperatus 3 140

Luciferus: MorningStar 0 141

Symbiotic Muse 109(Galateid)

perform Elpis 105

1P (Instant,Plumbum) 53

Clash of Wills 118(if aware)

assorted powers,Merits, & Conditions

roll to resistTorment 172

-1 to next resistTorment 172

Saturninus: Heed theCall 3 151

Saturninus: Prime theVessel 3 154

Vitality: Unbowed 2140

Transmutations

resist Tormentsuccess 172

Breaking Point roll178

(non-Promethean)Vice 198

(non-Promethean)Virtue 198

+2 resistance traitwhen resisting 199

+3 to a dice pool 199

kill in Combat whenyou didn't mean tohurt anyone 204

surrender Combat204

Down and DirtyCombat ES 205

+2 Defense againstan attacker 206

full night's sleep variouseffects can

disruptgetting orspendingWillpower

WD (cap)Willpower Dots

RES + COM

WWillpower

199all

1

11+

some Firestorms 268

Quick reference in PtC2e:Ranged Weapons 319Electricity Damage 319Combat Summary 320Armor 321Azoth 321Extreme Environments 321Melee Weapons 322Personal Tilts 323Environmental Tilts 323

this combo replenishesP indefinitely with

Instant actions

1 per Refinement with3 mastered Roles

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not required but they can help

assorted powers

negate incomingdamage, 2B/1L 168

+1 Attribute for 1action 168

3P: negate incomingdamage: 1A 168

4 hours sleep nearLineage element 168

Z + COM

sunrise 168

electrofeeding 170

around humans 1+hours per day 169life-affirming event(ST discretion) 169

crack of thunder 168

pay 1W or 1B 53 (Instant, Plumbum)

on W from Torment(Stannum) 56

Symbiotic Muse 109(Galateid)

Azothic Object MeritPyros battery 112

Efficient ConductorMerit 113

Z (cap per turn) Azoth 167

(see Z table forcap stored)

P Pyros 168

1

Disfigurements 173 exposed whenPyros is spent,

Disquiet check forhuman observers

Wasteland 174 single Promethean

spends over (11 - Z) P

in one scene

all

1+

Moth to the FlameMerit 113

Vivid Dreams Merit117

Transmutations

Benefice: Consortium1 124

Branded ThrongCondition 306

Benefice: Command3 123

Benefice: Community0/1/3 125

Electrification:Machinus 2 125

Electrification:Imperatus 1 140

Electrification:Imperatus 2 140

Luciferus: Blaze ofGlory 3 removes

per-turn cap

Saturninus: Stoke theFurnace 0 increasesDuration to 2 turns

Saturninus: Stoke theFurnace 0 153

Vulcanus: SanctusAspiratus 1/2/3 167

create Promethean185

activate Vitriol FountAthanor 189 some qashmallim

activity 271

lightning-struck 170 hazards andcomplications

if charging Alembic,can take

TransmutationCondition to stifleDisfigurements

or don't be seen

or Corporeum:Hygeius 1 130

various effects candisrupt getting orspending Pyros

previous Alembicscan be calcified 118 

Current Refinement 41 81 100

Stannum

Basic Refinement

Complex Refinement

Reflexive 81

indeterminatetime 81

teacher, tome,or Athanor

?

new Role

additional Alembic eachfrom both Transmutations

master all 3 Roles

can create Athanor93 188

Athanor fastest, tome slowest,teacher may be hard to find

one of 3 Roles

one Alembic each fromtwo Transmutations

Refinement practices

Refinement beats (once per chapter)

Refinement Condition (a power of some kind)

master Role 179

superlative or majormilestone 184

or Rut-Roled 179 no Disquiet until Role

breaks, then Wasteland2 & victim chance die

Disquiet

must changeRefinement tochange Role

Argentum 60

Cobalus 63

Mercurius 66

Phosphorum 69

Centimanus 249

Stannum 54

Aurum 42

Cuprum 45

Ferrum 48

Plumbum 51

Aes 57

superlative if inPilgrimage Refinement

Role Breaking Pointpossible 179

one Athanor pertriply-mastered

Refinement

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Z = higher of(Z + 1) or 6

period without Refinementshift or milestone

Z 1-2: 6 months Z 3-5: 1 month Z 6-7: 1 week Z 8-10: 1 day

initial Wasteland size Z 1-2: single room Z 3-4: small home Z 5-6: full building Z 7: city block Z 8: neighborhood Z 9: city Z 10: region

Fester time higher of occupantZ or Wasteland Z Z 1-2: 6 months Z 3-5: 1 month Z 6-7: 1 week Z 8-10: 1 day

Wasteland 174

reviving after death169 301

greater qashmalmanifests 271

create Promethean185

ST discretion rePyros events 175

Promethean getsuniversal milestone

183leaving stuck Role

175 179

Pandorans wake 175

DF to force Elpisvision 188

certain powers (especially on DF)

a Promethean spends (11-Z) P

in 1 scene

Refinementstagnation 175

Fade time no Prometheans inWasteland creator Z  cat 1: Z days cat 2: 2x Z days cat 3: 2x Z days cat 4: Z weeks

S: +1 size +1 category

if category 5 or ES,resolve Firestorm 264

-1 category

category Fade Torment Environment Effects1 Z days -1 Level 0 -1 H/Dur2 2x Z days -2 Level 1 -1 Struc, -1 H/Dur

3 2x Z days -3 Level 2 -2 Struc, -2 H/Dur

4 Z weeks -4 Level 3 -2 Struc, -3 H/Dur

5 Firestorm 264 -5 special special

Effects applied overtarget's 1st day in

Wasteland,permanent within it

all rolls -environment level,protective gear helps 212

after STA hours inzone, take

environment level Bper hour 212

if Wasteland remains,it's probably category 4

1 scene of social contact (once per chapter)

Disquiet 1 173 308

Disquiet 2 173 308

Disquiet 3 173 308

Disquiet 4 173 308

social manipulation byPromethean

sense supernatural onPromethean

Disfigurements seen

conversation longer thana few minutes

personal informationexchanged

Firestorms, assortedpowers (DF especially)

Z vs. RES + COM cause DF:x

victim DF: additional Disquiet level F:x

S: Disquiet 0 to 1, or 1 to 2 S in Wasteland: also Disquiet 2 to 3, or 3 to 4

cause ES: as S but also 2 to 3, or 3 to 4 victim ES: no additional Disquiet this chapter

requires Wastelandor Promethean ES

from Disquiet 2requires Disquiet 1

requires Wastelandor Promethean ES

from Disquiet 3

Level 1 2 3 4

effect -2 Social vs. victim +1 Door vs. victim

-2 Social vs. victim +2 Doors vs. victim

no Social 10-again vs. victimSocial chance die vs. victim

Social Maneuvering autofailsSocial autofail vs. victim

Disquiet 2 for those victim tells

beattake Watched Condition 313

related negative attention permanent -1 Social vs. victim

no W+3 vs. Disquieted fully shunned by victim

victim drives cause away

+1-3 NPCs at Disquiet 1 victim investigates & sabotages

victim evangelizes vs. cause

Disquiet 3 for those victim tells +1-3 NPCs at Disquiet 2

+10-20 NPCs at Disquiet 0

resolution away from cause 1 week away from cause 2 weeks away from cause 1 month kill cause

away from cause 6 months kill cause

effect is on cause beat is for cause & victim (1 per session, choose 1)

resolution is for victim (only 1 needed)

effect penalties don'tapply to powers

managing Disquiet: Aurum Refinement 44 Hovel Merit 115 Benefice: Consortium 1 124 Disquietism Transmutation 134 Azoth damping 168 stuck Role 179 Sanctuary Athanor 189 Branded Throng Condition 306

Torment checkif cause aware

+1 or more Disquiet

victim rollschance die inunstuck Role

Wasteland 179

for Pandoran Disquiet see 241

cause rollschance die near

SanctuaryAthanor 189

DF New Dawn 186

Wasteland type matchesWasteland creator

roll higher ofZ or category

F: no change

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Azothic

Elpidan

Firestorm 264

centered Area: Z yards around

central character Duration: 1 turn percentral character's Z Strength: roll central

character's Z

widespread Area: ST discretion

Duration: 1 turn per Z ofhighest Z in area

Strength:  roll Z of highest Z in area

+1 each additional character with Z in area +1 all Pandorans (including Dormant) in area +1 per Wasteland stage in area +1 lesser qashmal / +3 greater qashmal / +5 arch-qashmal -1 each central character throngmate (centered only)

if Alchemist, Magnitudecounts as Z

DF: no storm,Wasteland +1 174

F: Firestorm Strength 1 S: Firestorm Strength

sux + 1 ES: as S, centered

becomes widespread,or widespread Duration

1 scene

roll

Blinded Tilt 313

1 fire damage per turn

Blinded Tilt 313 & 1 acid damage per turn

separately resisted

ExtremeEnvironment 4 forPrometheans &

Pandorans,Extreme

Environment 2 forothers (2B once,not per turn) 212

Firestorm Strength = # of Firestorm Aspects

resist Firestormaspects with STA -Firestorm Strength

electrical disruption & Prometheans heal 1B

per turn

all in area get FirestormStrength in Dread Powermutations but must rollSTA + RES to use them(Centimani +2) and take

Firestorm Strength Bwhen it ends and themutations vanish 244

Flooded Tilt 315

Extreme Environment 4for others & Heavy

Winds Tilt 316

Extreme Environment 4for others & Ice Tilt 316 &

Extreme Cold Tilt 315 random targets struck bylightning; Prometheans

can electrofeed from this,but others take 10B

Insane Tilt (resist withCOM) 316

Extreme Environment 3for others

& Heavy Rain Tilt 315 when Firestormends, choose 1aftermath per

Firestorm Strength,1+ must matchFirestorm Type

genitor spent P in area,creates Pandorans

Flux: Blight 3 252

5+ Pandorans awaken tosame Z radiance

greater qashmalmanifests nearPilgrimage 8+

arch-qashmal manifests

lesser qashmal manifestsin Wasteland 4

genitor spent P in area,creates Promethean

Wasteland 5 174

2+ Prometheans in samethrong hit Pilgrimage 10

in same storyPromethean loses all Hin single turn and dies

5+ Z Promethean spends2+ P on DF

Promethean DFs twiceinvolving P in 1 scene

Promethean DF on 1stroll after raising Z

alchemist stores more Pthan Magnitude allows 2+ P-related DFs byalchemist in 1 scene

Lilithian

Elpidan or

Lilithian

Prometheans enter orexit Torment

all lose 2x FirestormStrength in P

area Wasteland ends

lots of ST discretion

Firestorm Strength in Ato Pandorans

all with P gain or loseFirestorm Strength inPhysical Merit dots

mortals get or loseDisquiet

Prometheans get 1VP

this type of Firestormdoes not arrive

immediately, but withinhours or days

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go

straight ahead

good road

this is the place

this direction(shown by tail)

all right

railroad

don't give up

fake an illness

sucker

kind woman

wealthy gentleman

free telephone

get money here

handouts here

I ate

they give, you leave

work available

camp here

safe camp

good water

bad water

medical help

not this way

stop, halt

stay away, get outwhile you can

keep quiet

trouble

beware of trouble

defend yourself

nothing to gain

they'll yell at you

too many drifters

liar

mean people

fear

man with gun

bad neighborhood

thief

religious violence

vigilantes

military/paramilitary

alcohol allowed

alcohol banned

unguarded

cops inactive

owner is in

well-guarded

owner is out

cops active

cop lives here

jail

crime scene

barking dog

vicious dog

hobos arrested

police stationor courthouse

I've added many pilgrim marks, some from hobo signs and some I think Prometheans ought to have. Combine and improvise marks as necessary.

Some marks are so simple that they may be modified with another sign, like "don't give up," just to confirm that they are pilgrim marks.

Pilgrim marks may lie. Pilgrim marks are often out of date. Not everyone who uses pilgrim marks is a Promethean.

Prometheans don't need doctors to heal themselves, but they might need a doctor to help a human, or they might be interested in what the doctor can teach. Not many doctors will help someone for nothing, but it can be even more important to find a doctor who will work in secret.

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wasteland

ghosts here

pandorans

electricity

electricity (large source)

electricity (good condition)

electricity (bad condition)

athanor

bad athanor

centimanus/sublimatus/vitriol thieves

firestorm

the great work,prometheans heredisquiet,they know our secret

qashmal

alchemist

former promethean,new dawn complete

alchemical knowledge

other sn

sn danger

undead

got milestone

frankenstein

osirian

tammuz

galateid

ulgan

unfleshed

extempore

zeky

flux

aurum

ferrum

plumbum

cuprum

stannum

cobalus

aes

argentum

mercurius

phosphorum

lost milestone

created promethean

new dawn failed

lightning common

A squared circle means Prometheans, or their Great Work. This mark usually indicates a Promethean squat or camp. It implies interest in contacting other Prometheans. A non-Promethean might use it to draw Promethean attention.

With a stitched line across the circle, it means Disquiet — the stitched line is often added to an existing squared circle mark when the Prometheans living there have to flee.

Alchemists use many of the same symbols Prometheans do and are likely to recognize a mark identifying them.

A marked firestorm was usually in the past — but sometimes the mark means Firestorms are frequent there or could easily break out.

It's not likely that qashmallim are present when you see the sign — one might have appeared there once, or it might be a place where they're repeatedly sighted.

The old lightning mark has been joined by modern marks that show details about power sources.

The Athanor mark may be intended to resemble an amphora or canopic jar.

The ghosts mark includes the theta nigrum, a circle with a horizontal line through it which is used to mean death. The theta nigrum by itself is the mark of the Ulgan Lineage.

Each Promethean Lineage has a simple mark, usually the alchemical sign of its humor. A Lineage mark may indicate something helpful in the creation of new Prometheans of that Lineage.

Each Promethean Refinement has an alchemical sign related to its metal. A Refinement sign may indicate a user of that Refinement, a way to learn a Complex Refinement, something that could help that Refinement's Roles, or a good place to use that Refinement's powers.

Promethean-specific marks are more geometrical and complex than most hobo signs. They are often drawn smaller in more hidden places to limit outsider curiousity. Plumbum: Saturninus: Heed the Call can help find these subtle signs.

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Complex Refinementsrequire a teacher,tome, or Athanor

marking Refinements/ Pilgrimage Refinement

\ Refinement Role completed| all Refinement Roles completed

— Athanor created

marking Roles/ Pilgrimage Role\ Role completed

ChroniclerAsceticPilgrim

CraftsmanExplorerScientist

Plumbum MercuriusSaturninus

Plumb the Fathoms

Prime the Vessel

Heed the Call

Stoke the Furnace

Alchemicus

Aqua Regia

Elixir

Stone

Spagyria

FluxCentimanus

can switch to Stannumimmediately, at any time

OutcastSavageVigilante

DaredevilPsychopomp

Whip

Stannum PhosphorumElectrification

Arc

Imperatus

Machinus

Oscillitus

Luciferus

Morning Star

Beacon of Helios

Solar Flare

Blaze of Glory

Lordship

Solvent

Blight

Mutation

Irradiation

marking Alembics/ Alembic gained

\ Alembic calcified| Alembic furnaced

ExemplarMartyrSoldier

BodyguardServantSeeker

Ferrum AesVitality

Unbroken

Unfettered

Unbowed

Unconquered

Benefice

Consortium

Community

Command

Control

Corporeum

Zephyrus

Motus

Charites

Hygeius

HermitSageWatcher

EnvoyObserver

Warden

Cuprum ArgentumMetamorphosis

Bestiae Facies

Verto

Aptare

Tegere

Spiritus

Clupeum

Laruae

Clades

Veritas

Sensorium

Receptive Humor

Somatic Humor

Vitreous Humor

Stereo Humor

CompanionFollowerLeader

ConfessorDeviant

Provocateur

Aurum CobalusDeception

Assimilation

Stalker

Anonymity

Doppelganger

Contamination

Leverage

Suffering

Indulgence

Madness

Mesmerism

Eros

Penthos

Phobos

Eris

Disquietism Externalize Internalize Redirect Weaponize Cauterio IgnusAspiratus

MutatusAspiratus

SanctusAspiratus Vulcanus

CurrentRefinement

CurrentRole

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Name:Lineage:Bestowment:STR StrengthDEX DexteritySTA Staminaath Athleticsbra Brawldri Drivefir Firearmslar Larcenyste Stealthsur Survivalwea Weaponry

PRE PresenceMAN ManipulationCOM Composureank Animal Kenemp Empathyexp Expressionint Intimidationper Persuasionsoc Socializestr Streetwisesub Subterfuge

INT IntelligenceWIT WitsRES Resolveaca Academicscom Computercra Craftsinv Investigationmed Medicineocc Occultpol Politicssci Science

AzothPilgrimageHealth Willpower Pyros

Aspirations

Merits

Specialties

SizeDefenseInitiativeBeatsXPV-BeatsVP

Gear

Conditions

Notes SpeedArmor /

Elpis:Torment:

XP/VP Transactions