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.

  1. 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.
  2. 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.
  3. 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.

  1. 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.
  2. Influence: You may expend your special armor to reduce harm from a Resolve action consequence or to push yourself on a Resolve action.
  3. Inspiration: Two times per score you can assist a teammate without paying stress. Tell us what performance inspired them.
  4. Listener: When you gather info you get +1d and improve your position one step. You get +1d to the engagement roll for that operation.
  5. 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.
  6. 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.
  7. 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