Inanime Character Creation
Inanimae are the protectors of their elemental empires, dreamform joined with the element itself. The following are guidelines for creating Inanimae in Vegasd in Shadow. Please be aware that all Phyla are restricted at character creation, which means that you must get approval from the ST.

Additionally, all the information is taken from the sourcebook Inanimae: The Secret Way. I recommend that you obtain this book to read more about them.


Choose Court (Gladeling or Krofted), Legacies (Seelie/unseelie), Jeu (Seeming), and Phyla (Kith):
The Inanimae's seeming completely depends on how many years the Inanimae has been active in the world.

Restricted:
Kubera
Ondine
Paroseme
Solimond
Mannikin
Glome


Record beginning Glamour, WP, Banality, and Slivers:
Slivers (Inanimae Arts) dependent on the Jeu (Seeming).

Childling: Recently awakened.
Glamour: 4
Willpower: 2
Banality: 3

Wilder: Active in the world for a few years.
Glamour: 5
Willpower: 3
Banality: 4

Grump: Active since the resurgence (1969).
Glamour: 6
Willpower: 4
Banality: 6


Attributes:
7/5/3


Abilities:
13/9/5


Backgrounds:
5


Slivers (Arts):
3

Mannikins may take both Changeling Arts and Inanimae Slivers. The Other Phyla do not as they see changeling cantrips as being unnatural. Therefore Inanimae Arts are restricted to Inanimae only. Changeling do not learn these as they view Inanimae Arts as being strange.

In the book, it states that the player will choose an attribute to associate with the Inanimae Arts. This is not the case in Vegas in Shadow. The following Inanimae Arts have been assigned attributes that best suit their description in order to standardize casting cantrips.

Aquis: Perception
Petros: Strength
Pyros: Charisma
Stratus: Dexterity
Verdage: Manipulation


Realms:
5

For the sake of less confusion...
Water = Actor
Fire = Nature
Air = Scene
Earth = Prop
Spirit = Fae
Time = Time

Each phyla has a realm affinity which lowers casting the cantrip by one point if that realm is used.


Record Birthrights and Frailities:
Mannikin have no Frailities or Birthrights. As a result, they're able to learn Changeling Arts in their Wilder and Grump years.


Flaws: Maximum of 7 freebie points can be gained by purchasing flaws.


Freebies
A character sheet with a history of at least three paragraphs gains 10 extra freebies.
The ST may prompt a player for more history if it is not felt that the history warrants the extra freebies.

Childings have 10 freebie points to spend.
Wilder have 15 freebie points to spend.
Grumps have 20 freebie points to spend.
This is set up to represent the experience each seeming has gained over time.



Attributes 5 points per dot
Abilities 2 points per dot
Secondary Abilities 2 points per dot
Backgrounds 1 point per dot
Willpower 1 point per dot
Glamour 3 points per dot
Arts/Slivers 5 points per dot
Realms 3 points per dot



Free Lore Dots
All Lores are considered a Primary ability by the ST. Raising them costs two points per dot during character creation, and x 2 to spend earned experience points on them.

Inanimae receive 2 dots in Inanimae Lore, 2 dots in Phyla Lore, and 2 dots in Changeling Lore upon character creation.


Merits/Flaws
All of the Merits and Flaws from CtD books are allowed but must be in line with the character concept and/or be explained sufficiently in the character history. Any Merit or Flaw that lists another person (Vampire Companion, True Love, etc) must have the other person played in the room by another mun. A maximum of seven extra freebie points may be gained from purchasing flaws. Further flaws may be taken but offer no additional points.

Buying off a Flaw requires ST approval and costs 2x the original cost of the Flaw.


Describe Anchor, Write history:


Spending XP
It is not necessary to contact the ST for regular XP expenditures however certain things do require approval. Raising any background trait (Title, Resources, etc) will require ST approval and potentially an XP cost of 3x the background's current level. Please be responsible with XP expenditures. A character ought to have earned their new ability or Art.

Each Inanimae has an Elemental Affinity. These affinities determine how easy it is to learn the Slivers and Realms associated with other elements.

Earth (kuberas, glomes): Opposed (Air), Favorable (Water), Neutral (Spirit, Fire)
Air (parosemes): Opposed (Earth), Favorable (Fire), Neutral (Spirit, Water)
Fire (solimonds): Opposed (Water), Favorable (Earth), Neutral (Spirit, Air)
Water (ondines): Opposed (Fire), Favorable (Air), Neutral (Spirit, Earth)
Spirit (mannikins): Neutral to all other elements.

It is always more expensive to buy opposed element Slivers and Realms. Neutral elements cost less, and Favorable elements cost the least amount.

Any restricted Art must have ST permission prior to being gained with XP. Raising any Art above 3 must also have the ST permission prior to being raised with ST. The ST has the right to deny any gains/raise in Arts.


Attributes Current rating x 4
New Ability 3
Ability Current rating x 2
New Background ST discretion
Background Current rating x 3
New Art/Sliver 7
Favorable Art/Sliver Current level x 5
Neutral Art/Sliver Current level x 6
Opposed Art/Sliver Current level x 7
New Realm 5
Favorable Realm Current level x 3
Neutral Realm Current level x 4
Opposed Realm Current level x 5
Willpower Current rating x 2
Glamour Current rating x 2


Quick References for Inanimae:

Inanimae and Gaining Glamour
Harvesting:
Inanimae gain glamour in two ways: Either by harvesting it from elements similar to their own making (ex. a Solimonde drawing glamour from a campire), or by inspiring it in mortals as the Kithain do. Sesselie of the Gladeling Court must draw from natural elements, while Krofted inanimae can draw from glamour sources found in cities and other populated areas.

Once she has located her source, the Inanimae must spend at least one hour in contact with the source (dangling her feet or fingers flowing in a stream, sitting in the branches of a tree, climbing or sitting upon a rock or in a stone cave). She then reverts to her natural form and attempts to root. Player rolls Perception + Kenning against a difficulty determined by her Banality and location.

Anchor: Banality + 0
Almost exact substance (same as anchor but not anchor): Banality + 1
Vaguely similar substance (same empire): Banality + 3
Inanimate object (different empire): Banality + 4

The number of successes rolled determines the amount of temporary glamour gained.

Reaping:
If the inanimae is in a hurry, she can rip glamour from the bones of the earth, but she runs the risk of encountering banality and snapping back into slumber. Reaping functions in a similar manner to Harvesting and requires the same setting, though it can be performed instantaneously and does not require the Inanimae to spend an hour in contact with the souce. Once the Inanimae has found her source, she rolls her Banality rating (diff 6). The amount of successes determins the amount of Glamour points gained. A botch earns the Inanimae a permanent point of Banality. Glamour gathered through Reaping is considered to be tainted. This means that it will provide an extra success when used with destructive cantrips, though positive ones like Healing Waters provides one less success.

Musing:
Many artists speak of their favorite lake, forest, or mountain that inspires them (Ex. Thoreau and Walden�s Pond). The inanimae, with their slower and more gentle views on the pace of life, will sometimes find a connection to the artist who seek out their anchors as sources of inspiration. Although these relationships are rewarding for both parties, they are often doomed as the artist flickers out after a lifetime and the Inanimae goes on.

For a reverie to be possible, the artist must stay near or in contact with the Anchor of the Inanimae. When the artist approaches the Inanimae, she may use her Slivers (Inanimae Arts) to make her Anchor appear as a tranquil haven in which to create. The artist must roll his Banality (Diff is the Inanimae's Glamour) or he will be drawn to the anchor. Once the artist visits the anchor more than once, the Inanimae may attempt Reverie with that artist as the kithain does.

Inanimae and Banality:
Like Sidhe, Inanimae find the banality-filled Autumn World a very strange place. Unlike Sidhe, banality affects them in a different way. With each increase of banality, they age in body and mind. Some appear as wizened old men and crones who can barely remember what went on the day before. It is very easy for Inanimae to gain permanent banality.

If an Inanimae's banality score ever becomes higher than its glamour, then there's a chance of being snapped back into slumber. Player must roll the character's Glamour against a difficulty of it's Banality + 2. If the roll succeeds, the Inanimae remains active. If it fails, the Inanimae is snapped back into its Anchor and into slumber for a year per point of banality. It revives itself only when the banality level drops to two points below its glamour rating. If the roll botches, the Inanimae is immediately Undone. Poof. No more.

Inanimae and their Husks
The Husk is of vital importance to all Inanimae. It is only the Husk that stands between an Inanimae's Dreamform and the withering glare of Banality. Without a husk, the Inanimae would quickly dissolve into nothingness and be Undone.

The quality of the Husk is determined by the level of the Husk Background purchased at character creation. Whenever an Inanimae is in the presence of mortals, she risks gaining Banality if her Husk is not good enough. The amount of Banality gained in this manner should not be an exact science, and is mostly up to the Storyteller. In general, whenever an Inanimae is in the presence of mortals (or any unenchanted being), the player must roll her Husk rating against a difficulty equal to the highest Banality rating in the area. If the roll fails, the player gains one (or more) points of Banality. If the roll is a botch, the player must immediately make a Slumber check. This roll is usually required once per scene, though in special circumstances, additional rolls may be required. For example, if an Inanimae were playing with some young children, the Storyteller might require one roll at the beginning of the scene (most likely at a difficulty of 3 or 4). If, during that scene, several adults show up, the Storyteller might require another roll.

Inanimae and their Dreamform
When within the Dreaming, at her Anchor, or within the confines of a freehold, an Inanimae shows her true form, the extension of her Anchor that is sentient. This is her Dreamform. Each Inanimae can take the identical form of her Anchor or a humanoid form that looks like it was crafted directly from that anchor. A Kubera can look like an ancient oak, or an old man with a beard of moss, and thick arms that can still break a whippersnapper like a twig. A paroseme that lives in a chinook becomes either a breeze whipping around a room, or becomes a misty apparition that looks like a phantom made out of cloud.

Dreamforms are extremely susceptible to Banality. As such, if an Inanimae is even touched by iron while within her Dreamform, she is immediately snapped back to her Anchor and driven into a state of slumber.

Inanimae and their Anchors
An Anchor is the singlemost important thing in any Inanimae's life. It is the Inanimae's soul, heart, and body. Inanimae cannot survive without their Anchors, and should the Inanimae be Undone, the Anchor quickly withers or decays. Anchors are as varied as the individuals who inhabit them. The one thing they all have in common is that they reflect the fae within. A kubera who is healthy and full of Glamour has an Anchor that's a beautiful pine with healthy needles and a full spread of branches. If the same Kubera is succumbing to Banality, his tree slowly sickens. Its needles turn brown and drop off. In the same way, if an Anchor is destroyed, it is almost certain to destroy the Inanimae within.

Anchors are extraordinarily important to Inanimae. Not only are they a ready source of Glamour, but they are the Inanimae's tie to the mundane Autumn World. In a sense, an Inanimae without an Anchor would be like a kithain without a mortal body; it is the Anchor that keeps the Inanimae tied to this world and keeps his essence from drifting off into the Dreaming or simply dispersing altogether.

Anchors for Gladelings are always natural places of the greatest purity, while Krofted Inanimae can be bound to anything of natural origin that has been crafted or fashioned in some way.

Inanimae can abandon their Husks and re-enter their Anchors at any time. If this is done in the presence of any unenchanted beings, the Inanimae may gain a point of Permanent Banality (Roll Glamour, diff 8). To bring anyone to their Anchor, an Inanimae must spend a Glamour point per person in the mundane world. Also, this may not be done if there are unenchanted observers present.

The other way to bring others to one's Anchor is to have them enter the Near Dreaming, and travel to the site of the Anchor. At that point, all the Inanimae has to do is open her front door.

When an Anchor is Krofted, the change is complete and catastrophic. Most gladelings live in fear of their Anchor becoming Krofted. It is an unspoken agreement among all gladelings that they will offer assistance to one another in order to protect any Anchor from suffering this fate. Some Sesselie may find Kithain to protect their anchors.

When an Anchor is taken from its original place while the Inanimae within is active, she must immediately make a Slumber check. If the Inanimae is still active, she may take on Husk form and try to stop the process, but if the Anchor is not in its original place, the Inanimae suffers a +2 difficulty on all rolls.

Once the Anchor is changed by human or changeling hands, another Slumber roll is immediately required. The player must roll his Glamour again (Diff 9). If successful, she makes the transformation into a Krofted Inanimae. If the roll fails, she suffers the usual effects of a Slumber check. If this roll is botched, the Inanimae is undone and the Anchor destroyed.

If the Anchor is destroyed while the Inanime is riding a Husk, she is very lucky. The Husk will protect the fae from Banality somewhat as she tries to find a new Anchor within a very small time window. If not within a Husk, the fae spirit loses one permanent point of Glamour every hour until he is Undone. If riding a Husk, the Inanime only loses a point of Glamour every day.

To save herself, the Inanimae must find a new Anchor before losing all of her Glamour. To do so, she must choose an object that is as close to her original as possible. Once found, a roll must be made. The number of dice is equal to Glamour + Willpower. The difficulty of the roll is determined by how similar the new Anchor is to the old. If the object or location is in the same place (i.e. a new tree in the same glade), the difficulty is 6. If within the same empire, but a Gladeling is attempting to enter a Krofted anchor, the difficulty is 8. If within the same empire, but not at all close to the original Anchor, the difficulty is 9. If the roll is successful, a permanent point of both Willpower and Glamour must be spent to bind the Inanimae to the new Anchor. In addition, once bonded to the new Anchor, the fae is thrown into Slumber for a length of time based on his permanent Banality rating (See Mists chart).

Inanimae and Slumber
Slumber checks are taken when a character experiences a shock or an event that may cause him to snap back to his Anchor and enter Slumber. Slumbers barely last more than a week, though the deep slumber of Somnolence lasts for years upon years. All Inanimae went into Somnolence during the Shattering, when the doors to Arcadia closed. The following events immediately cause a Slumber check. Any character that fails a Slumber check (though not a Somnolence check) can spend a point of Willpower to remain active for an additional day per point spent. Most Slumber checks require the player to roll his character's Glamour rating against a difficulty equal to his character's Banality.

- The destruction of a Husk (immediate slumber, no roll is necessary).
- Banality rating becomes higher than Glamour rating.
- Aging threshold of a Husk.
- Gaining a permanent point of Banality.
- Temporary Glamour reaches zero.
- Botching a Husk check in the presence of unenchanted beings.

In addition, the following things may force a Somolence (deep slumber) check:
- Destroying an Anchor.
- Dreamform killed (immediate Somnolence, no roll necessary).
- Permanent Glamour rating reaches zero.
- Anchor is Krofted.

Inanimae and Sovereign:
Inanimae aren't usually affected by Sovereign. They are affected only if they've taken a voluntary title with a Kithain Court. Once the title is accepted, they are as susceptible to Sovereign as any other changeling.