TEXT: Written by Matthew McFarland     Developed by Eddy Webb     Edited by Genevieve Podleski     Layout by Jessica Mullins     Art: Avery Butterworth
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  A throng of ready-made player characters 
  for Promethean: The Created
  
  2
  The Refuse throng came together piece by 
  piece, like garbage accumulating at a bend in 
  a river. All five of the Prometheans have been 
  left behind, abandoned, cast off or otherwise 
  discarded, but in each other, they have found a 
  kind of family. 
  The throng began when Gargoyle met up 
  with Denison 23rd. The Galateid was searching 
  for clues about her creation, and had already 
  uncovered some important information when 
  the urban shaman felt her Azoth and tracked 
  her down. Together, they learned that Denison 
  23rd had been created in a cosmetic surgery 
  clinic, one that occasionally rented the space 
  to doctors practicing without a license. After 
  Denison’s confrontation with her creator, she 
  felt that she had learned everything that the 
  world could teach her about creation and the 
  Divine Fire. She created her own child, Hel-
  las, and attempted (unsuccessfully) to find the 
  New Dawn.
  Gargoyle, attempting to keep Denison from de-
  pression, steered the trio out of the area and kept 
  them on the move. They eventually heard tell 
  of a massive, constant electrical storm centered 
  over a landfill. Recognizing a Wasteland, they 
  made their way there and freed Worm from his 
  cruel imprisonment. Finally, venturing back into 
  an urban environment, they met Dove, who quite 
  literally stumbled out of nowhere. They realized 
  that she had died and come back from the River 
  of Death, but that she remembered very little of 
  her life before this event. 
  The Prometheans formed a branded throng 
  shortly thereafter. Their symbol, a circle of ar-
  rows with one arrow broken off and pointing out, 
  represents their nature as beings that have been 
  thrown away rather than allowed to find their 
  potential. They have agreed to help one another 
  along on their Pilgrimages. That isn’t always a 
  pleasant or easy job — it involves coping with 
  Denison’s bitterness, holding Worm down when 
  he rages or extricating Hellas from his latest ro-
  mantic entanglement. 
  The road takes them to various places, since none 
  of them want to risk creating a natural disaster 
  like Worm’s Wasteland. They usually travel on 
  foot, but have been known to take abandoned 
  vehicles and get them moving again, using a com-
  bination of luck, Worm’s instinctive know-how 
  and the Jolt Transmutation. They scrape together 
  what money they can from panhandling, odd 
  jobs and even occasionally prostitution (Hellas, 
  in particular, finds he can always find someone 
  to pay him for his time), or steal what the need 
  from thrift stores.  
  The throng has been known to squat in aban-
  doned buildings for longer periods of time, but 
  seldom more than a month or two. Their Waste-
  lands mingle, and the results can be disastrous. Their 
  status as a branded throng means that it doesn’t 
  spread as fast as it otherwise would, but even so, 
  the Prometheans know the price of staying in one 
  place too long. 
  In order to decide where to go next, each mem-
  ber of the throng puts forth his or her opinion and 
  
  3
  reasons for a destination. If the group can come 
  to consensus, then they pick up their belongings 
  and go, meaning that the Prometheans often try 
  to choose locations that might have something 
  to offer the others. If some disagreement still 
  remains, they vote, with Gargoyle acting as tie-
  breaker if necessary. Of late, these discussions 
  have become more heated. Dove’s Elpis visions 
  are growing more intense, and fire is becoming 
  a common theme. While Gargoyle and Worm 
  believe that her visions are showing her some 
  catastrophe to come, Hellas and Denison feel 
  that they might be urging her to find out more 
  about her past. Dove herself isn’t sure, she only 
  knows that the phrase “Actioni contrariam semper 
  et æqualem esse reactionem” (“For a force there is 
  always an equal and opposite reaction” – New-
  ton’s third law) has become a recurrent theme 
  in her visions.
  The throng continues to travel, each member 
  looking for his or her own personal milestones. An 
  unstated but constantly considered problem is this: 
  What happens when one member reaches the New 
  Dawn and forgets the rest? Will the throng have the 
  strength to let this member go when they become 
  cast off and discarded again?
  
  4
  Quotes: “It’s not your fault. It’s me.”
  “I just don’t see what I missed.”
  “You’d better stay away for a while.”
  Virtue: Temperance. Denison is thorough and meticulous. 
  She thinks through her problems, and weighs decisions before 
  committing. 
  Vice: Envy. Denison was always somewhat on the bitter 
  side, and after her failure to achieve the New Dawn, she’s 
  become downright spiteful.
  Background: Denison doesn’t remember her creator. 
  She “woke up” standing on the corner of Denison Av-
  enue and 23rd Street, and for almost a day afterward, 
  “Denison 23rd” was all she could say. A local homeless 
  man started calling her that, and she kept the name. 
  Her creation might have remained a mystery for longer 
  than it did, but a passerby commented that she was 
  “one of those women who got all prettied up at the 
  clinic.” Investigating (with the help of Gargoyle), 
  she discovered that she had been stitched together 
  from a shapely corpse (stolen from the city morgue) 
  and beautified at a cosmetic surgery clinic before her creator had 
  breathed the Divine Fire into her. She confronted her creator, 
  learned why he had simply abandoned her on the street, and 
  came to realize that appreciation of the beauty of the human 
  form could not be the quest for perfection—human bodies 
  were always imperfect, and fell further from the ideal over 
  time. The only way to appreciate the beauty of the form was 
  with its imperfections.
  Laden with Vitriol from these revelations, she created her 
  own child, Hellas. She stayed with him until she felt he was 
  ready for her to leave, said her goodbyes to him and Gargoyle, 
  and attempted to find the New Dawn. She failed. 
  She rejoined the throng, bitter, dejected and humiliated. She has 
  reluctantly begun her Pilgrimage again, but she has no idea what she 
  needs to learn. She has confronted and accepted the circumstances of her 
  own creation, and fashioned a new Promethean. What more remains? 
  Denison 23rd 
  
  5
  Description: Denison appears to be in her mid-20s. She is perfectly proportioned and athletic in build, 
  with a heart-shaped face and soft brown eyes. Her hair hangs chin-length, and she keeps her nails immacu-
  late. She stole several sets of scrubs from the clinic where she was “born,” and usually wears them when out 
  with her throng — she finds that they lend her an appearance of legitimacy. 
  When Denison’s disfigurements flare, her eyes, cheek bones, neck, breasts and arms all sag, as though 
  imperfectly attached. She emits a medicinal smell, and dotted lines (the sort that a plastic surgeon might 
  draw) appear on her flesh. 
  Roleplaying Hints: Denison’s two driving emotions are her bitterness over failing to find the New Dawn 
  and her love for Hellas. While she does sometimes feel that she might be better off dead, she also knows 
  that if she takes that route, she stands no chance of fixing her mistakes. Gradually, she is becoming curious 
  about the Pilgrimage again, rather than worn down by it, but she still has a great deal of progress to make. 
  She refuses to succumb to despair when Hellas is around, though. She is aware that she treats him like an 
  actual child sometimes, rather than what he is (a young Promethean), but she has a hard time recognizing 
  it in the moment. 
  Notes: Denison starts with a lowered Morality, in exchange for 10 experience points. Her original Refine-
  ment was Mercurius, but she switched to Stannum after her failure.
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
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  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  	Denison 23rD 
  Bitter Creator 
  Galatea 
   
   
  temperanCe 
  stannum
   
   
  envy 
  refuse
      
            
  surGery
  strikinG looks
   
     2
   
    4
  5
  9
   
      
  frantiC
            
      
            
       CrookeD DoCtors
  mesmerizinG appearanCe
  alChemiCus — (forGinG the master’s tools)  
  alChemiCus — (iDentifiCation ) 
   
  Disquietism — (sCapeGoat  ) 
  vulCanus — (sense flux) 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
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  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  	Denison 23rD 
  Bitter Creator 
  Galatea 
   
   
  temperanCe 
  stannum
   
   
  envy 
  refuse
      
            
  surGery
  strikinG looks
   
     2
   
    4
  5
  9
   
  37/15 vitrol
      
  frantiC
            
      
            
       CrookeD DoCtors
  mesmerizinG appearanCe
  alChemiCus — (forGinG the master’s tools)  
  alChemiCus — (iDentifiCation ) 
   
  Disquietism — (sCapeGoat  ) 
  Disquietism — (tension in the air) 
  vulCanus — (sense flux) 
  seasoneD 
  CharaCter
  
  8
  Gargoyle 
  Quotes: “Look, don’t touch.”
  “There’s no point in hiding. They’re everywhere.”
  “I’ll get a bird’s-eye view.”
  Virtue: Hope. Gargoyle takes a Zen-like attitude to the Pilgrimage, 
  knowing that although the Created suffer, succumbing to despair makes 
  the wait interminable. 
  Vice: Sloth. Unfortunately, he sometimes hunkers down and watches the 
  world go by, letting his stoicism give way to simple laziness. 
  Background: Gargoyle was created in a big city, on top of a sky-
  scraper. He remembers the gargoyles watching him as he awoke. 
  He achieved full cognition almost immediately and spoke with 
  his creator, who told him that understanding the spirits of 
  the city was crucial to becoming human — the city, 
  after all, was where most of the humans lived. Gar-
  goyle did not spend long with his creator. They 
  had a difference of opinion; she wanted to 
  go down and minister to the humans, and 
  Gargoyle felt more comfortable watching 
  them from above. As far as he knew, his 
  creator was still there in the city, trying 
  desperately to get people to accept her. 
  Gargoyle left the city of his birth and wandered, eventually 
  stumbling across Denison 23rd as she searched for the answers 
  to her own creation. He has been with her ever since, and 
  watched as she transformed from an inquisitive, driven Pro-
  methean into a bitter, unsure soul. He hoped that their rescue 
  of Worm and discovery of Dove would shake her out of it, but 
  it hasn’t, and Gargoyle is beginning to wonder what he needs 
  to do to help her. 
  Description: Gargoyle is tall, slim and muscular. His fingers 
  are dirty and split from climbing buildings, and he has to steal 
  sneakers often, as he puts them through a great deal of punish-
  ment in his runs. Gargoyle’s gray eyes rarely blink, and he wears his 
  strange almost-gray hair tied back into a ponytail. Gargoyle isn’t good 
  at mimicking humans’ social niceties like bathing, and he often smells 
  like rain or garbage.
  
  9
  When his disfigurements show, Gargoyle displays the torn flesh and seeping ectoplasm common to his 
  Lineage. The flesh on his back falls loose, thin enough to billow around him like a cloak or a pair of wings, 
  and his ribcage is noticeably split and cracked. 
  Roleplaying Hints: Gargoyle is friendly, if not exactly cheerful. He loves the city and loves climbing up 
  buildings and racing across rooftops, but he knows that the others can’t keep up with him. He sees himself 
  as the de facto leader of the Refuse throng, since he is the oldest in terms of raw experience, if not years 
  (Worm probably has that distinction). In some dark part of his mind, he wonders if by watching Denison 
  attempt to meet the New Dawn, he didn’t taint it somehow. She doesn’t know that he was watching, and 
  he has grappled with whether and how to tell her for months. 
  Notes: Gargoyle practices the art of parkour, or urban running. Full rules for this Merit appear in Strange 
  Alchemies (p. 74-75). The first three dots are as follows: Flow (•): When running or using the Foot Chase 
  rules (World of Darkness Rulebook, p. 65), Gargoyle character reduces hazardous terrain penalties by three. 
  Additionally, the roll to gauge a jump distance (World of Darkness Rulebook, p. 67) is a reflexive action. 
  Cat Leap (••): When using a Dexterity + Athletics roll to mitigate damage from falling (World of Dark-
  ness Rulebook, p. 179), Gargoyle gains one automatic success. Additionally, add three to the threshold of 
  damage that can be removed through this roll. Wall Run (•••): When using Athletics to climb (World 
  of Darkness Rulebook, p. 64), Gargoyle is capable of scaling heights of 25 feet + 5 feet per dot in Athlet-
  ics as an instant action (rather than the normal 10 feet), though he suffers a -1 penalty for attempting the 
  full distance. Expert Traceur (••••): Gargoyle may designate any Athletics roll that involves running, 
  jumping and climbing as a rote action (World of Darkness Rulebook, p. 134) at the expense of losing his 
  Defense that turn.
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
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  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  	GarGoyle 
  urBan shaman 
  ulGan 
   
   
  hope 
  Cuprum
   
   
  sloth 
  refuse
      
            
  urBan spirits
  fast reflexes 
   fleet of foot 
   parkour 
   
     3
   
    7
  5
  13
   
      
            
    City
      
            
         roofs
  ephemeral flesh
  eleCtrifiCation — (feel the spark) 
   
  metamorphosis — reDunDant orGan (spleen) 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  seasoneD 
  CharaCter
  	
  	GarGoyle 
  urBan shaman 
  ulGan 
   
   
  hope 
  ferrum
   
   
  sloth 
  refuse
      
            
  urBan spirits
  fast reflexes 
   fleet of foot 
   parkour 
   
     3
   
    7
  5
  13
   
  41/10 vitrol
      
            
    City
      
            
         roofs
  ephemeral flesh
  eleCtrifiCation — (feel the spark) 
   
  metamorphosis — reDunDant orGan (spleen) 
  Corporeum - (swift feet ) 
  Corporeum - (unCanny Dexterity) 
  
  12
  Quotes: “That man, there. What religion is he? What? Why can’t you tell?”
  “I wish I’d been born with tattoos, like her.”
  “Please stop crying. Should I tell a joke?”
  Virtue: Charity. Hellas has very little sense of ownership or property, and he 
  is therefore generous, perhaps to fault. 
  Vice: Lust. Hellas knows that human women (and men) sometimes 
  react to his beautiful body by wanting sex. He is unsure why sometimes 
  this feels right and sometimes feels wrong, but he enjoys it either way, 
  which worries him.
  Background: Created on the same operating table as his “mother,” 
  Denison, Hellas is the youngest of the Refuse throng. Only a few 
  months old, he is learning quickly and soaks up whatever the others 
  tell him, but what fascinates him most is humanity. He knows that 
  humans divide themselves up into groups based on belief, upbringing, 
  language and a thousand other variables. He does not quite understand, 
  however, that some of these variables are inborn, some are chosen and 
  some are instilled by parents. He also has some embarrassing gaps in his 
  knowledge about physiology, though he already has extensive experience 
  with human sexuality (something that makes both Denison and Dove 
  extremely uncomfortable). 
  Hellas’ role in the throng is still in development, but thus far he serves 
  as a kind of foil. As the only Mimic in the group, he has the most to gain 
  through human interaction, but he is so naïve about it that he winds up 
  bringing the throng into unexpected situations simply by asking the wrong 
  question at the wrong time, or making an offer of help that the throng then 
  feels compelled to follow up on. Hellas is, in some ways, the “baby” of the 
  group, and as he grows and develops in his Pilgrimage, that role will have to 
  change. For now, however, he often gets his way because the others don’t 
  want to crush his wide-eyed joy at the world.
  Description: Like Denison, Hellas is beautiful. He is as chiseled and well-
  defined as a Greek god, muscular, smooth and graceful. He has a young 
  face, curly black hair and sparkling blue eyes. He takes clothes from male 
  lovers (sometimes with their knowledge, sometimes not), but the shirt 
  that Denison gave him on the day he was created is never far from his 
  person. It’s a simple black t-shirt, but it reminds him of how he awakened 
  with his “mother” gazing down on him, hope and joy in her eyes. 
  Hellas 
  
  13
  Hellas’ disfigurements make him look like a statue. His skin becomes mottled like stone, his eyes lose 
  color and mobility and his proportions become too perfect. No human being is so symmetrical. 
  Roleplaying Hints: Hellas is a challenging character. He is simple because of lack of experience, not 
  lack of ability, and he learns at an impressive rate. He is still grappling with language and how it works, and 
  while he is socially adept most of the time, occasionally he asks or says something completely inappropriate 
  the situation. Hellas has very little ability to recognize sarcasm, he doesn’t understand bias or prejudice, 
  and he does tend to take things somewhat literally. That’s not to say that he doesn’t understand figurative 
  language, just that he doesn’t always recognize it. Once he learns the meaning of a given turn of phrase, 
  he doesn’t forget it.
  He’s also extremely empathetic — he can tell when someone is hurting, and he has a strong drive to 
  make such feelings stop. Hellas isn’t without his dark side, however; he knows that Disquiet sometimes 
  makes people desire him, and he lets them indulge even though he knows that they might come to 
  regret it. If he could articulate his feelings on the matter, he might say that it serves them right for 
  succumbing to Disquiet. 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  		hellas 
  work in proGress 
  Galatea 
   
   
  Charity 
  aurum
   
   
  lust 
  refuse
      
            
  amBiDextrous
  strikinG looks 
   
     2
   
    4
  5
  10
   
      
  GrapplinG
            
    
      
     pain
            
        ConfiDante
         
  mesmerizinG appearanCe
  mesmerism — (suGGestion ) 
   
  vitality — (shoulDers of atlas ) 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  seasoneD 
  CharaCter
  	
  		hellas 
  work in proGress 
  Galatea 
   
   
  Charity 
  aurum
   
   
  lust 
  refuse
      
            
  amBiDextrous
  strikinG looks 
  DanGer sense
   
     2
   
    4
  5
  10
   
  37/10 vitrol
      
  GrapplinG
            
    
      
     pain
            
        ConfiDante
         amBushes
  mesmerizinG appearanCe
  mesmerism — (suGGestion ) 
   
  vitality — (shoulDers of atlas ) 
  DeCeption - (Color of man) 
  mesmerism — (fixeD stare) 
  DeCeption - (inCoGnito) 
  
  16
  Quotes: “I will never be captive again.”
  “Run. I’ll kill them. “
  “Why does my arm ache when you say that?”
  Virtue: Fortitude. It was Worm’s inner strength that kept him from madness 
  during his long captivity.
  Vice: Wrath. Worm would like nothing more than to find his captors and rip 
  them apart. Sometimes he vents that rage at other targets.
  Background: Worm was stitched together from the bodies of six people, all of 
  whom made the mistake of attacking his creator. The Franken-
  stein, a brute at the best of times, ripped his assailants to pieces 
  and made a child out of their bodies, and then discovered that 
  looking at his child reminded him of human intolerance. He 
  left Worm near a landfill a day after his creation, and a local 
  gang of thugs assaulted the fledgling Promethean and buried him 
  in the trash.
  Trapped in the dark and unable to 
  gain enough leverage to hoist himself 
  out, Worm ate whatever he could. He 
  crunched down rats and insects, organic 
  garbage. He drank the runoff from the end-
  less trash heap. And he watched as, day by 
  day, more refuse was piled on top of him. 
  Of course, since he was immobile, his Wasteland kept getting worse. 
  Eventually, the lightning storms got so intense that no machinery 
  would function. Experts came and studied it, but no one could 
  figure out why the air was so electric in this particular landfill. 
  Environmentalists pointed to it as proof that people were 
  despoiling the planet, but the Refuse throng recognized it 
  as a Promethean’s Wasteland. They freed Worm, and he 
  immediately joined the throng.
  Worm took his name from his long imprisonment under-
  ground, eating garbage. The others use the name, but they 
  try to make him understand that he isn’t in prison anymore. 
  In fact he’s vital to their survival—Worm protects the throng, 
  and anything that looks even remotely violent has to get past 
  him before it hurts any of them. He is especially protective of 
  Dove; since she has already died once, he is afraid that if she 
  again visits the River of Death, she won’t return. 
  worm
  
  17
  Description: Worm is short, squat and bulging with muscle. He is missing several teeth, and his eyes are 
  different colors. His blond hair juts out like wet straw, and he has two halves of different tribal tattoos meet-
  ing in the middle of his neck. He smells like fresh soap most of the time, because he showers compulsively 
  — he’s been known to break into hotels or private homes if he has no other choice. He wears whatever he 
  can steal or find, and he pays no heed to matching up styles or colors.
  When his disfigurements are visible, Worm’s stitches appear. His creator sewed him together with bailing 
  wire and strips of fabric. His left arm is especially poorly attached, and it hangs loosely when Worm is at 
  rest. His right eye — the blue one — oozes aqueous humor constantly. 
  Roleplaying Hints: Worm is a junkyard dog — vicious, hungry and thoroughly loyal. He meets any 
  threat to his throng head-on, and sometimes meets people who aren’t threats with the same vigor. Worm, 
  having been imprisoned for the first year of his life, wants nothing more than to be active and physical, but 
  his rage spins that toward battle. 
  Alone with his throng, however, Worm is usually cheerful. Like many Wretched, he is versatile, and any 
  given afternoon might find him playing chess with Dove, trying to keep up with Gargoyle, sparring with 
  Hellas or commiserating with Denison. He sometimes suffers fits of depression in which he claims that he 
  is made from murderers, and so that’s all he can ever be. He also feels guilty for the massive Wasteland over 
  his place of imprisonment. These black moods usually pass after he sleeps. 
  Notes: Worm can access the following Skills with Residual Memory: Drive, Firearms, Larceny and 
  Streetwise. Derangement — depression (mild). Only active when Residual Memory dice run out and the 
  player fails a Humanity roll
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  	worm 
  promethean unBounD 
  frankenstein 
   
   
  fortituDe 
  ferrum
   
   
  wrath 
  refuse
      
  auto repair
            
  wastelanDs
  resiDual memory
   
     2
   
    5
  5
  11
   
      
            
      CluBs
      
            
         
  unholy strenGth
  sensorium — (sensitive ears ) 
  vitality — (miGht ) 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  seasoneD 
  CharaCter
  	
  	worm 
  promethean unBounD 
  frankenstein 
   
   
  fortituDe 
  stannum
   
   
  wrath 
  refuse
      
  auto repair
            
  wastelanDs
  resiDual memory
  fiGhtinG style (BoxinG)
   
     2
   
    5
  5
  11
   
  35/10 vitrol
      
  Claws
            
      CluBs
      
            Brutal
         
  unholy strenGth
  sensorium — (sensitive ears ) 
  vitality — (miGht ) 
  eleCtrifiCation - (jolt) 
   metamorphosis - (natural weaponry) 
  
  20
  Quotes: “I remember…water. No, wait. Fire. Both, I think.”
  “Can you fly? I swear someone could.”
  “I could get back, I think. If I went to the River again. I could get back, 
  right?”
  Virtue: Faith. Dove believes that the River of Death holds the answers to 
  her Pilgrimage, and that she can learn them as soon as she goes back.
  Vice: Pride. She also believes that she is too important to the throng 
  to risk death until she is sure. Only she has visions, after all. 
  Background: Dove doesn’t remember how she died. She has 
  conflicting visions about it, visions that don’t make any sense. She 
  remembers the River of Death vividly, though. After she died, 
  however it happened, she woke up standing on the bank of the 
  River. The land around her was vast, and she could see rocky walls 
  and tunnels, but it was the River—lit by lanterns of green fire—
  that caught her attention. She saw a man on a raft, a man in a hood, and 
  thought: He is the Ferryman come to take me to my reward. She boarded his 
  raft, but then woke up back in the world of the living, at the feet of the 
  Refuse throng. 
  Dove took up the Refinement of Quicksilver at that point, and began 
  to study death and resurrection. She learned the mythology of dozens 
  of cultures on the subject, and found that the notion of returning 
  from death was common, but the specifics varied. She enjoys talking 
  to other Prometheans about their experiences with death, but this 
  opportunity seldom presents itself. She needs practical experience. 
  She needs to see the River again. Her visions are clear on that, but 
  she doesn’t feel that jumping off a building is the right way to go 
  about it. 
  Her most recent vision seems to indicate that Worm is going to send 
  her to the River next time. Dove is unsure how she feels about that. 
  Description: Dove is a slight black woman in her late teens. She 
  loves silver jewelry and usually wears at least a ring or two. Dove typi-
  cally dresses in black, and wears a tiny white plastic dove necklace. 
  She uses scented oils, but varies the scent day to day, creating an odd 
  personal odor — spice, dried flowers, perhaps cinnamon. Unlike some 
  Osirans, Dove’s missing body part isn’t immediately visible. That’s 
  because her reproductive organs are flayed and useless.
  Dove
  
  21
  When Dove’s disfigurements flare, her skin swells and leaks water. Her eyes bug out of her skull, and her 
  mouth drips with brackish river water whenever she speaks. Water leaks from wounds all over her body, 
  but the water running down her legs is tinged with blood. 
  Roleplaying Hints: Dove is obsessed with finding out how she died and why, but unlike many other Pro-
  metheans, doesn’t care as much why she was created. She reasons that whoever made her must have gone 
  on to the New Dawn already (although she studiously ignores the fact that Denison’s continued existence 
  as a Promethean puts lie to that notion). Dove activates her Elpis Merit as often as she can, looking for 
  information about her death and visit to the River, but she’s received so many visions now that she can’t 
  remember the context for all of the clues. 
  Dove is distant from the other members of the throng, but she never forgets that they helped her when 
  she needed it. Secretly, she hopes to be the one to show them how to reach the New Dawn, but whether 
  that means getting their first or helping them on their way, she isn’t sure. She has begun acting strangely 
  toward Worm — sometimes avoiding him, sometimes sticking close to him in battle. 
  Notes: Dove’s Corpse Tongue Bestowment can be found in Strange Alchemies, p. 39. It allows her to 
  ask three questions of a corpse (this requires an Intelligence + Azoth roll). These questions must be yes/
  no, but the player can spend one point of Pyros and ask one more question; this question can be answered 
  with a sentence or two. Dove can only use this power on a given corpse once. 
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  	
  	Dove 
  neCronaut 
  osiran 
   
   
  faith 
  merCurius
   
   
  priDe 
  refuse
      
            
          Death
  DireCtion sense 
  eiDetiC memory 
  elpis 
  quiCk Draw
   
     2
   
    4
  5
  9
   
      
      pistols
            
      
            
          reasonaBle
         
  Corpse  tonGue
   eleCtrifiCation — (jolt) 
   vulCanus — (fireBranD) 
   vulCanus — (sense pyros) 
  pistol 2l
  
  OTHER TRAITS
  ATTRIbuTES
  	
  Power	
  Intelligence	
  OOOOO	
  Strength	
  OOOOO 
  Presence	
  OOOOO
  	
  Finesse	
  Wits	
  OOOOO 
  Dexterity	
  OOOOO 
  Manipulation	 OOOOO
  	
  resistance	
  Resolve	
  OOOOO 
  Stamina	
  OOOOO 
  Composure	
  OOOOO
  Name:	
  Concept:	
  Lineage:
  Player:	
  Virtue:	
  Refinement:
  Chronicle:	
  Vice:	
  Throng:
  Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Lineage (record Lineage Be-
  stowment) • Refinement • Azoth 1 (may be increased with Merit points) • Trans-
  mutations 3 (1 dot must be Refinement affinity) • Merits 7 • (Buying the fifth dot in 
  Attributes, Skills, or Merits cost two points) • Health = Stamina + Size • Willpower 
  = Resolve + Composure • Size = 5 for adult human-sized Prometheans • Defense 
  = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = 
  Strength + Dexterity + 5 • Starting Humanity = 7 • Pyros = Humanity
  MERITS
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  .................................................................................OOOOO
  bESTOwMEnT
  ..............................................................................................................
  EquIPMEnT
  ..............................................................................................................
  ..............................................................................................................
  ..............................................................................................................
  Armor	............................................................................................
  Defense	.......................................................................................
  Initiative	Mod	......................................................................
  Size	...................................................................................................
  Speed	.............................................................................................
  Experience	..............................................................................
  TRAnSMuTATIOnS
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  ............................................................................................................................................................Dice	Pool	..........................Page	..............
  SkIllS
  MEnTAl
  (-3	unskilled)
  Academics	...................................................OOOOO
  Computer	.....................................................OOOOO
  Crafts	................................................................OOOOO
  Investigation	..............................................OOOOO
  Medicine	.......................................................OOOOO
  Occult	...............................................................OOOOO
  Politics	.............................................................OOOOO
  Science	...........................................................OOOOO
  PHySICAl
  (-1	unskilled)
  Athletics	.........................................................OOOOO
  Brawl..................................................................OOOOO
  Drive	..................................................................OOOOO
  Firearms	........................................................OOOOO
  Larceny	..........................................................OOOOO
  Stealth	..............................................................OOOOO
  Survival	..........................................................OOOOO
  Weaponry	......................................................OOOOO
  SOCIAl
  (-1	unskilled)
  Animal	Ken	................................................OOOOO
  Empathy	........................................................OOOOO
  Expression	..................................................OOOOO
  Intimidation	...............................................OOOOO
  Persuasion	...................................................OOOOO
  Socialize	.........................................................OOOOO
  Streetwise	...................................................OOOOO
  Subterfuge	...................................................OOOOO
  HEAlTH
  O O O O O O O O O O O O
  o o o o o o o o o o o o
  wIllPOwER
  O O O O O O O O O O
  o o o o o o o o o o
  PyROS
  o o o o o o o o o o
  o o o o o o o o o o
  AzOTH
  O O O O O O O O O O
  HuMAnITy
  10 ..................................O
  9 ....................................O
  8 ....................................O
  7 ....................................O
  6 ....................................O
  5 ....................................O
  4 ....................................O
  3 ....................................O
  2 ....................................O
  1 ....................................O
  seasoneD 
  CharaCter
  	
  	Dove 
  neCronaut 
  osiran 
   
   
  faith 
  merCurius
   
   
  priDe 
  refuse
      
            
          Death
      Chemistry
  DireCtion sense 
  eiDetiC memory 
  elpis 
  quiCk Draw
  lanGuaGe  (latin)
   
     2
   
    4
  5
  9
   
  35/14 vitrol
      
      pistols
            
      
            
          reasonaBle
         
  Corpse  tonGue
   eleCtrifiCation — (jolt) 
   vulCanus — (fireBranD) 
   vulCanus — (sense pyros) 
  alChemiCus - (iDentifiCation) 
  alChemiCus - (fortifiCation) 
  alChemiCus - (Dissolve)   
  pistol 2l
  
  24
  Storyteller Advice
  Running Promethean: The Created can be a 
  challenge for any Storyteller, simply because of the 
  logistics involved. Prometheans create Wastelands, 
  they cause Disquiet, they don’t worry about food but 
  they still need shelter, and so forth. Chapter Four 
  of Promethean: The Created has some excellent 
  advice on running the game. Here, we’ll focus on 
  the Refuse throng. 
  First, with regards to Wastelands, remember 
  that the throng contains two Galateids, one 
  Ulgan, one Frankenstein and one Osiran. This 
  means that any Wastelands the characters 
  create take a great deal longer to spread past 
  stage-one, but that Wastelands that Denison 
  or Hellas create spread farther (since they are 
  of the same Lineage). As an example, Denison 
  would take four months to create a stage-three 
  Wasteland, while Worm would take five months. 
  Denison’s, however, would be considerably larger. 
  Wasteland spread is explained on pp. 174-176 
  of Promethean: The Created.
  Second, when checking for Disquiet, the throng 
  members take penalties to the Azoth roll. The two 
  Galateids take a -3 penalty (for three non-Galateid 
  throng members), and the others take a -4. This 
  is quite sufficient to give the players a chance die 
  to roll on Disquiet checks, which bodes well… 
  but remember that in order for a human being to 
  resist Disquiet, his successes have to exceed the 
  Promethean’s. If both rolls fail, the person still falls 
  into Disquiet.
  Finally, since the characters have formed an 
  alchemical pact, they enjoy all of the benefits that 
  this situation brings — bonuses to certain Transmu-
  tations, the ability to share Pyros and a dampened 
  Azothic radiance. See pp. 165-166 of Promethean: 
  The Created for more information. 
  Dealing with a Throng
  Quiet apart from the problems that Wastelands 
  and Disquiet cause, the Storyteller will have 
  other issues when running Promethean. A throng 
  doesn’t have to be nomadic, for instance, but the 
  game lends itself well to this sort of chronicle for 
  two reasons. One is that, as mentioned earlier, 
  Prometheans poison the land around them and 
  turn people against them. These facets of the 
  game are crucial to maintaining the themes and 
  mood—the world is against the Created. If it’s not, 
  much of the drive to become human is gone. Even 
  a branded throng, which has several advantages 
  in the fight against Disquiet and the Wasteland, 
  is eventually going to fall foul of either or both. 
  Any given locale must become inhospitable, and 
  that’s not a bad thing. Whether it becomes inhos-
  pitable soon enough to force your troupe’s throng 
  to move on depends on how long you want the 
  chronicle to run. 
  The second reason that Promethean groups 
  work well as nomads is the Pilgrimage. All Pro-
  metheans have a number of milestones to achieve, 
  and in order to place themselves into situations 
  in which they might achieve them, they need to 
  find new surroundings. A large city—New York, 
  London, Los Angeles, Detroit—might provide 
  enough area and enough diversity to keep a 
  throng busy for years. But the characters might 
  also benefit from long journeys, from discover-
  ing the differences between small towns and big 
  cities, learning what happens to weirdoes in the 
  suburbs and so on. 
  The Refuse throng is designed to be modular. 
  If you wish to keep the throng to a relatively 
  confined geographical area, we recommend some-
  place where industrial parks, landfills, factories 
  and the like are common. America’s “Rust Belt” 
  is one recommendation; some of the story hooks 
  below tie in with To The Flame, which by ne-
  cessity takes place in a town with a coal-burning 
  power plant. 
  Angst
  Prometheans, and these characters in particular, 
  have much to be unhappy about. This can lead to 
  players feeling that the characters are too “angst-
  ridden,” meaning they mope about complaining 
  about their lot. And indeed, some of the milestones 
  that they must achieve (see below) involve discus-
  sion of these problems.
  The trick to avoiding angst, though, is to remain 
  active. The characters are also all provided with 
  goals, story hooks and things that make them 
  happy. Yes, Prometheans have it rough, but they 
  
  25
  have each other, and the Refuse throng is meant 
  to be able to hang together even when things 
  look dark. If the characters (or the players) seem 
  to be focusing on the negative a bit too much, 
  introduce a challenge that requires them to work 
  together, or give them time to relax and ask 
  what they do with that time. The Promethean 
  condition is never exactly comfortable, but this 
  is a game, and it shouldn’t be horrible all the 
  time, either.
  Milestones
  One of the biggest challenges of running Pro-
  methean is creating milestones for each character. 
  Here are some suggested milestones for the char-
  acters in this throng: 
  Denison
  • Enter Torment (Minor; 2 Vitriol). By entering 
  Torment, Denison gives vent to her frustrations 
  and, hopefully, lets them go.
  • Protect a human child (Major; 5 Vitriol). Her 
  own child doesn’t need her protection (physi-
  cally), but Denison still needs to understand the 
  fear that all parents feel when their children 
  are in danger.
  • Try—and fail—to save a human life (Major, 
  7 Vitriol). Denison is medically skilled, but has 
  no idea how fragile humans are. She needs to 
  learn this.
  • Help Hellas achieve a milestone (Minor; 3 
  Vitriol). Even if the milestone is something 
  simple, Denison needs to help her child along on 
  his own Pilgrimage before finishing her own.
  • Forgive herself for her failure (Superlative; 10 
  Vitriol). Probably one of the last steps on her 
  Pilgrimage, or at least the last step on her journey 
  on the Refinement of Tin, will be to realize that 
  she didn’t fail because she did something wrong, 
  she just wasn’t ready to find the New Dawn.
  Gargoyle
  • Confess his fear that he sabotaged Denison’s 
  attempt at Mortality (Minor; 2 Vitriol). That 
  Gargoyle was watching had nothing to do with 
  it, but he needs to confess his fears so that he 
  can come to terms with them.
  • Protect a human being from the supernatural 
  (Major; 4 Vitriol). Gargoyle chose his name for 
  a reason. Some stories say that gargoyles were 
  designed to watch out for evil spirits, and the 
  Ulgan is well-suited to doing so.
  • Master the Pilgrim Marks (Minor; 3 Vitriol). 
  Gargoyle is the leader of the throng, and as 
  such should be the one to become expert in 
  this system of communication. 
  • Change Refinements (Major; 8 Vitriol). Gar-
  goyle will eventually come to learn everything he 
  can from the Refinement of Copper. Whatever 
  his next stop on the Pilgrimage, being willing to 
  make that shift is a milestone in itself.
  • Go on a quest into the Shadow (Superlative; 
  9 Vitriol). To truly be a shaman, Gargoyle 
  must enter the spirit realm and face the hor-
  rors therein. 
  Hellas
  • Refuse to have sex with a human (Minor; 2 
  Vitriol). Hellas needs to learn the difference be-
  tween sex for fun and sex as lashing out. In effect, 
  to complete this milestone is to deny his Vice.
  • Attend a class taught by a human being (Minor; 
  3 Vitriol). Even a one-day seminar at a learning 
  annex would be enough. Hellas must observe 
  how humans instruct each other, so that he can 
  properly learn from them.
  • Confront Denison about her failure (Major; 5 
  Vitriol). Hellas knows that Denison carries rage 
  from something, but isn’t clear on what. He also 
  knows she lashes out at him about it sometimes, 
  but so far he hasn’t stood up for himself, allow-
  ing Worm or Gargoyle to protect him.
  • Obtain and hold a job for at least a week 
  (Major, 6 Vitriol). Hellas has little concept 
  of employment or true obligation. He stands 
  to learn much (not all of it pleasant) by be-
  ing employed.
  • Create his own child without help from 
  Denison (Superlative; 10 Vitriol). All Pro-
  metheans must create their own child, but 
  in Hellas’ case, doing so marks a transition 
  between child and adult. 
  
  26
  Worm
  • Die while protecting his throng (Major; 8 
  Vitriol). Whether it’s at the hands of a torch-
  wielding mob, under the claws of a Pandoran 
  or in the lashing winds of a Firestorm, Worm 
  needs to make the ultimate sacrifice for his 
  friends. Once he’s actually been a martyr, he 
  can stop obsessing over it.  
  • Find and confront at least one of his cap-
  tors (Minor; 3 Vitriol). Worm does not have 
  to kill one of his captors to complete this 
  milestone, and in fact he might well learn 
  that killing them won’t solve anything. If he 
  does kill, however, that might be a learning 
  experience, too.
  • Get a tattoo that crosses one of his “stitch 
  points” (Minor; 2 Vitriol). This action is sym-
  bolic of Worm accepting that while he is made 
  of different people, he is unique and whole.
  • Fight a Sublimatus (Major; 7 Vitriol). Worm 
  thinks of himself as a monster, but he needs to 
  realize that the World of Darkness holds worse 
  monsters by far.
  • Return to the site of his imprisonment 
  and assist in its cleanup (Superlative; 9 
  Vitriol). Environmentalists work nonstop 
  to try and clean up that landfill, and Worm 
  needs to confront his fear of it and try to 
  help mitigate some of the damage he inad-
  vertently caused.
  Dove
  • Speak at a funeral (Minor; 2 Vitriol). Dove 
  sees death as temporary, but it isn’t, at least 
  not to humans. 
  • Lay a ghost to rest (Major; 7 Vitriol). Again, 
  Dove doesn’t see death the way humans do, and 
  this block stands in her way of becoming human. 
  Helping a ghost pass on to whatever awaits it 
  will help her understand the finality of it.
  • Find the place of her creation (Minor; 3 Vit-
  riol). Dove’s creator might or might not still be 
  around, but Dove needs to follow her visions 
  and learn about her past and why she forgot it 
  before she can move forward.
  • Speak with another Osiran Promethean (Major; 
  8 Vitriol). Achieving this milestone would allow 
  Dove to learn the Resurrection Bestowment, 
  and possibly even visit the River of Death again. 
  Depending on how she approaches it, it might 
  also take her into contact with her creator. 
  • Find the creature that killed her and take re-
  venge (Superlative; 10 Vitriol). As written, we’ve 
  left this creature’s identity up to the Storyteller, 
  though certain hints point to Moth, the crazed 
  monster detailed in To The Flame. Dove needs 
  to learn the truth and take steps to get justice.
  The above milestones are by no means meant to 
  be the only ones that these characters should have 
  to achieve. As the players in your troupe inhabit 
  these characters and fill in some of the gaps, you 
  should add milestones to flesh out their Pilgrim-
  ages. Also, as characters change in Refinement, you 
  should add on one or two “Refinement milestones” 
  to help indicate what the character is meant to learn 
  by following that particular Refinement. 
  Changes to the Group
  If you have fewer than five players, you could 
  drop any of the characters. Here are the implica-
  tions of doing so:
  • Dropping Denison: The throng loses the 
  character with medical know-how. The story 
  about her creating Hellas becomes backstory 
  for him. In this case, maybe she succeeded in 
  reaching the New Dawn and could return as a 
  Storyteller character, probably not remember-
  ing her creation in the slightest (which could 
  be good milestone fodder).
  • Dropping Gargoyle: The throng loses its leader 
  and its ability to speak with spirits. In this case, it 
  was probably Dove that brought the throng to-
  gether, which changes the chronology a little. 
  • Dropping Hellas: The throng loses the most 
  socially adept of its members. Maybe Denison 
  never attempted to create a child (meaning 
  that her attempt at the New Dawn was doomed 
  anyway), or maybe she tried and failed, making 
  one or more Pandorans. In this case, her anguish 
  over failure might be for this event, rather than 
  an attempt at Mortality.
  
  27
  • Dropping Worm: The throng loses its 
  combat monster. Maybe the characters 
  simply never found Worm, meaning that 
  if he gets free on his own, he could track 
  them down and exact revenge (making him 
  a good antagonist).
  • Dropping Dove: The throng loses its most 
  scholarly member and the ability to talk to 
  corpses, not to mention the Elpis Merit. Dove 
  simply never crossed the throng’s path, or maybe 
  she never resurrected. 
  If you have more than five players, you could 
  have the extras create children of Worm, Dove or 
  Gargoyle. This is especially appropriate if you use 
  the “seasoned” versions of the throng. 
  Story Suggestions:  
  The Throng
  The throng as presented has several easy possibili-
  ties for story hooks.
  • Dove’s creation, early “life” and death 
  are a mystery to her. One possibility is that 
  Moth, the antagonist of the Promethean 
  SAS To The Flame, attacked and killed 
  her. The quote from Newton’s third law that 
  keeps recurring in her visions is a prod to get 
  her to find the town of Newton, which is 
  where this story takes place. Since Newton 
  is presented as an industrial town, it might 
  be near the landfill in which Worm was 
  imprisoned. If so, going there and playing 
  through the SAS could be an important 
  story for these characters. 
  • The Refuse throng is attempting to 
  take what was discarded and make it into 
  treasure—lead into gold. A possible story 
  playing on this theme could involve a 
  human alchemist (possibly a mage, maybe 
  just an occultist). The character wants to 
  find a way to make not just gold, but per-
  fected, Platonic gold. Can the characters 
  help him? In doing so, what do they learn 
  about their own situation? What if this 
  alchemist decides he needs Vitriol and 
  he’s going to get it if he has to slit the 
  characters open? 
  • The throng finds a lair full of Pilgrim Marks, sealed 
  from the inside. As they go deeper, they learn the 
  Ramble of the Promethean that once inhabited it, 
  imprisoned like Worm was. The Ramble indicates 
  that this Promethean tried to escape but could not, 
  even as his body weakened from lack of food. He 
  describes his captors in detail, hoping that someone 
  will avenge him. The characters find his remains in 
  the deepest chamber. They might also find evidence 
  that he was one of their creators. Will they go look-
  ing for his captor? What other hints did he leave 
  behind? Ambitious Storytellers might use this setup 
  to tell mini-stories in flashback, perhaps allowing 
  the players to take the roles of peripheral characters 
  or people that this Promethean once knew. 
  Story Suggestions: 
  Individual Characters
  • Denison: Denison’s important personal story, 
  of course, is her failure to achieve the New Dawn. 
  The player should determine some details about her 
  creator, though, most notably where he is now and 
  on what terms they parted. She might need to find 
  him later, especially if she wants to ask his help. Her 
  experienced version has her progressing in power 
  and refining her ability to diffuse Disquiet, and 
  learning to mimic humanity a bit more effectively, 
  but not quite letting go of her anger yet.
  • Gargoyle: Stories focused on Gargoyle probably 
  involve conversations with spirits or ghosts, but con-
  sider what might happen if he joins a parkour club 
  or tries to teach the other characters how to jump 
  from rooftop to rooftop? His experienced version 
  has him embracing Ferrum (changing Refinements 
  is a milestone for him, so if you use this version 
  you might consider this one already fulfilled) and 
  focusing on his physical development.
  • Hellas: How much you want to focus on his sex 
  life depends on your troupe’s comfort levels, but 
  a story exploring the sexual attitudes of human 
  beings of different genders and orientations might 
  make for an interesting experience for Hellas. His 
  experienced version remains on the Refinement 
  of Gold, but focuses more on the “blending in” 
  aspect of the Refinement — what happened to 
  Hellas to make him step out of the spotlight?
  
  28
  • Worm: Returning to his prison should be a 
  major story for the whole throng. Worm by 
  himself needs to cope with his own disparate 
  parts (classic story for any Frankenstein). 
  Entering Torment and doing something he 
  later comes to regret might also be a good 
  source of drama. Worm’s experienced ver-
  sion sees him embracing his rage and falling 
  to Stannum, though if you have access to 
  Magnum Opus, you could take him in a dif-
  ferent direction and have him take up the 
  Refinement of Bronze. 
  • Dove: As the “Necronaut,” an explorer of 
  death, Dove has the potential to bring trouble 
  to the throng, to say nothing of her Elpis vi-
  sions. Her mysterious past should involve the 
  whole group somehow. By herself, Dove is 
  focused largely on the supernatural, and so a 
  good story might bring her into some human 
  culture a bit more firmly. Another possibility 
  would be to have her meet and befriend a 
  Centimanus. Her experienced version remains 
  on Mercurius, and delves deeper into the ma-
  nipulation of Pyros. 
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Promethean - The Created/Promethean the Created - The Refuse - Ready Made PC's.pdf