Matter

The controller of Matter is known as a Chemist.

Matter is the control molecules, atoms and, later, elemental particles.

The controller fo matter basically works as a sink and producer for the energy absorbed or produced in reforming matter.

The controller of matter cannot make matter disappear, or appera out of nothing but he can store, or provide the enegry needed for its transmutation or even formation at highers strengths.

A list follows of Abilities by Dots. On all abilties the presense of different elements in tyhe same item will make the spell more difficult to cast.

1. Electron Manipulation
Submitting energy to the electron on the higher shell of an atom, the controller can cause it to climb to a higher shell or even leave the atom, inducing the matter in question with electrical and luminescent properties. Keep in mind only the energy state of the electron is affected, it cannot be directed to move at a certain direction, so electrical effects cannot be produced. He can affect in this way one object with 1 success and then subject double with each consecutive success upo to 5 (16 objects). Objects up to size 20 can be affected, dice penalties will occur for larger objects. The Duration of such effects is prolonged (1 scene)

Example spells from the Rulebook: Alter Conductivity (Matter •)

2. Chemical Analysis
In this way the controller can view the composition of matter around him in molecular level. 2 successes for 2 yard range and range double with any added success, up to 5. The quantity of the substance present invokes penalties of bonuses.

Example spells from the Rulebook: Detect Substance (Matter •); Discern Composition (Matter •)

1. Chemical Reaction 101
The Controller is able to begin, end, and accelerate chemical reactions. He needs to have all elements needed available to him to do so. He can in this way temporarily enhance simple object, by readjusting decayed particles in their material. At this lvl he has to touch the substance, at 3 dots he can cast it at sensory range. 5 cubic yards for first success and double the volume for each consecutive success, up to 5. (The duration of such effects is prolonged (1 scene)

Example spells from the Rulebook: Alter Accuracy (Matter ••); Transmute Water (Matter ••)

2. Van Der Waals Adhesion
The controller can adjust the adhesion between dissimilar molecules in gasses and liquids. This can be used to shape liquids and cause bendings in soft materials that can carry static charges (like hair, but not rubber). The density of fluids can also be affected. 5 cubic yards for first success and double the volume for each consecutive success, up to 5. The duration of such effects is prolonged (1 scene) Example spells from the Rulebook: Shape Liquid (Matter ••); Unseen Aegis (Matter ••)

1. Molecular Structure 101
The controller can affect the molecular structure of a solid, meaning the bonds between individual molecules. At this point he cannot break and reconnect mollecule bonds, and thus he cannot reshape an object. He can affect the strength of connections (without breaking them) and crystallic polarization.

Example spells from the Rulebook: Alter Integrity (Matter •••); Steel Windows (Matter •••); Armor Piercing (Matter •••); Jury-Rig (Matter •••); Plasticity (Matter •••); Repair Object (Matter •••); Alter Efficiency (Matter •••) (from 4)

2. Transmutation 101
This allows the controller to transmute an element of the periodic table to another in the same category (ie the same colour in the picture). The transmutation will possibly have byproducts the byproducts will always be Alpha, making the process potentially dangerous to bystanders. Lets say the controller has a mass of Iridium in his hands and wishes to produce Copper. He will break each Iridium nucleus (Atomic Number 77) to two Copper Nuclei (AN 29) and have 19 protons left, this will lead to 9 Helium Nuclei as Alpha radiation. The mass produced is of course analogous, so 77 kg of Iridium would produce 58 kg of Copper. Such effects have a prolonged duration (1 Scene) Example spells from the Rulebook: Transmute Earth (Matter •••) (within periodic category)

1. Transmutation 201
It works like Transmutation 101 but the controller can now produce elements of outside the material's category and can thus also use the byproducts, if they match his purpose. In the previous example he could retain the 19 remaining protons as Potassium.

Example spells from the Rulebook: Transmute Gold (Matter ••••); Lesser Transmogrification (Matter ••••)

2. Molecular Structure 201
The controller can now break and reunite similar or dissimilar molecules, giving him the ability to reshape material objects.

Example spells from the Rulebook: Reconfigure Object (Matter ••••)