================================================================= "This is cast rodinium, the hardest substance known to our science...." - Spock, "Balance of Terror" Masters of Matter have great latitude in the creation of totally new substances. The following is a list of some well known examples of this power. Adamantine Matter * * * * * Forces, Entropy, Prime, Time * This material is a highly advanced alloy. It is produced form ordinary iron, carbon and other elements. Thus its manufacture is an act of transformation rather than the outright creation of a pattern from raw quintessence. It is widely used in the creation of Hit Marks and other Iteration X cyborgs because of its anti-magickal qualities. It is harder, lighter, and stronger than any alloy known to sleepers. [Objects with a significant Adamantine content are resistant to the spheres of Matter, Forces, Entropy, Prime, and Time. Adamantine confers one die of magic resistance (like counter magick but only protecting the possessor) to anyone armored with it or any object or device composed of it, per point of Intensity over five in the effect that created it. Thus, standard Hit Mark V's are built with Intensity 7 Adamantium. F/X - The production of Adamantine is Static magick for the Technocracy (what they call Conventional science). It is coincidental for tradition mages as long as they use proper equipment. Buckminsterfullerite Matter * * * * * Mind, Spirit, Life * Correspondence * Fullerenes are large carbon molecules consisting of dozens of individual atoms arranged in a large sphere. They were first theorized by a Son of Ether before that Convention's defection from the technocracy. Though the Technocracy has made use of a carbon-fiber-like composite of Fullerenes for decades, their existence has only recently been revealed to sleepers. Buckminsterfullerite is much denser and heavier than ordinary carbon-fiber composites (such as the graphite used in tennis rackets) but has unique properties that make it valuable to the Technocracy. These properties result from the inclusion of smaller molecules - and even nano-machines - inside of the spherical Fullerenes. Fullerenes, themselves, also have an innate resistance the sphere of Correspondence. [Items and automata incorporating Buckminsterfullerite gain dice of magick resistance against the Spheres of Matter, Spirit, Mind, Life, and Correspondence. This effect is basically the same as that of Adamantine above. When combined - as in the case of Hit Marks - magick resistance covers all nine spheres.] F/X - With the introduction of Fullerenes to sleeper science, the production of Buckminsterfullerite has finally become what the Technarchs refer to as 'Conventional.' Tradition mages can produce this substance Coincidentally as long as they use appropriate equipment. Unbelievium Matter * * * * * Prime * * Entropy * * * Time * * * When the Technocracy first attempted to develop Adamantine, the job was given to the Sons of Ether with disastrously Vulgar results. The scandal was one of many leading up to that Convention's historic break from the Technocracy. The Sons still risk paradox to produce the alloy they call Adamantium and which the other Traditions refer to by the less respectful name above. Unbelievium is virtually indestructible. It is lighter than plastic, stronger than steel and completely resistant to all forms of corrosion and deterioration. Unbelievium weapons can be supernaturally sharp and are sometimes hollow, filled with mercury or some similar substance - held upright they are as agile as a foil, but downward strokes have tremendous momentum. [Unbelievium can only be destroyed by magick, using the spheres of Matter, Entropy, Prime or Forces, and then only if the number of successes scored exceeds those obtained in its creation. Unbelievium armor is light but virtually impenetrable and offers complete protection from mono-filament weapons. Various types of armor-piercing attacks have no special effect against Unbelievium. However, since it is rigid, such armor can become encumbering when high levels of coverage are sought: SOAK Penalty 4 0 6 -1 8 -2 Weighted unbelievium armor has the same penalty as normal armor but double the soak value. Weapons made of this substance do aggravated damage (if they are bladed). Weighted weapons have a +1 difficulty and do two extra dice of aggravated damage.] F/X - The creation of Unbelievium is invariably Vulgar. Infinite Chain Polymer Matter * * * * * Prime * * The possibility of this material has been the subject of speculation among sleepers for decades. It is a plastic or nylon like polymer of infinite length. That is, each individual molecule can be made as long as desired. Bundles of such molecules can be used as unbreakable threads or ropes or woven into gossamer, indestructible cloth. Individual ones can be used as the infamous mono-filament weapons of cyberpunk fiction. ICPs can only be destroyed by very specific acids or by extremely concentrated heat. Use of the spheres of Matter, Prime, or Entropy will also destroy them, just as any other matter pattern. [An Intensity 5 forces effect could destroy an Infinite polymer chain, so will about twenty dice of normal damage - from a single attack. The destroy matter effects of the spheres of Prime, Matter, and Entropy effect it normally. Armored cloth made of infinite chain polymer does not provide as much protection as might otherwise be possible, because it lacks mass and rigidity. Such armor doubles the wearer's soak roll - up to a maximum of six extra dice. Mono- filaments must be weighted or placed in a frame to be wielded in any way other than a garotte. Such weapons generally do 8 dice plus the number of successes over one on a melee attack roll (just like firearms) in aggravated damage. Strength does not increase damage. Only armor of unusual materials like Adamantine or Mithril can soak such damage. ICP cloth armor, however, reduces damage to the wielder's strength + 1, and soaks it normally.] F/X - The creation of armored cloth is coincidental - sleepers just assume it's some sort of super-kevlar. Creation of monofilaments is vulgar. Cold-Wrought Iron Matter * * * Mind * Spirit * * * * Entropy * Life * Long ago, Iron was highly prized - a metal stronger and lighter than bronze - and the Verbena, alone knew how to make it. Cold Wrought Iron is an ancient invention. It is created by vulgarly extracting iron from ore and shaping it without heating. The iron is then strengthened by extending its existence into the spiritual plane. Typically, Mind, Entropy, and Life (and occasionally other spheres) are used to make the metal magic resistant. This magic resistance is conferred to anyone bearing even a small amount of Cold-Wrought Iron. In addition, weapons made of this metal are deadly to spirits and faerie creatures. [Though it has magickal properties because of the spheres used in it's creation, Cold-Wrought iron is not, in itself, an Impossible Material. It is only a bit stronger than ordinary iron, and from a mundane or Static perspective, relatively normal. Matter magick is used to extract existing iron from ore (Alter Matter). Making Cold-Wrought Iron requires an Intensity 5 effect. Each point of Intensity over five confers a die of magick resistance to the spheres of Spirit, Mind, Entropy and Life (and any other spheres included) to the bearer. The object itself is also resistant to the Matter sphere. Weapons of Cold-Wrought Iron do aggravated damage and cause an extra health level of damage to spirits (manifested or on the umbra) and faeries (including Changelings, who can be permanently slain in this way). Such objects have an existence on the Umbra because of the use of Fabricate Spirit (Spirit 4) in their creation.] F/X - The Making of Cold-Wrought Iron is innately Vulgar (Iron seems to bleed from the stone (ore) and form itself spontaneously). Attempts to produce this metal Coincidentally, create only ordinary iron. True Silver (Mithril) Matter * * * * * Spirit * * * * Prime * * Entropy * * * Forces * Time * This metal was created long ago by the Order of Hermes to provide powerful weapons and effective armor for their warrior- acolytes. Mithril looks a great deal like silver but more lustrous, it is lighter and much stronger than steel, and completely resistant to corrosion. When it was created, mithril was virtually indestructible by normal means, but today there are mundane weapons and effects capable of damaging it. [Mithril armor has the same encumbrance as normal armor but twice the protective value. This protection extends to attacks made from the umbra. Mithril weapons do aggravated damage and cause an extra health level to Garou (it counts as silver), spirits, and nephandi. They can even damage targets on the umbra if the wielder has some way of seeing them. Mithril can be destroyed by use of the sphere of Matter, Forces, Prime or Entropy if the attack is of greater Intensity than the one that created the item. Note that the Entropy effect Dim Mak is reduced in effect by one success per success rolled in the creation of the mithril item it is being used on. Normal damage can also affect mithril. Ten health levels are sufficient to mark (scratch, blacken, mar) mithril. Twenty HLs will result in serious damage (enough to destroy a talisman, break a sword, or reduce the soak roll of armor). Totally destroying a mithril object by normal means would require tons of explosives or prolonged exposure to blast-furnace heat.] F/X - The creation of Mithril (and it is traditionally created out of raw quintessence) is Vulgar. Orichalc Matter * * * * or * * * * * Prime * * * Though the Technocracy is notorious for sterilizing nodes, it is actually the Order of Hermes that first attempted to standardize the perception and use of quintessence. To this end, the Order developed a means of transforming quintessence into a standard form tass, cleansing it of any lingering Resonance from the node where it formed. Orichalc is the form that tass was given. It appears as a metal, similar to but lighter, paler, and slightly harder than gold. In fact, to metallurgical examination it appears to be nothing more than 'white gold' a common alloy of gold and jeweler's silver. It can even be separated into its components, though in doing so the quintessence is lost. [Matter **** is used to transform existing tass into Orichalc. The Matter ***** version is used to create Orichalc out of useable quintessence, as from a node, for instance. Orichalc is just another form of tass. However, it is easily divisible, portable, and quite durable. The same qualities that made gold a desirable medium of exchange in the ancient world make Orichalc useful to mages. Orichalc objects can be broken, cut, or melted and recast into any shape or divisions desired. In general 1 troy ounce of Orichalc corresponds to 1 Tass. A standard tactic is to carry a chain of 1 Tass links that can be 'burned' individually or in any amount desired. In addition, Orichalc has an 'Hermetic Resonance' so Hermetic mages gain an additional -1 to their difficulties when using it. Finally, Orichalc can be thought of as Tass with 'power steering.' Mages with no prime rating can still use it in casting spells and a Talisman can be charged simply by pressing Orichalc firmly against it.] F/X - The conversion of Tass to Orichalc is usually Vulgar, though if the Tass is mineral in nature, it could be 'refined' Coincidentally. Creation of Orichalc from raw Quintessence is invariably Vulgar. Spider Silk Matter * * * * * Prime * * This gossamer, indestructible, cloth gets it's name from Arachne's Loom, the Rote used to create it in the Mythic Age when mages claimed they wove it from the strands of spiders' webs. The appearance of this precious material is always unique, often breath-takingly beautiful, and occasionally bizarre. Mages create it not only for its beauty, but for the remarkable protection it provides. [Each mage produces a uniquely appearing type of Spider Silk and this 'signature' cannot be concealed. Clothing made from Spider Silk grants up to +6 soak dice of Armor depending on the degree of coverage (6d being virtually complete, 1d being virtually nothing, like a bikini or scarf). Attacks aimed at a specific location face 6d of armor if they hit a protected area, none otherwise. Spider Silk can only be destroyed by magick from the sphere of Forces, Matter, Entropy, or Prime and only if the Intensity of the attack is greater than that of the effect that created it. In addition, the third sphere of Entropy can be used to unravel threads from the cloth, reducing armor values by one per Intensity. This type of damage can be repaired, however.] F/X - The use of Arachne's Loom is Vulgar, though it may not have been in the Mythic Age. Psychomorphic Alloy Matter * * * * * Mind * * This is a metallic alloy that looks like stainless steel and has a similar structural strength. The actual formula is bit more bizarre and includes mercury, silicon, palladium, and at least one form of metallic tass. Psychomorphic Alloy gets its name from it's responsiveness to psychic wavelengths. By concentrating on a shape, gifted persons can cause the psychomorphic alloy to alter it's form. Only the shape changes, mass, material strength and all other characteristics remain similar to that of steel. [The Intensity of the effect determines how responsive the alloy is. Intensity 1-5 Psychomorphic Alloy will only respond to the thoughts of supernaturally gifted characters, including Mages with Mind, mortals with psychic Numina, and other supernaturals with mental powers. Higher Intensity version will respond to the thoughts of Sleepers. Reshaping Psychomorphic Alloy requires only a simple Mind 1 effect to form a perfect image of the desired shape in the mage's mind. Other supernaturals can do the same thing by rolling the dice pool for their best mental ability (difficulty 10 - Intensity of the Alloy). In either case, 1 success creates a simple shape - a sphere, cylinder, or some such, while 3 successes form the Alloy into a precise shape, including useable tools and weapons, or, if an appropriate skill roll is make, detailed sculptures and even mechanical devices. Intensity 6+ Psychomorphic Alloy can be shaped by anyone with a difficulty 8 Willpower roll.] F/X - Creation of Psychomorphic Alloy is not actually Vulgar - it's just mixing some metals together, after all. However, reshaping it quickly calls down Unbelief. Reshaping PA in a hostile environment, without witnesses causes it to lose 1 Power. Reshaping in front of witnesses causes the PA to stiffen, losing 1 Intensity and 1 Power. Eventually, the Alloy becomes an ordinary piece of metal, locked forever in the last shape it assumed. Professor Kettlewell's Remarkable Living Metal Matter * * * * * Forces * * * Prime * * Another altruistic Son of Ether, Professor Kettlewell sought to do away with metal fatigue by producing a self-repairing, self-sustaining alloy. He succeeded quite spectacularly. Unfortunately, when he finally built a robotic servant out of the remarkable metal, he discovered that it was a congenial dwelling place for hostile, non-material life forms. It was, sadly, to be his last discovery. [Living Metal has a 'Stamina' equal to the Intensity of the effect that created it and approximately twice the HL of a similar size living organism (requiring 1 Power per HL to create). Living metal is about as strong as advanced steel alloys, however, when enough force is applied to damage it, it rolls it's 'Stamina' to soak. Thus, it can sustain more stress before failing, though how much more is not dependably predictable. Whenever Living Metal is damaged, it will repair itself at a rate of 1 HL/Intensity/Day or 1 HL/week if the damage is aggravated. In order to 'heal' the metal must be in the presence of reasonable amounts of electromagnetic radiation (its 'food'), such as bright sunlight, the fields produced by high tension lines, or whatever. Lack of energy simply postpones the healing process, Living Metal will go 'dormant' but not starve. Living Metal's only life process is the assimilation of energy to restore it's original shape and condition. It cannot move unless used to build a mobile machine, does not grow or reproduce, and has no instincts or biological imperatives.] F/X - To all intents and purposes, Living Metal is just another advanced alloy. It's creation is Coincidental if proper equipment (like a steel mill) is used. However, it is subject to Unbelief. Whenever Living Metal is observed while 'healing' it loses 1 Power, eventually 'dying' and becoming ordinary metal. In some rare cases, Living Metal which has been produced by Vulgar magick, or otherwise exposed to Paradox has been known to gain new life functions - like the ability to grow or reproduce itself. Flubber Matter * * * * * Flubber (Copyright held by Walt Disney, presumably it's creator) is a rubber-like substance that has one material characteristic greatly exaggerated: it is hyper-elastic. Normally, a theoretical 'perfectly elastic' object would lose no kinetic energy when it bounced. Flubber gains kinetic energy with each bounce. If out in the open, it will eventually fly off into space, if contained it will eventually build up enough force to shatter virtually any container. Theoretically, Flubber would eventually build up so much kinetic energy that it would simply explode, but this has yet to happen. [Creating Flubber requires a minimum Intensity of 5, Power determines how much is created. A character can set Flubber bouncing hard enough to do half his strength in dice of damage to anything it bounces into on the first turn. For each doubling of the number of turns, the Flubber will do another die of damage. There is no limit. To avoid being hit by rampaging Flubber make a dex+dodge roll (difficulty is half the number of dice the Flubber is currently doing) each turn you're in the general area. Flubber can be destroyed in the same ways as ordinary rubber with the obvious exception of kinetic energy (like bullets), which instead add their damage to the Flubber's current dice pool. Flubber can be caught and contained with Forces magick powerful to inflict dice equal to what the Flubber is currently doing. Finally, Forces 2 can be used to siphon kinetic energy from rebounding Flubber, redirecting it to other purposes (like flying jalopies, if you must be Vulgar).] F/X - The creation of Flubber is Vulgar (in spite of the darn movies). Also, the Technocracy seems to have a particular dislike of this substance - the Pogrom always seems to shift into high gear when some Son of Ether whips up a batch. Habillium Matter * * * * * Entropy * * Habillium (meaning, very roughly, 'handy element') was created by a self awakened, would-be Son of Ether who was frustrated by the constant mechanical failures of his beautiful, but poorly engineered, machines. Habillium can have almost any appearance, initially, but it is always an easily worked, solid substance. It can be machined into any imaginable shape, and, when installed as a part in any machine instantly assumes the material characteristics necessary for the perfect functioning of that machine. What could be simpler? [Habillium created with an Intensity of 1-3 can assume the characteristics of any mundane material. Superior forms of Habillium can assume any needed characteristic. The duration of the effect determines how long Habillium can be stored before it loses it's ability to adapt. Habillium that expires turns into Clark Foam. Habillium can assume any material characteristics needed to function as part of a device. Thus, a Habillium wire would be highly conductive, while it's Habillium coating would be an excellent insulator, any load-bearing Habillium is strong, while a Habillium porthole is transparent, and a Habillium piston is heat resistant and nearly friction-free. The only restriction is that Habillium is always solid, and can only function as parts, never as fuels or input materials. Thus Habillium never becomes gasoline, C4, plutonium, or helium, and a Habillium cotton gin would have to be fed cotton, not puffy white Habillium, and so forth. Habillium can be created with any appearance the mage desires. When it has been worked into the proper shape (either by mundane means or Alter Matter) and installed, it assumes the necessary characteristics. If there is a mundane material that would work, it becomes that material, otherwise it assumes an appearance consistent with the best mundane candidate and takes on whatever enhanced characteristics are necessary. With a successful wits+technology or int+science roll, the mage can produce Habillium that looks like the material it will most likely become or approximate when installed, thus reducing the likelihood of Paradox.] F/X - If the mage is very cautious, and has a good idea what it will ultimately become, he can make Habillium Coincidentally. Generic Habillium, however, is always going to be Vulgar. =================================================================
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