One can’t talk about Promethean without talking about Disquiet. Disquiet is a supernatural effect that plagues the Prometheans due to the fact that they are an aberration of reality. Their very existence turns the “normal” world against them. People, animals and even nature itself twists and perverts itself as if to continually punish the Promethean who chooses to stay in one place too long.
I find that Disquiet is an interesting mechanic, and one that makes things very difficult for Promethean players to put down roots and for good reason. Prometheans are incomplete, and are on a quest to achieve humanity. Like questing knights, the Promethans may not, and can not settle and stop their search for mortality. Whatever difficulties they face they must face head on, and unlike humans, they don’t have the luxury of just giving up this endeavor without resorting to suicide.
Perhaps one of the most disturbing facets of Disquiet is the subtlety by which they affect a society. Just by meeting a Promethean for the first time in a scene, a person (or a group of people) have to make a contested Resolve+Composure roll against the Promethean’s Azoth score. Should the person fail this roll, then they suffer 1 stage of disquiet. This effect is cumulative with any other stages that the person may already be suffering from with prior contact with the Promethean.
While this may sound damning, an average starting Promethean has an Azoth rating of 1 or 2, while an average human has at least 4 dice on their Resolve+Composure. This pretty much means that while weaker Prometheans are unlikely to spark Disquiet in people, those who have truly undertaken their quest, having achieved Azoth scores of 4-5 are at real risk of warping society around them, and Prometheans of Azoth scores of 7 or higher are likely to start inflicting some wide-scale pandemonium.
The other difficulty with Disquiet is that the effects only go away once the people who have come in contact with the Promethean have been left alone for a significant amount of time. Disquiet degrades very slowly, with effects lasting a number of weeks per stage of Disquiet equal to the Azoth of the Promethean which inflicted it.
This sort of deal is troubling, admittedly as it means that Prometheans who grow in power have difficulty even interacting with humanity by virtue of their Azoth. The closer they are to their goal, the more difficult the path becomes forcing them to work even harder to get anywhere, lest they end up stagnating on the very edge of their goal.
From an enlightenment /alchemy standpoint, it makes sense. The higher levels of Azoth represent the Dark Night of the Soul, the point at which everything seems so completely stacked against the Promethean that it would just simply be easier to just throw ones hands up in frustration and give up.
Disquiet is fascinating, admittedly, and from a story standpoint I find that it makes for interesting situations. However I can imagine why some players might find playing Promethean undesirable given the sheer social rejection and hate that the characters must suffer through and endure in order to find deliverance.
Still, with the right group, and the right mindset, Disquiet can be used to great effect to make Promethean a memorable and interesting experience.