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<blockquote data-quote="Fallen Seraph" data-source="post: 4587521" data-attributes="member: 57894"><p>Well to get my own bias out of the way first <strong>Promethean: The Created</strong> is my number one favourite RPG. So that will probably colour my response to that one.</p><p></p><p><strong>Promethean:</strong> Essentially the main concept of Promethean is to become human, or if one doesn't reach his/her "Great Work" (the act of becoming Human) then to understand humanity at least. The method of uncovering what it means to be Human differs for each Promethean usually influenced by the Refinement they choose.</p><p></p><p>One thing you should take into account very seriously is that Prometheans NEED to be always on the move. This is quite unlike many WoD games where you will probably end up covering lots of territory. Why? Because of Disquiet, Disquiet effects humans, animals, supernatural beings and the land itself. For you are unnatural, you were not meant to be, and as such the land itself and the things that live within it rise up against you overtime. The manner in which it does so depends on what Lineage you are.</p><p></p><p>There is a rich but mysterious backstory with Promethean. With such things as Pandorans (failed Prometheans) who are monstorous beings whose only concern is devouring sources of Azoth, of which the largest resource is others Prometheans. There are Qashmallim who are beings made of the Divine Fire who may help or hinder Prometheans. They are the first hint of "angels" in nWoD.</p><p></p><p>It probably isn't the best since it is something that the players and Storyteller need to devote a lot of time too. Since you are uncovering the basic idea of what it means to be Human. Your also not clear heroes (especially when Disquiet takes over) and your probably not gonna spend much time in large cities, more skirting around the outside of towns and villages.</p><p></p><p><strong>Werewolf: </strong>I don't know as much about Werewolf as I do the others but it has certainly changed quite a bit. Your no longer dealing with nature, your now dealing with Spirits and other Werewolves. The basic premise is your the "Forsaken" the sons and daughters of the wolves that killed Father Wolf. You are hunted down by the Pure the werewolves whose ancestors never forsake the Father Wolf. Even with this danger you have chosen to take on the task of essentially policing the Spirit-World. </p><p></p><p>The Spirits that reside within the Spirit-World can be influenced by and influence the actual world. As such you as Werewolves must patrol your region of territory and stop Spirits that you deem unwanted. Sometimes your engaging them in the Spirit-World, other times in the real-world in which they usually have some form they have taken.</p><p></p><p>I could see this working for your group. It has you trying to protect a area of a city, your stopping nasty Spirits. It is more "urban fantasy" then Vampire or Promethean.</p><p><strong></strong></p><p><strong>Changeling:</strong> This Changeling certainly isn't like the Changeling of oWoD. In this one you were once a normal person living out their lives till a True Fey chose you, or you wandered off into the Hedge and was found. You were taken to Arcadia the home of the True Fey where you were the unwilling slave of that True Fey. As time passed your role there began to influence what you would become when you escaped. If for example you each day were transformed into a fox to be hunted it is likely you would become a Beast-Changeling.</p><p></p><p>Sooner or later you escape from Arcadia. As you stumble through the Hedge, the border between our world and Arcadia your last traces of being human are stripped away. You usually end up stumbling back to a place in the world with many memories from your human days. Likely this is home, however, you more likely then not have not been missed. A Fetch a construct made in your image has taken your place.</p><p></p><p>Some Changelings murder their Fetch and try to replace him, others, probably most. Seek out other Changelings and in doing so the Courts. There are four Courts, Autumn, Winter, Summer and Spring. Each has their own role in Changeling society and each has different emotions they find most pleasant (you need to be around emotions to "recharge"). Depending on your game you could involve yourself in the politics of the Courts or not. </p><p></p><p>The Hedge and other Hedge creatures. Is probably where you will find the most "urban fantasy", especially in places like the Goblin Market (think kinda like the Troll Market from Hellboy 2). You could base your game around stopping the plans of True Fey or stopping various Hedge creatures that have made into our world, etc. I would say this be the most "urban fantasy" given that either in the form of Changelings or Hedge or True Fey creatures many fantasy beings exist.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4587521, member: 57894"] Well to get my own bias out of the way first [B]Promethean: The Created[/B] is my number one favourite RPG. So that will probably colour my response to that one. [B]Promethean:[/B] Essentially the main concept of Promethean is to become human, or if one doesn't reach his/her "Great Work" (the act of becoming Human) then to understand humanity at least. The method of uncovering what it means to be Human differs for each Promethean usually influenced by the Refinement they choose. One thing you should take into account very seriously is that Prometheans NEED to be always on the move. This is quite unlike many WoD games where you will probably end up covering lots of territory. Why? Because of Disquiet, Disquiet effects humans, animals, supernatural beings and the land itself. For you are unnatural, you were not meant to be, and as such the land itself and the things that live within it rise up against you overtime. The manner in which it does so depends on what Lineage you are. There is a rich but mysterious backstory with Promethean. With such things as Pandorans (failed Prometheans) who are monstorous beings whose only concern is devouring sources of Azoth, of which the largest resource is others Prometheans. There are Qashmallim who are beings made of the Divine Fire who may help or hinder Prometheans. They are the first hint of "angels" in nWoD. It probably isn't the best since it is something that the players and Storyteller need to devote a lot of time too. Since you are uncovering the basic idea of what it means to be Human. Your also not clear heroes (especially when Disquiet takes over) and your probably not gonna spend much time in large cities, more skirting around the outside of towns and villages. [B]Werewolf: [/B]I don't know as much about Werewolf as I do the others but it has certainly changed quite a bit. Your no longer dealing with nature, your now dealing with Spirits and other Werewolves. The basic premise is your the "Forsaken" the sons and daughters of the wolves that killed Father Wolf. You are hunted down by the Pure the werewolves whose ancestors never forsake the Father Wolf. Even with this danger you have chosen to take on the task of essentially policing the Spirit-World. The Spirits that reside within the Spirit-World can be influenced by and influence the actual world. As such you as Werewolves must patrol your region of territory and stop Spirits that you deem unwanted. Sometimes your engaging them in the Spirit-World, other times in the real-world in which they usually have some form they have taken. I could see this working for your group. It has you trying to protect a area of a city, your stopping nasty Spirits. It is more "urban fantasy" then Vampire or Promethean. [B] Changeling:[/B] This Changeling certainly isn't like the Changeling of oWoD. In this one you were once a normal person living out their lives till a True Fey chose you, or you wandered off into the Hedge and was found. You were taken to Arcadia the home of the True Fey where you were the unwilling slave of that True Fey. As time passed your role there began to influence what you would become when you escaped. If for example you each day were transformed into a fox to be hunted it is likely you would become a Beast-Changeling. Sooner or later you escape from Arcadia. As you stumble through the Hedge, the border between our world and Arcadia your last traces of being human are stripped away. You usually end up stumbling back to a place in the world with many memories from your human days. Likely this is home, however, you more likely then not have not been missed. A Fetch a construct made in your image has taken your place. Some Changelings murder their Fetch and try to replace him, others, probably most. Seek out other Changelings and in doing so the Courts. There are four Courts, Autumn, Winter, Summer and Spring. Each has their own role in Changeling society and each has different emotions they find most pleasant (you need to be around emotions to "recharge"). Depending on your game you could involve yourself in the politics of the Courts or not. The Hedge and other Hedge creatures. Is probably where you will find the most "urban fantasy", especially in places like the Goblin Market (think kinda like the Troll Market from Hellboy 2). You could base your game around stopping the plans of True Fey or stopping various Hedge creatures that have made into our world, etc. I would say this be the most "urban fantasy" given that either in the form of Changelings or Hedge or True Fey creatures many fantasy beings exist. [/QUOTE]
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