Kukloma

*Kukloma* is electronics magic - routing electricity. *Kukloma* depends on your logic and is the element of order.

* **Direct** - Active conduction of electricity, requires contact with something that can hold electricity
* **Simple** - Low kaph drain

Symbol - Battery

## Background

In 19M, the Elemental Revision occurred, resulting in two new "sub-elements" derived from original elements. *Kukloma* was created from *Fulgur*, since it was known that *Fulgur* could affect circuitry. However, when controlling circuitry, it was found to have a "different feel" from using *Fulgur* normally. Skills developed from tested uses of *Fulgur* within circuitry; all of these skills were specialized, and as such, *Kukloma* was created.

## Overview

*Kukloma* is basically a specialized *Fulgur*. It is controlling electricity *only* through circuitry (which can also be anything that can act like circuitry)

### Behavior

*Kukloma* acts identical to *Fulgur* but can only pass through circuitry. Unlike *Fulgur*, *Kukloma*'s skills are specifically designed for such circuitry, whilst *Fulgur* allows the mage to control properties of electricity, and transporting it.

### Combat

*Kukloma* is very useful against electronics during combat. Robots, mechanical suits, and other electronic devices can be disabled or even hacked by *Kukloma*.

ECADs can be altered by *Kukloma*, functionally disrupting or even preventing casting. ECADs can also be controlled by *Kukloma*, allowing the caster to use the target's kaph reserve instead of their own.

#### Against other elements

* *Aquae* can affect the routing of electricity through water and override control from *Kukloma*
* *Fulgur* can override control over electricity from *Kukloma*; alternatively, *Fulgur* can also allow electricity from *Kukloma* to travel farther and jump distances. *Kukloma* can also prevent electricity from being affected by *Fulgur*.

*Kukloma* is not very special against other elements in combat, but is very specialized in fighting against electronics.

### Symbolism

The *Kukloma* symbol is a circuit symbol for a battery. Colors that represent *Kukloma* are greenish-yellow.

### Civilian use

*Kukloma* is used by electricians more often than *Fulgur*.

## Skills

### Katalipsi - Hacking

Override electrical signals via circuitry, cannot override EM waves. Control ECADs.

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**Targeting** - Requires circuitry

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**Intensive** - If hacking into an ECAD, a moderate amount of kaph is initially used; likewise with shielded electronics

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Electronics can be controlled by the mage (as long as the mage knows how to control it), kaph drainage for controlling normal electronics is minimal; however, for shielded electronics kaph drainage is initially large.

This skill also allows you to hack ECADs, functionally making the target cast for you. This gives the mage access to the target's kaph reserve, alongside their own reserve. In order to reverse this, the mage can recall *Katalipsi*, the target can use *Katalipsi* themselves, or the ECAD can be hard-restarted.

### Kleinontas - Shutting down

Short-circuit the electronic, effectively shutting it down. Prevent electricity from flowing through, preventing starting.

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**Targeting** - Requires circuitry

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**Intensive** - Kaph drains over time if insulating electricity, but not by very much

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Shut down an electronic device forcibly by short-circuiting or cutting the flow of electricity. This skill can also prevent electricity from flowing into the area, preventing it from starting up,

This can also shut down ECADs & prevent them from restarting.

### Xekinontas - Starting up

Spark electronics to start them up.

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**Targeting** - Requires circuitry

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Oftentimes referred to as "jury-rigging," this skill can start electronics by sending a pulse of electricity sufficient enough to start it. This does not power the electronic, a source of electricity is required in order to do so.

### Elencho - Controlling

Improve electronics. Deteriorate electronics.

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**Targeting** - Requires circuitry

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Improve the function of electronics, or conversely deteriorate the function of electronics; circuitry can only be affected as much as it's components allow it to be. This refers to the general function, such as the speed of an electric vehicle. This does not affect power consumption. Improving electronics with this skill is commonly referred to as "over-clocking", while deteriorating electronics is known as "under-clocking".

Casting on an ECAD makes casting more powerful or less powerful.

### Thorakisi - Shielding

Prevent electronics from having electricity disrupted. Resist *Kukloma* from others mages. Invulnerability to *Fulgur*.

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**Targeting** - Requires circuitry

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This skills alters electronics by making them resistant to electricity disruption (such as surges in electricity, EMPs, etc.) or *Kukloma* cast by other mages. This skill can also make electricity unable to be controlled by *Fulgur*.

## Elemental Imprinting

*Kukloma* shares the same imprint as *Fulgur*. The imprint will change to *Kukloma* when it is in use.

## Passive Abilities

### Positive

* **Kukloma** - Control circuitry and electricity within objects
* **Nerves of Steel** - Cannot be affected by *Fulgur* *Nervosi*
* **Jerry-rig** - Sense circuitry/potential circuitry