Orphic (FiD)
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Orphics work magic through performance, using one or more performing arts, such as acting, music, song, or dance. Mostly used to charm and influence, a masterful orphic can calm the waves and enchant death itself. Orphics may be known as bards, troubadours, thespians, and by a myriad of titles for performers.
Trauma Condition—Turbulence
You must use a performing art to activate your powers, which may attract attention but can be disguised as a part of a mundane performance. It is hard to tell when you are using powers or not. As an orphic your first power must be the Animal, Flux, Illusion, Life, Mind, Order, or Time power. These are marked in yellow on the power list below. When gaining further powers you can select any orphic power you wish.
Special Abilities
- Epic By playing for 5 minutes with an audience of scale appropriate to your tier (p 221) you reduce the stress cost of a power by two. Your crew suffices as an audience if all of them are present.
- 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. Successfully gathering info for a score gives +1d to the engagement roll for that operation.
- Social Butterfly: You never roll less than 2d indulging in vice. When indulging in vice you may pick which dice result to use to reduce Weight. For example, if you rolled a 2 and a 5 you could choose to reduce your Weight by either 2 or 5. Your crew also benefits from this if they indulge with you, and can use your vice.
- 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 did this during the score.
- Tete-a-tete: Push a Resolve action to do one of the following: Attract everyone's attention—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
- ˄ ˅ Celest, an orphic.
- ˄ ˅ Haia, a mysterious heir.
- ˄ ˅ Kalli, an adventurous fan.
- ˄ ˅ Tam Tam, a crafter.
- ˄ ˅ Yagatan, an impressario.
Items
- ☐ Fine Disguise Kit
- ☐, ☐, ☐ Fine Bottle of Wine.
- ◯ Memento.
- ☐ Music Sheet.
- ◯ Stagewear.
- ☐ Trance powder.
- Fine Disguise Kit ☐: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect when playing a role or relying on beauty.
- Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress. Holds wine for 5 glasses. Consumable.
- Memento ◯: A small personal item reminding you of your goals and passions. Reduces the stress cost of a power by one. One use per score. Playbook.
- Music Sheet ☐: Allows one use of a power on the list of orphic powers that you do not know. Playbook.
- Stagewear ◯: Fancy sate kit, often provocative. Allows you to push any resolve action roll (not just powers) at the cost of only one stress. You must carry no more than a light load and cannot use armor. Playbook
- Trance Powder ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. Alchemy, Common, Consumable, Unreliable.
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.