Nocturne V.2
A World of Darkness Sim
MAGES
THE AWAKENED
CORRESPONDENCE ENTROPY FORCES PRIME LIFE MATTER MIND SPIRIT TIME
​
MATTER
To a mystic, nothing is truly inert. Still, the Sphere of Matter deals with substances that possess no active agency of their own – materials, not life-forms or energies. The third aspect of the Pattern Trinity, Matter works best when combined with other Spheres. Prime and Matter create solid forms from energy; Correspondence and Matter connect objects across space; Entropy erodes or reinforces Matter; Forces transmutes inert elements into active ones. Life plus Matter bridges the gap between living and dead materials – an essential combination when dealing with vampires – and Spirit plus Matter renders ephemera into matter or matter into ephemera. Time alters the temporal state of Matter, and high-Rank Mind Effects (Rank 5) imbue inanimate materials with consciousness. Although Forces, Prime, and Spirit reflect primal energies and Life addresses organic animation, Matter represents the base of the physical world.Matter-wise mages tend to share a literally hands-on approach to their Art. Solid workers of their practice, they favor practical results with even the most theoretical applications. Sometimes regarded as dull and simple by more esoteric peers, these artisans merge quality and integrity with surprising levels of ingenuity.
​
DATA PRIMAL UTILITY DIMENSIONAL ENGINEERING
​
â—‰ Matter Perceptions
A Primary understanding of Matter allows the initiate to perceive the intrinsic properties of base materials – their underlying structure, innate properties, and integral stability or lack thereof. With that knowledge, she can view the material composition of an object, note its less-obvious structures, find its hidden layers or – when combining this perception with Entropy – spot its weak points. Combined with Life, this Sphere detects implants, enhancements, and other integrations of living tissue and inert materials.
​
◉◉ Basic Transmutation
With advanced knowledge, the mage can transmute one substance into another, so long as she doesn’t alter its essential shape, temperature, or basic state (gas, liquid, solid). Depending upon that mage’s practice, she might reshape lead into gold through alchemy, wood into stone through a hyperpetrification process, or water into wine (and, with Life 3, wine into blood) through a sacred miracle. Rare and/ or complex materials are more difficult to fabricate than simple ones; it’s easier to turn stone into iron, for example, than into gold. To reflect that challenge, such refinement requires a greater number of successes than a transmutation into a common material. (On a related note, the mage cannot yet fabricate radioactive materials. Such elements merge their essence into the Sphere of Forces, and thus demand a greater level of expertise.) When combined with other Spheres, this basic level of understanding allows a mage to conjure base materials from energy or dissolve them into Quintessence (Prime 2), transmute matter into living tissue (Life 4 or higher), move an object through space (Correspondence 2 or higher) or time (Time 3 or higher), change ephemera into matter and matter into ephemera, or awaken the slumbering spirit within material objects (Spirit 3 or higher). In all cases, Matter 2 allows the mage to work with simple, homogenous, non-living substances. Complex mixtures of various elements usually require Rank 3 or higher, although simple combinations (like those found in bread, milk, paper, or gunpowder) are possible if the player rolls plenty of successes.
◉◉◉ Alter Form
At this Rank, the mage can alter the shape of materials in whatever ways she desires, and she can temporarily transform their essential state into a different one – steel, for example, into fog or water into glass. (Permanent changes require Matter 5.) That crafter may change an item’s density, fuse broken pieces together, or rip solid ones apart.By mixing Matter 3 with other Spheres, the mage can join inert matter with living tissue, disintegrate it into dust, shift objects with the power of thought, or otherwise perform amazing transformations upon apparently solid materials.
◉◉◉◉ Complex Transmutation
Complex and radical transformations now become possible, especially with the addition of other Spheres. Pumpkins can be changed into carriages (Life 2), people into thrones (Life 5), cars into robots (combinations of Forces and Prime), or thin air into banquets, so long as the mage doesn’t mind racking up a little (or a lot…) of Paradox. Different principles can be combined in complicated ways, creating cybernetic machines or electrified gold. Complicated devices (guns, cars, computers) may be conjured out of empty space if the mage understands the principles behind such things (in game terms, possesses the proper Abilities). As usual, though, complicated creations demand extended rituals and many successes.
◉◉◉◉◉ Alter Properties
With Mastery, the crafter can create substances that transcend the limitations of scientific possibility, conjure materials unknown to Earthly reality, or share the deadly legacies of radioactive matter. Such Masters can shape armor out of air (with Prime 2), turn vampires into lawn furniture (Life 5), or melt steel with a thought (Mind 3). Again, such deeds remain incredibly vulgar, but they recall the godlike feats of legendry.
​
​
​
​
​
​
​