================================================================= 3.4 Changes to the Matter Sphere * - Perceive Matter ** - Create Unified, Non-Reactive Patterns *** - Alter Matter - Shatter **** - Weave Quilted Forms - Create Reactive Patterns - Destroy/Transform Matter ***** - Create Impossible Materials Perceive Matter: As per Mage 1st & 2nd Ed. Create Unified, Non Reactive Patterns: This is similar to the Mage 1st Edition version of Matter ** in that the Disciple can only create, not transform, materials. However, the definition of 'unified' is not quite as strict. Any relatively simple matter pattern can be created. The pattern does not have to be strictly unified, it can be a homogeneous mixture (like mud) or a few distinct patterns (like a bottle of water). However, it cannot have any moving parts or technological function. Materials that react with their environment cannot be created without the use of conjunctional magick. Examples would be: explosives & incendiaries (Forces 3), acids (Entropy 3), and poisons & drugs (Life 3). Organic materials, like most foods, wood, leather, and the like can be created, but will be obviously 'synthetic' unless conjunctional Life 1 is used. Patterns of matter are simple to create, but very stable and resilient. They cannot be destroyed (broken down into quintessence) without much more powerful magick, thus both the destruction and transformation of matter can be done only with higher levels of matter. And, created matter is automatically permanent - it does not fade away after the duration of the effect that created it is over - but, wears or deteriorates normally. Alter Matter: As per Mage 1st & 2nd Ed. The mage can alter the shape, state or density of any single material. For these purposes, valid states are solid, liquid and gas. Changes in state do not alter temperature. Likewise, changes in density do not alter total mass. Shatter: Sufficient Alteration of matter can severely damage a pattern. This effect breaks down the structure of matter at the macro level reducing it to broken chunks or even dust, but not freeing up the quintessence of which it is composed. Shatter does direct damage to any matter patterns, even robots and the undead. However, it cannot inflict aggravated damage. Weave Quilted Forms: As per Mage 1st & 2nd Ed. Transformation: As per Mage 1st & 2nd Ed. Create Reactive Patterns: The Adept of Matter no longer needs Conjunctional magick when creating reactive materials. Destroy Matter: An Adept can destroy matter patterns at the most fundamental level, breaking them down into free quintessence that may be formed into other patterns or allowed to return to the universe. This effect can be used on any type of matter not created with the fifth rank of the matter sphere. Damage can be aggravated if the effect is Vulgar. Impossible Materials: As per Mage 1st & 2nd Ed. Pattern Disassociation: The mage can now create tailored patterns that are automatically disassociated from chosen patterns of matter. Broad enough definitions allow disassociation from most life patterns as well. This is different from similar effects utilizing lower level, conjunctional magick, as the effect is a function of the new pattern itself, not an ongoing magickal effect. Disassociation from forces requires Conjunctional Forces 1, Forces 4 is needed to disassociate from Solid or Quickened Forces. Dissociating from Solid/Quickened Forces or from other Impossible Materials takes an effect of greater intensity than that which originally produced the material or force. Commentary on Matter Rotes & Effects from the First Edition: *** (& *** Correspondence) Matter Pattern Disassociation - This effect is possible for a Disciple if conjunctional Correspondence is used. The Correspondence aspect of the effect is something like the reverse of the Chain effect: instead of creating a link between to objects, the mage cancels any sympathetic association between them. Some disciples of matter who do not wish to study correspondence in a comprehensive manner learn a Rote version of the effect, in a sense, bringing it into the Matter Sphere (for PCs the cost of learning such a Rote is 6 exp, study points can be applied). *** Destroy Structures - This is an application of Shatter to a specific material. It is also possible to Shatter multiple types of patterns at once, but Destroy Structures is considered a useful effect in it's straightforward simplicity. *** (& *** Life, *** Correspondence) Transphemeration Ray Projector - As with Matter Pattern Disassociation, this Rote takes advantage of conjunctional Correspondence magick to produce pattern disassociation without mastery of matter. From the Book of Shadows: ** (& Prime ** Correspondence ** Mind *) Jury Rig: This effect would probably work better with Matter *** or **** but, it can be used as written, it just requires creating replacement parts one at a time. **** (& Life *** Prime ** Spirit **) Pygmalion's Paradigm: This effect supposedly creates a golem of matter with some characteristics of a living thing. But, the spheres given would be better suited to transforming matter into simple life. Perhaps that is the intent. To create matter with life-like characteristics requires Mastery of Matter, Prime ** (to start the flow of Quintessence through the pattern), and, if it is to house a familiar, Spirit ** - Life is not strictly necessary, though Life * would certainly be useful if the golem is to resemble a particular type of creature. Commentary on Matter effects from the 2nd Edition: ** Straw into Gold - The line between creation and true Transformation can be thin. This effect is really a simple Creation rote, that uses a common material as a focus. Similar effects can accomplish 'transformation' by adding a material to a mixture, altering it's perceived properties, as with the examples of improving wine or increasing the butterfat in milk. *** Alter State: Conjuctional Forces is not necessary. Changes in state do not also require changes in temperature. New Sample Rotes for the Alternate Matter Sphere: Mana Matter ** Prime ** Life * This deceptively simple rote causes a sweet bread-like substance to rain from the heavens. Some Chorus mages consider this rote disrespectful, because it trivializes a Biblical miracle. [The Power of the rote determines the area over which Mana will fall. Anyone in the area of effect can gather enough to feed himself for the day, but the Mana does not keep beyond that period.] F/X - So far, the Rote has always been Vulgar. A typical Paradox backlash is a bolt of lightning from a clear sky striking the mage. Spontaneous Generation of Contra-Terrene Matter Matter ** Forces *** Prime ** This rote creates a highly unstable form of matter charged with raw quintessence. Contra-Terrene Matter explodes at the slightest provocation and the release of raw prime force causes terrible wounds. [This rote inflicts Indirect Forces damage on anyone who sets of the Contra-Terrene Matter (which explodes at the slightest contact). The rote works by creating a reactive pattern similar to nitro-glycerin and charges it with raw quintessence to do aggravated damage.] F/X - Contra-Terrene Matter is naturally inimical to normal terrestrial matter, and is of bizarre and improbable appearance. It's creation is invariably Vulgar. Walls of Air Matter *** Entropy ** Mind ** A young Hermetic mage first created this rote to slow the Superiors pursuing her. The maze-like Walls of Air are literally solidified air. Though solid, they are nearly invisible. In addition, the use of Mind and Entropy causes anyone attempting to traverse the affected area to lose track of the openings and turns in the maze of solid air. [An Intensity of 5 is needed to solidify air. To create a large enough maze to significantly slow pursuers, at least 5 Power is also needed. Anyone attempting to cross the Walls of Air must make an extended Perception + Enigmas roll, difficulty 8 and accumulate more successes than the Power of the effect. If the roll is botched, the victim is hopelessly lost, and remains trapped until the Walls dissipate. Character who can ward themselves from the Mind or Entropy aspects of the effect reduce their difficulties by 1. So a Mind-Entropy ward would reduce the difficulty to 6. Of course, it is also possible to break through the walls - 5 HL will break through one wall. Each new breach created reduces the effective Power of the Walls of Air by 1.] F/X - This effect is Vulgar, though not spectacularly so, witnesses only count if they actually come in contact with the Walls. Hiroshima Flowers Matter ***** Forces *** (Prime ***) A Son of Ether, intent on reversing the damage caused by the Atom Bomb, created this rote to transform radiation back into matter (in this case tiny foil-thin flowers of Plutonium). The effect, of course, proved too Vulgar to be of use in that endeavor. However, other mages have found ways absorbing radiation and quintessence into forms of Tass, which Vulgar or not is very useful. [The Rote needs Matter 5 because plutonium is a Technocratic man-made element. Otherwise it is a simple transformation of radiation into matter - the shape of the resulting matter is chosen by the caster. The Power of the effect determines the area cleansed of radiation, leaving about 1 milligram of Plutonium per point of Power behind. Adding Prime to the effect allows useable Quintessence (as from a Node) to be channelled into the newly created pattern, forming Tass. Up to 1 dram of Tass can be created per success, subject to the availability of Quintessence in the area.] F/X - The effect is generally Vulgar, especially when Tass is being created. =================================================================
"
900: PRINT "This Digital Web Sector interfaces
with Consensual Reality thru GeoCities."
901: PRINT "Move one step closer to Virtual Ascension
by getting your own Free Home
Page ."
990: PRINT "All writing in this site (excepting
Trademarks of White Wolf Game Studios) is Copyrighted, 94, 97 by Tony
Vargas"
999: END OF FILE