The Game: Promethean: The Created
The Publisher: White Wolf
Degree of Familiarity: Pretty much none. I've read through the book repeatedly and want to run a game, but I've never had a chance and so what little I know is pretty much all theoretical. Which is a shame.
Books Required: The World of Darkness Rulebook and Promethean: The Created
Promethean's a weird one for me. Like several games on my shelves I've never actually played it. Unlike those games, it's still influenced me. Most obviously, the concept of Milestones showed up in Æternal Legend, though as a group-created device rather than just being something that the ST has to come up with. Also, the laser-like focus on what the game is and what that means is quite a departure from the normal means of writing "what this game could be". Promethean knows what it is, and trusts you to work with it to forge what you do. Which is appropriate for a game informed by classical alchemy.
Step 1: Concept
Though a Promethean's never been human, that doesn't mean that they don't have distinctly human failings. Imagine knowing that the only reason you're alive is as a tool so someone else can escape their slavery. Someone else wanted to be free, so they created you to take their place. In some ways, that's a metaphor for the corporate world, but it's still a shitty situation. You could go along with it, move along the path and discover the wonders of life, and the burning desire to be human once more. In time, you'd make a slave of your own, all as part of the process of earning your own freedom.
But what if you don't want to? What if, consumed by something that might be righteous fury and might be teenage angst, you decide that you never wanted this life? What kind of utter bastard would have a child just to make that child a slave to buy his freedom? That's the question that burns through the head of our protagonist, a golem who's sick of his lot. His creator cursed him with this half-life that's just too good to end, and he's got the need to make his life full. Before that, he wants ten minutes alone with his creator in a sealed room to work out these strange feelings of frustration and hate that's burning through him. As a lesser goal, our protagonist is looking into ways to possibly become human without creating another of his kind, and to that end he'll probably make some very shady deals.
Though I'm going outside the box, I think this is still a decent enough interpretation of the Tammuz lineage, the Golems. A dead body reanimated in the fires of the earth, though this one with the wrath of a volcano rather than the quiet majesty of a mountain.
From the word "Emet", Hebrew for Truth, comes our name: Emmet. Among humans, he adds the surname "Jackson", as the first sign he saw was for Jackson's Mini-Mart.
Step 2: Attributes
Physical's the most common primary for Tammuz, but I'm not playing to type. Instead, Mental's Primary, with Physical secondary and Social tertiary.
Mentally, he doesn't think fast but still waters run deep. Two points into Intelligence and Resolve, with the remaining one into Wits. He's bright enough to know what he is and to stay focused on his goal, whether or not his goal is advisable.
For Physical, I put two points into Stamina and leave both Strength and Dexterity with one.
For Social, I put two points into Composure, one into Presence, and leave Manipulation. He doesn't have time for talking around people, just taking the direct path from A to B.
Step 3: Skills
Skills. Prometheans have to learn Skills at some point. There's a bunch I figure that Emmet just knows, without really understanding how he knows, some he's learned from mimicry, and some he picked up by applying himself since he crawled out of the ground. I prioritize Skills the same as Attributes.
Mentally, I figure that he's heavily into book-learning. Probably a trivia machine, reads everything he can get his hands on in search of a clue that he doesn't yet know he's looking for. Three dots in Academics. A lot of his reading has centred around the creation of golems, but branched off into the general strangeness apparent in the world, so three points in Occult. Two points in Crafts, as his creator was big on leaving a lasting mark on the world through building things. One point in Medicine, again taught by his creator. Finally, a point in Investigation (self-taught) and one in Science, through the same research as Academics and Occult.
Physically, I go with what he was built for. He knows how to use his body, which counts for two dots of Athletics and two dots of Brawl. He knows how to wield swords and clubs with abandon, though he doesn't know how he knows, which counts for Weaponry 1, and he's no stranger to life without the benefits of civilization, for two dots of Survival.
For Social skills, I mix things up a bit. Two dots in Animal Ken. He doesn't know how or why he knows it, but he's got a better rapport with animals than he does with humans. Possibly because he's so in touch with his own feelings towards his creator, he can easily read them in others, so I drop a point into Empathy, and one point goes into Intimidation because he's a buff enough guy.
Step 4: Specialties
I'm thinking of "Another Day Older and Deeper In Debt" by now. Athletics gets Lifting as a specialty. After an encounter with a Frankenstein, I think that "Electricity" is a decent enough focus for Emmet's scientific research. Finally, Animal Ken gets "Birds" as a specialty. He doesn't know why, but he has a gentler touch with winged beasts than any other creature (why yes, I am setting up a skill as a story hook).
Step 5: Apply Supernatural Template
I've already chosen a Legacy. As far as a Refinement goes, I'm leaning towards Mercurius. In addition to Mercury's relationship with Thoth and Hermes Trismegistus, the idea of the Created Man wondering who and what he is and turning ever inwards is an interesting one. He's perhaps not the best fit to the Transmutation, fixated as he is on finding and punishing his creator, but that's something he'll have to come to terms with.
As a Tammuz, I note down the Unholy Stamina Bestowment.
Three dots of Transmutations, one dot must be from Alchemicus or Vulcanus. I like the look fo Electroshock Recharge from Vulcanus, though that doesn't speak so much to our chosen Refinement. To go along with that, I take the Alchemicus Refinement Identification, as I can see him wanting to know what everything is made up of, especially himself.
Azoth is one dot, unless I choose to raise it.
Step 6: Determine Advantages
Health is 8, Initiative 5, Defense 2, Speed 10. Humanity starts at 7, and I can't see this guy changing just now. Vice is easy, he pretty much embodies Wrath, though his focus is abnormal. For a Virtue, I see him as having this Faith that he can break the chain of slavery.
Step 7: Merits
Finally, Merits. Residual Memory ties in with what I was considering with Skills above, so I put two points into it and tag Animal Ken and Weaponry. That's keyed to Vocalization, a Derangement that the body's previous owner suffered on occasion. Three dots in Lair, with one dedicated to Size and two to Security, gives Emmet a useful ritual space and a place he can hole up. Finally, he's got near-photographic recall by way of the Eidetic Memory, which helps with the vast amount of information he's sifting through.
Concept: Nobody's Fool
Mental Attributes: Intelligence 3, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 1, Composure 3
Mental Skills: Academics 3, Crafts 2, Investigation 1, Medicine 1, Occult 3, Science (Electricity) 1
Physical Skills: Athletics (Lifting) 2, Brawl 2, Survival 2, Weaponry 1
Social Skills: Animal Ken (Birds) 2, Empathy 1, Intimidation 1
Merits: Eidetic Memory, Lair 3, Residual Memory 2
Pyros Max/Per Turn: 10/1
Bestowment: Unholy Stamina
Refinements: Identification (Alchemicus 1), Electroshock Recharge (Vulcanus 2)