Magick Tools: The Vibrations of Mortal Mana 

One of the major differences between the supplementary mortal sources of mana and the Ætheric power of the Ambience Wizards normally use is that their vibrations are that much stronger, being from stronger sources already associated directly with the material world. While this energy may be stronger for the immediate purpose, it may exact a cost of its own in the long run.

Every point of POT of any of the mana described above that can be taken from mortal sources will lower the DV by one (1) for others to sense the ripple or disturbance in the Ambience it causes on being loosed.

Another side effect of this stronger vibration is, once the magicker uses one of these types of mortal mama, it is absorbed into and changes his own vibration, coloring his aura to reveal that fact.

According to their descriptions, some of these types of mana are also opposed to one another. Countering a bad vibration generally involves using a type of mana opposed to that which the magicker has already used. This isn’t always possible, or practical. The player also shouldn’t confuse counter-balancing with eliminating. The player will please note that changes in the character’s aura wrought by the use of certain powers will remain with the character indefinitely. Counter-balancing is the process whereby one absorbs enough of an opposed vibration to merely balance out its influence.

For every (1 per 4 points of POT) or (MGA ÷ 4), whichever is less, points of POT in mana drawn from one of the mortal sources defined previously, the character will acquire a score of one (1) that he will be required to make a note of. This will apply to each of the different types of mana as he indulges in its use, as provided for on the magicker’s record sheet (see GM).

For Greater magick this will be (1 per 2 points); for Exalted magicks every point of such POT used.

This score will lower the DV for others to discern the fact that the character is a magick-wielder through their Sense Magick abilities, as well. Most have specific effects on Encounter Reactions, as the forces the character has indulged in colors his vibration, or aura, and thus will influence the ways in which people react to him instinctively, on a subconscious level.

Other than these effects, the rest of the mana scores will be used in encounters between magickers, regardless of trade. When a magicker comes within [(SPT +trade SL) + (mana score)] feet of another who carries an opposing vibration, he will be granted a SPT check on d100 to discern the fact. Within (mana score) feet he will feel it and know the direction of the one who carries the opposing vibration. If he should touch such a person he will be granted that knowledge automatically, without the need of any dice roll.  The same will be true of those who carry the same vibration as the character, for he will feel the accord, the harmonic resonance, according to the Mana Vibration Compatibility table.

 

MANA VIBRATION COMPATIBILITY TABLE

Types of Mana

Mana Life Sun Day Blood Carnal Shadow Moon Dark Death
Life

A

H

H

H

H

N

N

N

O

Sun

H

A

A

H

N

D

D

O

D

Day

H

A

A

N

N

D

N

O

D

Blood

A

N

N

A

H

N

N

N

N

Carnal

H

N

N

H

A

N

N

N

D

Shadow

N

O

D

N

N

A

H

O

N

Moon

N

O

D

N

N

H

A

N

N

Dark

N

O

O

N

N

H

D

A

N

Death

N

O

O

N

N

H

D

A

N

Air

H

A

H

N

N

D

A

O

H

Earth

H

N

N

H

H

H

N

A

H

Fire

H

A

N

H

H

N

N

N

H

Water

H

O

D

N

N

N

A

H

H

 

On this table, the vibrations of those types of mana that agree are marked with an “A” to show that accord. Those that are in harmony are marked with an “H”. Those that don’t react to one another at all are marked “N” to show that neutrality. Those that don’t agree with one another are marked “D” for their discord, while those that are truly opposed are marked “O”.

The player and GM will please note that the relationship between the mana of the elements themselves is quite simple.

Air mana is opposed to earth mana, and vice versa, and both are neutral to fire and water mana, and vice versa. 

Fire mana and water mana are opposed, and vice versa, and both are neutral towards air and earth, and vice versa. 

The mana types and the elemental types of mana will all be reciprocal to those shown for the elements towards them, that is, Sun mana is in total accord with Fire mana, and Moon man is in total accord with Water mana, not just vice versa, as listed on the table. 

As mentioned, how closely a magicker has tied himself to the mortal world will be indicated by the magnitude of the magicker’s vibration, which each character will only be able to judge in relation to his own. Of opposing vibrations carried by a single character, however, others will only feel the inclination towards one or the other by how strong the vibration of the greater is over the lesser.

For example, a character who has never used Death mana in his life shakes hands with an older NPC magicker who has seen much of both sides of life and not distained to use the resources around him. The younger character feels the strength of the vibration of mortally taken mana about him, but if the older man’s Life mana score is only a couple or so points greater than his death mana score, he will feel only a slight leaning towards the power of life; if the death mana score were greater by a few points, he would feel only that leaning. 

The character can stand within Sense Magick range and assess the vibration of each type of magick carried by another with the requisite d100 checks vs. the target’s HRT att. mod. plus any Game Face SL’s, minus the target’s score with each type of mana, as applicable. 

The PC can use this information as he sees fit in evaluating the characters of the NPC magickers he encounters in play.