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true magic and alchemical metals.

Posted by AzraileFor group 0
Azraile
GM, 1046 posts
The Storyteller
Dislexic
Tue 18 Jun 2013
at 03:53
  • msg #1

true magic and alchemical metals

posted for a few people

Orichalcum
Orichalcum, perfected gold, is said to be a slightly translucent metal, which has a redder hue than pure, mundane gold. It's said to appear to capture daylight, giving it a warm, fiery glow. It can be beaten into leaf and drawn into wire or filigree of incredible fineness, and it is utterly chemically inert.

Lunargent

Lunargent, perfected silver, is also a slightly translucent metal, this one having a slightly bluer hue than mundane silver. It's said to have a silvery, cold glow as if it has captured moonlight. Similar to Orichalcum, gold and silver, Lunargent can be beaten into leaf, drawn into fine wire and filigree, and is chemically inert.

Hermium
Hermium, perfected mercury, is a very dense fluid, with a glittering silvery gleam and perfect fluidity. It is, in fact, a superfluid. Hermium can slip through the smallest hole with no resistance at all. It can flow upwards, seeking a lower container. Stir Hermium, and the current will flow forever. Add to that it conducts electricty and can be magnetic and you get interesting properties.

Siderite
Siderite, perfected iron, is prized by the Forge Masters above all perfected metals. It is the strongest, toughest metal of all. It never suffers metal fatigue - siderite can bend like rubber and spring back with no creep or deformation at all. Siderite holds an edge that never dulls. It can cut diamond and the finest mundane steel. Siderite has a grey gleam that may glitter a bit more than ordinary iron, but other than that nothing about it makes it look particularly special at all.
Siderite can also be obtained from meteoric iron, which is already half perfected: it only takes a dozen or so passes back and forth into Twilight to perfect meteoric iron.

Kypris

Kypris is a rich green colour, and like its brethren tends to catch and hold the light, making it glow with an ocean-like depth. It is chemically inert, and can be drawn into wires and beaten into leaf. But most importantly, it offers up absolutely no electrical resistance whatsoever. Even when it is melted down, the electrons are led through its substance without a single joule being converted to heat.

This of course means that Kypris is in exceedingly high demand, as every techno mage wants to incorporate the stuff into the circuitry of his or her gadgets, or simply experiment with the endless possiblities that are offered up by a conductor which never heats up and never diverts the energy. Some have even begun to experiment with using the liquid form of the metals in some of their devices, despite the dangers of working with molten metal.

[Small note: Any superconductor has the capability of being a far more potent magnet than any other permanent magnet. Therefore Kypris can have magnetic ratings which are usually only possible with electromagnets]

Khronicum
Where many of the other perfected metals are almost luminous by nature, perfected lead goes the other way. It absorbs almost all light and radiation, giving it a deep black hue with a faint hint of blue. It's soft and malleable enough to be shaped by hand, but it's almost impossible to break apart, and suffers from no fatigue when flexed. Some have indeed likened it to play-doh, though it's much harder and heavier than such plastic products by far.

While it does have the normal usages in enchantments that all Perfected Metals do, Khronicum has an innate property which has found many fans in recent years: its ability to absorb radiation across the spectrum makes it a perfect material for radioactive shielding, leading to a sorts of renaissance for a substance which had never found widespread usage before the modern age. Obrimos mages and members of the Free Council and the Mysterium who wish to experiment with radioactive items or research dangerous imbued objects have found no better safety than a thin sheet of Perfected Lead. It is often manually wrapped around samples which are deemed too hazardous, or used to make sure the radiation only spreads to the correct half of the room.

The problem is, of course, that it's difficult if not impossible to make solid structures of the stuff, which has lead many Forge Masters to research new Magical Alloys so that the neccesary structural strength can be added to the miraculous absorbancy of the metal. These recipies are usually carefully guarded secrets, which keeps the price for such safety measures high.

[Note: Due to the shielding effects, phone signals, tracking devices, magnetic disturbance, light, heat and sound are all blocked by Khronicum, if sufficient thickness is achieved. This should perhaps have some more detailed rules.]

Zinnteros
Perfected tin is a stark white, in a glaring, shiny way  It seems to reflect more light than it actually receives, making its surroundings brighter simply by being there. Like siderite, it can be bent endlessly without fear of metal weakness, but it won't snap back into shape. It's not malleable enough to be drawn into wire, but it can easily be beaten into sheets of metal. Yet the most characteristic property of Zinnteros is its resonance properties.

The metal will resonate with any note played at it, which makes it a natural amplifier. Even complex melodies will be replicated by the vibrations they cause in the Zinnteros, yet falso notes won't even register. This has made the metal ideal for musicians who need a way to fine tune instruments, or measure the purity of a voice. Of course, most mages feel that magic is more important than music, but as of late a lot of younger mages have begun to feel otherwise.

Some mages have begun experimenting with musical amps made of Zinnteros, and have had quite some success. The problem is, of course, that if the artist plays out of tune, the system will be unable to relay the error. Some see this as a problem, some see it as an unfortunate side-effect. Of course, shaping the metal, either by hammering or bending, produces the most awful shrieking noise, so most people who work with it prefer to either melt it into shape or use exceedingly good ear protectors and keep away from populated areas.

Perfected Cobalt: Phlebotnium
The material is vaguely metallic, having a blueish tint. It can be made into a slimey, gooey substance simply by kneading it for five minutes, and it will remain in this mostly liquid shape until left inert for half an hour. If pressurized slightly, it forms crystals up to the size of a fist. These are brittle and break easily, but can have any colour (most common is radioactive green, though all sorts of mixes have been seen). He solid substance is too weak to use efficiently in any sort of device or weapon, as it breaks easily and tends to melt if used too much.

The stuff has no magical properties discovered so far, though not for lack of trying. It gives no bonuses whatsoever to any known enchantments or imbuements or spells. It's mostly ugly in its non-crystal form, being the colour of an overcast sky on a Sunday when you're sick.  It’s a common result of failiers to make other compounds.

Theories abound among young Forge Masters of Atlantean methods to perfect other materials. If Perfected Metals are created by taking the base metal, passing it into Twilight, and bringing it back, then could other materials such as minerals (diamond, jade, salt), liquids (water, oil, nitroglycerine), or even fibers (wool, silk, denim). Most of these are seen as flights of fancy by serious alchemists. However, the material most often tried (and sometimes succeeded) are perfected minerals (most often precious jewels). Whether these sometimes successful creations are actual Perfected Metals, Perfected Alloys, or some other magical substance is still widely debated.

Perfected Sulfur: Sulvarium
In its basic form, sulvarium is a translucent yellow crystal. It is often believed that sulvarium glows in the dark, but this is not strictly accurate; the substance will reflect and refract any oncoming light to the point where even a faint hint of luminescence produces a strong glow within the crystal. The crystals thus glow in any light with a bright yellow hue. Contrary to popular expectation, sulvarium doesn’t have any smell.

Sulvarium by itself does not have any known magical properties. Centuries of painstaking research have revealed only that pure sulvarium is unhelpful in any one of thousands of magical practices applied to it. Sulvarium compounds, however, are another matter, and two such compounds are reasonably well known to Forge Masters and alchemists who study perfected matter.
Sulvaric acid is a clear liquid with an incredibly sharp and potent smell. It is made, as with its mundane counterpart, sulfuric acid, with hydrogen, oxygen, and sulvarium; scientifically minded mages give it the formula H2SuO4. Sulvaric acid is extremely potent, far more so than sulfuric acid. Storage of such acid requires magically treated glass, and great care must be taken in handling it, as it will burn a hole through the whole of a person’s limb in under a second. Even the odour of sulvaric acid is harmful; the smell does considerable damage to the olfactory organs and anyone who takes a deep sniff of the stuff may not be able to smell properly for days. The substance has some alchemical uses, and is also very handy for destroying dangerous or incriminating things such as Abyssal daimonomica, items used in crimes, and even whole corpses.

Phaethon powder is a mixture of sulvarium, charcoal, and potassium nitrate. It is a fine, sand-like powder, but is completely black, barely even reflecting the strongest light. Phaethon powder was discovered by a Viennese mystagogue in the Renaissance, and is famous for destroying the same mage’s entire sanctum and apprentice (the latter was tinkering in the mystagogue’s lab while he was away on Consilium business). Even the slightest pinch of phaethon powder explodes in a manner comparable to a hand grenade, and most mages are afraid to test the exact potency of larger quantities of powder. Again, phaethon powder is useful in a few alchemic reactions. Some Arrow mages use it in impromptu grenades. Rumours persist of a phaethon powder cannon or musket; however, such a thing would probably have to be made of another perfected substance like siderite to prevent the reaction from simply blasting the firearm apart.

Other uses are known to exist, but they are not as widely known as the above two. A number of Awakened laboratories are believed to use sulvarium-based detergents to clean up after their experiments. It's occasionally seen used in sulfur lamps. At least one mage claims it makes a highly effective pesticide, potent even against lesser Abyssal manifestations. Mysterium and Free Council studies into the nature of sulvarium continue, but most sulvarium compounds are a little unstable and are thus quite difficult to work with. Most experiments require the crystals be smashed into fine powder before usage, but even this is a risky proposition. At least one mage has been killed in this manner when a crystal exploded upon being struck in the wrong place. Mages advise experimenting on sulvarium powder in cool conditions and where there is no possibility of a spark. Other mages simply say experimenting on sulvarium isn't worth the risk and effort.

Repuesto
Many mages bless the advancement of medical science, for many feats of magical healing which would result in ruinous disbelief in the past are today much easier to pass off as a part of relity. Especially in the field of prosthetics a lot of mages love progress, for it gives them hope for their own special projects. The old alloy of Repuesto, forged from Hermium, Lunargent and Kypris, creates a magical link between a magical prosthetic and a living organism. A model of a hand attached to a stump will attatch itself and move as if it was an actual part of the body. For those times when reattaching a limb would assuredly target the patient as a witch of some kind, able to re-grow missing parts, Repuesto items were blessed indeed. Some used disguises and illusions to make them seem like clumsy peg-legs and the like, yet were fully functional away from the eyes of Sleepers. Today, where prosthetic limbs are more advanced than ever, such patients can almost use their 'new' hands and arms to the full effect.

The metal itself looks remarkably like silver, but when connected to a living organism it moves as if it was a part of the original Life pattern. Through the ages, most such parts have been covered in cloth and paint and the like to make the seem less conspicuous, but legends still tell of such items as the Silver Hand of Nuada, and Forge Masters merely continue their work in silence, confident in the ancient roots of their Legacy.

Banium

Manufactured By: Matter 5+ Forces 5 + entropy 4

A combination of Perfected Iron, Perfected Silver, and Perfected Lead, this alloy is extremely difficult to craft. The process begins with quantities of the three base materials, which are perfected during creation of the alloy; starting with already perfected materials ruins the process. The metals are tempered by great pressure and the act of perfecting, and should not be exposed to great amounts of heat. The metal must also be shaped (and, if necessary, sharpened) during this time, as it is very brittle after the forging is complete. Perhaps most importantly, the material must be constantly exposed to low-level radiation, making creation of the alloy quite dangerous.

The result is a highly brittle material that constantly glows in a disturbing pale green light, and is quite unstable. Exposure to air (specifically, moisture and oxygen) causes it to ‘rust’, and it quickly develops a dirty brown coating that constantly flakes away, exposing the material beneath. If left in the open air, the material dissolves in a matter of days; placing it in Perfect Lead container extends its life somewhat, but it ceases to decay only in a vacuum.

The material is quite brittle, and cannot be used to create items with size greater than one (the metal cannot support its own weight, and crumbles during creation if this is attempted). It always has a durability of one. It is also virtually impossible to enchant; any spells placed on the finished product (or instilled during creation) rot away in a matter of moments.

Despite all these weaknesses, the alloy still sees occasional use, for it has one potent quality. As existence is anathema to Banium, so Banium is anathema to existence. Its faintest touch dissolves steel, stone, earth, flesh, and bone. With the exception of Perfected Lead, any material will eventually break down if continually exposed to this alloy. If used as a weapon, Banium automatically deals aggravated damage to whatever it strikes.

Those rare Mages who know of this alloy’s existence distrust any who would make such corruption of the Fallen World. Some theorize that the discoverer of this alloy learned its secrets from an Acamoth, or was one of the Wretched. Others are more concerned with learning how to recognize the metal, particularly when it is loaded into a shotgun.

The alantians have a closely guarded secret of liquid Banium, this dreaded substance when made by them, is lighter than water and floats and is quite devastating when atomized or made to rain down on an area.


Primium / Electrum
Made from combining Orichalcum and Lunargent, most often in a nuclear furnace, this is the highlight of the technocracies metallurgy. It makes extremely durable metal that is flexible, inertly magic resistant, and causes aggravated damage to all supernatural creatures and is chemically inert.

Hardened Primium / Electrum
An alloy of Siderite and Khronicum added into Primium/electrum creates  combine the structural strength of Siderite with the density and resistance of perfected lead and the anti-magic of Primium/electrum.

A well well guarded secret held by a handful of archmagi the possess creates a black, heavy metal, almost impervious to physical harm and almost immune to direct magical attacks, Heardened Primium/Electrum materials completely block all scrying attempts with a Potency less than its Durability, and resists higher Potency scrying spells with a contested roll using its Durability. Like Primium / Electrum it causes aggravated damage to all supernatural creatures and is chemically inert.

Spells involving the use of sympathy and spirit/correspondence •• are similarly penalised; any spell attempting to bypass the metal or open a Space, Spirit or other kind of portal is blocked completely if its Potency is less than the Durability of the structure, and any attempt with Potency higher than that is resisted with a Contested roll against the metal's Durability.

The metal is mass produiced by some factories but the final prosses is overseen only by the archmagi that knows how the prosses works, making production a little slow and exstreamly exspensive.

Thaumium
Made from combining Orchalcum, lunargent, and hermium and infusing it with a good deal of quintessence this is considered by some to be the perfect metal. The result, when properly crafted, a flawlessly mirrored substance. When charged with quintessence, thaumium has a faint luminescence. A thaumium object may take the form of a necklace, breastplate, a watch or a sword. Unlike premium, the shape and size of an object is irrelevant to how much inherent countermagic it provides.

After the first success, success must be spent on how long it lasts, how much quintessence it can hold, how much is produced, and how durable it is (starting quite brittle with a 1). This is most deffently something that should be an extended action, and likely with some help.  The dice pool you can contribute cannot be higher than your dex+occult+matter and the rite master must have a matter of 5 and a prime of 4.

As a reflexive action the Thaumium may counter magic with a dice pool of the creatures arête, this uses up one of the stored quintessence per success (no quintessence = no success),  and one success may be spent to make an attack with a Thulium weapon aggravated.  (or 10 quintessence and 4 success spent to make it always aggravated)

Duration / Successes Needed
1 Scene/hour = free
24 hours = 1
2 days = 2
1 week = 3
1 month = 4
Indefinite = 5

Electrum Magicum
Created by 10 parts Orichalcum, 10 parts Lunargent, 5 parts Kypris, 5 parts Hermium, 2 parts Khronicum, 2 parts Zinnteros, and 1 part Siderite.  It is an extremely hard to make material, however it can provide a grate deal of inside to the magical realm and a focus of grate power.  It’s true properties are unknown but it has been used to enhance artifacts and see the present, past, and future sense the dawn of it’s discovery.
This message was last edited by the GM at 02:44, Sun 18 Oct 2015.
Azraile
GM, 2266 posts
The Storyteller
Dislexic
Sun 18 Oct 2015
at 02:44
  • msg #2

true magic and alchemical metals

added Hardened Primium / Electrum
Azraile
GM, 2620 posts
The Storyteller
Dislexic
Fri 31 Jan 2020
at 02:30
  • msg #3

true magic and alchemical metals

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