Virtual Adept Symbol 010: LABEL "Some of the Amazing things Masters of Matter can Produce."
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         "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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