Orphic (FiD)
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Orphic magic is worked through performance, using one or more of acting, music, song, dance, or other performing arts. Mostly used to charm and influence, a masterful orphic can calm the waves through song and even enchant death itself. Orphics may be known as bards, songmasters, thespians, and by a myriad of titles for performers.
Trauma Condition - Turbulence An orphic has three lesser trauma conditions, rather than one severe one.
- As an orphic your first power must be the animal, flux, illusion, life, mind, order, or time power. Thereafter you can select any orphic power you wish.
- You must make some kind of performance to use your powers, which attracts attention but can also provide cover for your power use, making it seem to be just a normal performance. It is hard to see that what you do is supernatural.
- Orphics have a hard time with relationships. You can be charming in the short term, but your long-term relationships are troubled: jealousy, infidelity, broken friendships, overzealous fans and similar over-emotional events conspire to leave you lonely.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- Epic By playing for 5 minutes with an audience of scale appropriate to your tier you reduce the stress cost of a power by two. Your crew suffices if all of them are present. This applies to all downtime power use.
- Influence: You may expend your special armor to reduce harm from a Resolve action consequence or to push yourself on a Resolve action.
- Inspiration: Two times per score you can assist a teammate without paying stress. Tell us what performance inspired them.
- Listener: When you gather info you get +1d and improve your position one step. You get +1d to the engagement roll for that operation.
- Star: You gain an additional xp trigger: Perform for an audience with scale based on tier (p 221). If your crew helped you, also mark crew xp. Gain +1 stash during payoff if you performed during the score.
- Tete-a-tete: You can push yourself to do one of the following: get a scene alone with someone —learn a secret—escape a location.
- Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
Strangers in the Night
- ˄ ˅ Tam Tam, owner of a music shop
- ˄ ˅ Celest, orphic
- ˄ ˅ Yagatan, music agent
- ˄ ˅ Kalle, adventurous fan
- ˄ ˅ Haia, mysterious heir
Items
- ☐ Music sheet that allows one use of a power on the list of orphic powers that you do not know.
- ☐ Memento that reduces the stress cost of a power by one. One use.
- ☐ Drink or drug that increases the effect of Sway actions against the consumer. Distinct pleasant taste and smell. One use.
- ☐ Fine cosmetics and disguise kit
- ☐ A musical instrument or striking outfit that allows you to push any resolve action (not just powers) at the cost of only one stress. You must carry no more than a light load.
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge using powers or charm.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Consort 1
- Sway 2
- 4 points by choice, no higher than 2 in any one