Inne
Inne represents the idle manifestation of Metaphor within all of creation. They function akin to traits or abilities belonging to the materials, flora, fauna, or spirits of the Planes.
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- Practices utilize Inne to fashion great wonders.
- Changelings may incorporate or adapt Inne from the forms they wield.
- Nekron manifest Inne within their undead Thralls.
Fios Inne
Fios refers to the Planar law surrounding Inne, and the study of how it functions. Each of the Theorems learn much about Inne in their own way, and could deduce their effects through the tools and abilities available to them. Craftsmen who have achieved Grandmastery in their trade can sense the Inne Metaphor and Power in objects they know how to make, but not the individual effects.
Fios of Conditions
Every Inne has conditions that must be met to be functional. This might mean that something only functions under moonlight, or when held by someone from a certain lineage. Ensorcellers may alter the conditions of Inne at the cost of Alkahest.
- Some Inne may become a Hex, conferring a curse upon the entity or material when their conditions are not met.
Fios of Harmonics
Inne may not exist within a being or thing in such excess that they violate its "Harmonics," which quickly poisons the body. "Disharmonious" Inne Resonance can be likened to a song within, growing discordant without the correct "instrumentation" for wielding it. These limits may be exceeded, but after five minutes any benefits will be lost where the notes are discordant, and so the pendulum will begin to swing in the other direction akin to become a Hex conferring the opposite effect until removed.
- Each tier of skill in Resistance, Fitness, or Meditation will confer an additional minute of time for the Class it governs.
- Inne which perform roughly the same effect will never stack multiplicatively or additively; like Inne will use the highest bonus between them.
Discordant Inne conferring regeneration would instead decompose the body after five minutes have passed; objects given hardness would instead grow brittle and shatter.
Inne are separated into three classes across six tiers of power.
Class
- Physiological Inne live within physical material such as flesh, bone, wood, or metal. This is governed by skill in Fitness in entities, or Craft Skills for objects.
- Immune Inne live within the overall health and organs. This is governed by skill in Resistance.
- Psychological Inne live within the fabric of the mind, the soul, or one's dreams. This is governed by skill in Meditation.
Subclass
- Spiritual Inne are a subclass of Inne conferred by maintaining Grandmastery in a non-Arcana Skill or Theorem and do not count against the Harmonies of an entity or object.
- Boons from Merited Arcana fall within the Spiritual subclass unless otherwise specified.
- Hexes are a subclass of discordant Inne conferring a penalty appropriate for its power and pure Hexes do not count against the Harmonies of an entity or object.
- Hexes brought about by failed conditions or discordant Inne in conflict with Harmonies do count against the Harmonies of an entity or object.
- A being may have any number of Hexes, but further equivalent Hexes targeting the same part of the Host are resisted until the first Hex to take effect is removed or no longer satisfies its conditions.
- Those who hunt beings capable of Hexing others may find ways to afflict themselves with more agreeable Hexes to in turn resist being Hexed.
- Memorare and Scourges wield temporary Hexes that may be made permanent with Ensorcelling or Malediction.
- Esoteric Inne defy classification and do not count against the Harmonics of an entity or object. They are awarded by Storytellers through lost, ancient, or powerful means.
Power
- Ridhinne are cosmetic Inne having no impact on Arcana or Skills.
- Ridhinne do not count against Harmonics, and are safe to use at will to fashion all manner of art.
- Crested confer a form of Ridhinne upon anything they craft.
- Gristled confer temporary Ridhinne through their Outer Alchemy that may be made permanent with Ensorcelling or Malediction.
- Novice Inne are equivalent to Novice-tier Arcana or Skills.
- Apprentice Inne are equivalent to Novice-tier Arcana or Skills.
- Journeyman Inne are equivalent to Novice-tier Arcana or Skills.
- Expert Inne are equivalent to Novice-tier Arcana or Skills.
- Master Inne are equivalent to Ascended-tier Arcana or Grandmaster Skills.
- A host may survive one Inne at any tier of power.
- This goes for material, or entities and objects the material might be embedded within.
Resonance
The Resonance of Inne refer to the various ways one can keep a host object or entity in balance with its Inne. For entities with souls, the soul spreads the influence of Inne across the body, while objects or beings without souls may instead localize Inne to some part of an object to create artifacts shaped by many Inne. Ridhinne do not have a Resonance capable of causing Disharmony.
- When imparting permanent Inne in excess of what the host can "harmonize" with, then the Inne will soon fall into discord and render a Hex upon the affected portions instead.
Entity Resonance
- Every entity with a soul may tolerate the Resonance of one Physiological Inne at any tier of power anywhere within the body.
- A body may support an additional Resonance of a power equivalent to their governed skill; Fitness, Resistance, or Meditation support Physiological, Immune, or Psychological Inne respectively.
Example: A character without any skills at all could survive the presence of one Physiological Inne at any tier within their body, plus one Novice-tier Inne in each class (Physiological, Immune, Psychological).
Object Resonance
- Every object with a soul may tolerate the Resonance of one Physiological Inne at any tier of power.
- An object without a soul may support an additional overlapping Physiological Resonance of a power equivalent to the Trade skill(s) used in its make.
- Chemistry or Physics also enable an additional overlapping Physiological Resonance within an object when utilized in a substantial way.
Example: A renowned, Grandmaster weaponsmith creates an alloy of two rare ores containing Ascended Inne for lighting aflame (Default Physiological Resonance) and 2.5x the toughness of steel (Physiological Resonance). He forges a zweihander, conferring his Virtue (Spiritual Resonance) of lightweight metal upon it. He uses Ensorcelling to adjust the conditions for the Inne within, altering them so that it will only light aflame when drawn by its intended wielder, growing heavier and stinging cold as a Hex in the hands of anyone else.
Consumable Resonance
- Every consumable item may confer the Resonance of one Inne from any Class at any tier of power.
- A consumable may further support an additional Resonance of a power equivalent to the Culinary, Medical, and/or Chemistry Skill used in its make.
- Imbibed Consumables such as food or potions last for three minutes, plus an additional minute of duration for each tier of relevant governed skill the imber possesses, further multiplied by Alchemistry.
- Topical Consumables such as magic oils last for three minutes, plus an additional minute of duration for each tier of chemistry skill possessed, further multiplied by Alchemistry.
Example: A famed Grandmaster chef baked a cannoli with rare magical ingredients, bolstering the running speed (1) and jumping height (2) of the consumer; he tried adding an ingredient for reduced weight (3) but it caused the whole dish to fall out of harmony, instead creating a Hexed cannoli that makes the imbiber run slower, jump lower, and feel heavier. His Virtue of creating dishes that heal wounds is a Spiritual resonance, so the unholy cannoli was still valuable as a tasty healing remedy.
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