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REVIEW OF Strange Alchemies


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In Short

With a mix of player and GM support, Strange Alchemies provides something for everyone. New Bestowments, Transmutations, and Athanors complement essays on the various problems a Promethean faces while bulleted plot hooks provide instant adventure ideas for Storytellers. The conceptual glue here is that Strange Alchemies is closely examining every Lineage and Refinement in detail while also presenting practical advice on the life and concerns of a Promethean. It’s the Promethean supplement on Prometheans, in effect.

The Good: Several of the essays are exceptionally enlightening. I got a lot of different ideas for making the game more visceral and real for my players. Chapter 3.

The Bad: Some of the Lineage and Refinement discussion feels forced and isn’t fun to read or particularly useful. Some readers may take little away from these discussions.

The Physical Thing

This 156 page black and white hardcover showcases average production values for its $26.99 price tag. The editing is of average quality, while the formatting is quite nice resulting in a pretty and easy to read product. Strange Alchemies retains the excellent art coordination I’ve come to expect from White Wolf products, which results in artwork that clearly reflects what is being discussed on the page. In some cases this pairing is spectacular, clearly communicating core ideas in a way the text alone never could have.

Under the Cover

As with other White Wolf products, Strange Alchemies begins with a nice piece of fiction and clearly written Introduction.

Chapter One Patchwork Families 44 pages.

Focusing in on Lineages, this chapter presents every Lineage type in a standard fashion. One nice inclusion here is that every Lineage receives four paragraph-sized plot hooks and three flavorful rumors that assist a Storyteller in quickly adding to a current Chronicle.

The chapter starts out strong with an excellent discussion of Frankenstein. One element the section focuses on that I enjoyed is the patchwork nature of the Frankenstein. Some are cobbled together from people of different sexes, ages, and ethnicities. Some are bound together with conductive metal, a remnant of their creation. The chapter goes on to discuss how and why Frankenstein have such difficulty in social settings, suggesting that it’s due in part to their lack of purpose (the chapter suggests that the other four Lineages were each created for a specific reason). This is all an enjoyable read, but as with a lot of the information in this product I question how useful it is to those playing Promethean. This is the sort of material you want to read once before a campaign starts, but probably wouldn’t look at again.

Every Lineage gets a new Bestowment and two new Athanors to choose from. I mention the Frankenstein option because it’s particularly neat. Frankensteins may acquire Spare Parts, which allows the Promethean to replace their body parts with new ones (which adds a lot of neat, creepy roleplay options).

The discussion of Galateids stresses the social nature of these Prometheans. Of all the core types, Galateids feel compelled to seek out contact with humanity and are bothered when they cannot. The section begins, as other sections do, with creepy considerations as to the nature of the corpse used to create the Promethean. Often corpses that have suffered little physical marring are sought out, and the chapter discusses heart defects, drowning, and other means of death that tend to leave a body largely intact and suitable for a creator’s purposes. It seems that, more than with other Prometheans, a Galateid creator is going to be tempted to murder with poison or suffocation to get the perfect body parts they desire.

The coldly calculating Osirans receive good treatment here as well. Their aloof and inquisitive nature is stressed, with the author pointing out that they tend to ask the sorts of questions that call attention to how wrong the world can be. All Osirans are created lacking a specific body part, whether it’s a leg of the genitals, and this may strongly influence their personality and actions throughout life. Indeed, having to deal with such a handicap from day one makes life even more difficult for an Osiran than other Prometheans. It doesn’t help that creators rarely stay around to teach new Osirans, preferring to move on in their quest for knowledge.

Tammuz, in my eyes, aren’t expanded upon and discussed as well as the above Lineages are. This is unfortunate, as it’s already somewhat difficult to separate the Tammuz from the Frankenstein who often occupy similar character concepts and roles. Being of the earth, Tammuz often seek out dwellings underground. They feel guilty about creating other Prometheans (not particularly unique to them) because they know those Prometheans will be enslaved by others. The section generally stresses their life as a slave and how that conflicts with their desire to seek out human contact and learn from humanity. Overall, I’m not able to take anything particularly new or compelling from this section.

The Ulgan already occupy a strange place in Promethean, since they’re a single corpse rent and bound back together by spirits, so I had high hopes for further elaboration on this unusual being in Strange Alchemies. Unfortunately, I don’t feel like this section adequately expanded on the Ulgan. Their role as a shaman is stressed, as is their contact with spirits, but much of the discussion feels inadequate and doesn’t present anything new or interesting to the reader. My favorite idea that I took away from this is that Ulgan can not see human spirits, except possibly when they die, and the inability to see these spirits often frustrates them.

The chapter wraps up with 12 new Merits of varying appeal. The new Fighting Style, Brute Force, is particularly neat and appropriate for many Prometheans. Several of the Merits play off the idea that the corpse used to make the Promethean was particularly fresh, making it easier for them to use their body. Unfortunately, some of these mechanics are strange. Good Brain, a 3 point Merit, allows the Promethean to ignore the -3 unskilled penalty associated with not having a rank in a Mental Skill. I just don’t see why the brain would be so good that it’s actually far superior to a living human brain. The penalty to those skills for untrained use was meant to reflect the fact that people who don’t know much about a topic, well, don’t know much about a topic.

It’s best to consider this chapter a mixed bag of content. You’re almost certain to find a few interesting ideas for your favorite Lineage, but some of the entries lack the inspiration of others. This is unfortunate, as the Tammuz and Ulgan are the two Lineages that most needed fleshing out and further distinction.

Chapter Two An Expression of Profound Truth 38 pages.

Dealing exclusively with Refinements, this chapter kicks off with a discussion of Aurum. Aurum, if you will recall, is all about understanding humanity. The section provides a number of good suggestions, such as that the follower of Aurum is the best suited to interact with humanity on the behalf of a group and that followers often acquire part time jobs in order to fit in with the community. Believers in Aurum try to stay in close proximity to humanity whenever they can, and the section stresses this Refinement as being a morally good refinement. I didn’t care for that so much, especially since the Milestone examples are mostly positive things. Studying humanity should involve learning about the bad as well as the good in my mind, and even practicing the bad instead of always being on the receiving end.

Followers of Cuprum, according to this section, are Prometheans who actively seek to hide themselves from humanity. Unfortunately this entry is extremely weak. The best discussion involves leaving Cuprum for another Refinement and the reasons a Promethean might grow tired with Cuprum. Otherwise there’s very little here for a reader to take away. Once again, this product just isn’t able to flesh out the more difficult Lineages and Refinements introduced in Promethean. We all have a sense of what a Promethean who wants to understand humanity will do, but what about one who wants to escape? The best that can be said for this entry is that several example stories offer suggestions on how a follower of Cuprum can be a functional member of a Throng, which is helpful.

While the Ferrum entry is far from compelling, it still does a good job of stressing the physical aspect of this philosophy and how it serves the Promethean in their travels. One idea I like is that followers of Ferrum rely less on others. This is an obvious weakness, physically, because other Prometheans are unlikely to be as physically proficient. I also like the idea of Prometheans joining fight clubs in order to facilitate the strengthening of their forms.

The best part of the Mercurius section is the emphasis on how sensitive these Prometheans become to Pyros. It’s a wondrous and unappreciated part of the world to most, but Mercurius stop and take notice. Unfortunately, this greater appreciation of Pyros is the only insight into the Mercurius. General information on using Transmutations fills the rest of the section, along with a vague discussion of ancient Promethean philosophers that may have gotten around the maximum age limit most Prometheans have to fear.

Stannum, the Refinement that embraces rage, is stressed here as being more about justice than rage or vengeance. These Prometheans have a violent eye for an eye philosophy, often taking up the cause of minorities around them and killing their oppressors. A very well done discussion of how and why Prometheans embrace this path, and how they continue along it, is presented and provides the reader with a lot of ideas. On the whole I found this Refinement to receive the best treatment of the five, in part due to great writing, clear ideas, and an interesting new spin on the Refinement.

Every Refinement entry includes three Story Hooks, three Rumors, and a section on moving from one Refinement to another. All three of these elements provide a lot of great ideas and are welcome inclusions. An example NPC is included with each section, and they’re somewhat less useful. Storytellers who want a quick Promethean NPC may find this helpful, but this probably isn’t a book many Storytellers will reach for during the game. On the other hand, the NPCs are interesting and provide more examples of the different types of Prometheans out there. Every section also includes 2 to 5 new Transmutations, offering even more options for Promethean characters. On the whole these Transmutations are interesting and flavorful, filling in areas of existing Transmutation lines without stepping on existing powers.

Chapter Three Lightning Strikes 24 pages.

This section is broken down into some terrific essays by the authors and is easily the best part of this product.

A Man of Clay, but a Man Nonetheless - This is an interesting essay about how new the world is to a Promethean. A Promethean lacks a childhood, friends from growing up, parents to guide them, and basic socialization. While some Prometheans have fragments of memories from some of their previous owners, that’s where their earlier memories stop. The essay stresses the wonder of a Promethean’s life, and how they are mesmerized by things we take for granted (colors, animals, etc.). A list of questions and their relevance is provided, such as “Who was the Promethean’s creator?” to get the player thinking about the Promethean’s mannerisms, what their values are, and what they were taught in their early days of life.

Bolts and Stitches: Welcome to the Throng - Focused on Throngs, this essay discusses what a Promethean gets out of traveling with others of their type. Purpose, belonging, guidance, friendship, and other social benefits are discussed in the first part of the essay. While many readers wont take away anything amazing, it’s good to have a reminder of why a character is hanging out with other beings she doesn’t particularly care for. The second half of the essay focuses on the Azothic and Alchemical aspects of a Branded Throng, and how such a brand changes the relationship between Prometheans.

Tragedy Without Angst - This is an essay for anyone who has had a tough time pitching Promethean to their gaming group. The author does an excellent job of stressing the uniqueness of this game in the World of Darkness. Other games focus more on the character being a damned monster who is struggling against some great force and trying not to get drug down. Promethean is entirely different because the monster is struggling towards becoming human. It’s the only World of Darkness game where the characters have a chance of winning at the end, if they can manage to overcome incredible odds and difficult challenges. Framed in that light, the game is much more likely to appeal to folk initially turned off by the idea of playing a “Frankenstein.”

A New World of Gods and Monsters - The focus here is on the interaction between Prometheans and the other denizens of the World of Darkness. While I approached it with skepticism (these discussions tend to be unhelpful) this is a really well done essay. Lots of different situations and conflicts between Prometheans and other supernaturals are posited, providing the Storyteller with a lot of inspiration. How magic and Disquiet interact, the rarity of Prometheans, and other interesting topics all receive attention here. I left this essay with a lot of neat ideas for my next Promethean game.

Ignorance and Discovery - This section focuses on the darker side of being a creature filled with ignorance and child-like wonder. It stresses the small things in life, the things we take for granted, and how unnerving new experiences can be. Emotions may become obsessive, for instance, where beings have never felt them before. Imagine the emotional turmoil of your first love, and throw in the existence and emotional immaturity of a Promethean on top of that.

Chapter Four Strangers on a Hill 34 pages.

This is a continuation of the adventure presented in Promethean and continued in Pandora’s Book. Where the other adventures provided an introduction, and then a focus on the Pandora’s Book material, this adventure provides a useful means for exploring the themes presented in this product.

Set in Boston, this adventure takes the characters on a quest to find a Promethean reportedly able to substantially help others on their Pilgrimage. They’re not the only Prometheans in Boston right now, however, and the huge influx of people seeking out this legendary Promethean has turned the town wild. Lots of locations, events, hooks, and NPCs are presented here resulting in a Storyteller having a lot of useful material to draw from.

My Take

This product is a strange mix of boring and impressive content. While I find the first two chapters to be weak, overall, I really enjoyed the individual essays and consider them to be very thought provoking and helpful for any Storyteller. The new game mechanics are a mixed bag, though there are several here I’d want to take if I were playing in a Promethean game. This is definitely the sort of book you read once, before a Chronicle, and only consult again for some inspiration or to remember how a new game mechanic worked.

If you’re already a Promethean fan but want more suggestions on how to play Promethean characters or run the game then this product is a fine choice. If you only have a casual interest in Promethean, however, you may want to give this one a pass. While the new crunch is fun, and many of the discussions well written, there’s nothing compelling enough to warrant adding this book to your collection unless you’re really into the game.


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Strange Alchemies

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