Difference between revisions of "Orphic (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
Orphic magic is worked through performance, using one or more of acting, music, song, dance, or other performing arts.
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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 through song and even enchant death itself.
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Mostly used to charm and influence, a masterful orphic can calm the waves and enchant death itself.
Orphics may be known as bards, songmasters, thespians, and by a myriad of titles for performers.
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Orphics may be known as bards, troubadours, thespians, and by a myriad of titles for performers.
  
'''Trauma Condition - Turbulence
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=== Trauma Condition—Turbulence ===
An orphic has three lesser trauma conditions, rather than one severe one.
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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.
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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.
  
# 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.
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=== Special Abilities ===
# 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.
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# '''Epic''' By performing 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. 
# 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.
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# '''Influence:''' You may expend your '''special armor''' to reduce harm from a Resolve action consequence or to push yourself on a Resolve action.
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# '''Inspiration:''' Two times per score you can assist a teammate without paying stress. ''Tell us what performance inspired them.'' You can take this power several times to gain additional free assistance.
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# '''Listener:''' When you gather info you get +1d. Successfully gathering info for a score gives +1d to the engagement roll for that operation.
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# '''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.
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# '''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. You know all kinds of performance. ''If detail id desired, select a number of performance arts equal tot he rum of your action ratings in Consort, Finesse, and Sway.
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# '''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''.
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# '''Powers:''' [[Air Powers (FiD)|Air]], <span style="background-color:yellow">[[Animal Powers (FiD)|Animal]]</span>, <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], <span style="background-color:yellow">[[Flux Powers (FiD)|Flux]]</span>, <span style="background-color:yellow">[[Illusion Powers (FiD)|Illusion]]</span>, <span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>, <span style="background-color:yellow">[[Life Powers (FiD)|Life]]</span>, [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>, <span style="background-color:yellow">[[Order Powers (FiD)|Order]]</span>, [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], <span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
  
'''Special Abilities'''<br>
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=== Strangers in the Night ===
In addition to the listed powers, you have access to these special abilities.
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: ˄ ˅ Celest, an orphic.
 +
: ˄ ˅ Haia, a mysterious heir.
 +
: ˄ ˅ Kalli, an adventurous fan.
 +
: ˄ ˅ Tam Tam, a crafter.
 +
: ˄ ˅ Yagatan, an impressario.
  
* '''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.
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=== Inventory ===
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: ☐ Fine Disguise Kit
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: ☐, ☐, ☐ Fine Bottle of Wine.
 +
: ◯ Memento.
 +
: ☐ Music Sheet.
 +
: ◯ Stagewear.
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: ☐ Trance powder.
  
* '''Influence:''' You may expend your special armor to reduce harm from a Resolve action consequence or to push yourself on a Resolve action.
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* '''Fine Bottle of Wine''' ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress. Desirable to most people and tends to loosen tunges.
 +
* '''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.
 +
* '''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'''.
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* '''Music Sheet''' ☐: Allows one use of a power on the list of orphic powers that you do not know. '''Playbook'''.
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* '''Stagewear''' ◯: Fancy and provocative stage kit. 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'''
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* ''' 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'''.
  
* '''Inspiration:''' Two times per score you can assist a teammate without paying stress. Tell us what performance inspired them.
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=== XP ===
 
 
* '''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: You attract an audience and perform. If your
 
crew helped you, also mark crew xp. You 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 Powers (FiD)|Air]],
 
<span style="background-color:yellow">[[Animal Powers (FiD)|Animal]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>,
 
[[Darkness Powers (FiD)|Darkness]],
 
[[Death Powers (FiD)|Death]],
 
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
<span style="background-color:yellow">[[Flux Powers (FiD)|Flux]]</span>,
 
<span style="background-color:yellow">[[Illusion Powers (FiD)|Illusion]]</span>,
 
<span style="text-decoration: line-through;background-color:red">[[Kinesis Powers (FiD)|Kinesis]]</span>,
 
<span style="background-color:yellow">[[Life Powers (FiD)|Life]]</span>,
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
<span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>,
 
<span style="background-color:yellow">[[Order Powers (FiD)|Order]]</span>,
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
<span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>,
 
[[Water Powers (FiD)|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.
 
* ''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
 
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.
 
an attribute) or 2 xp if that item occurred multiple times.
* You addressed a challenge using powers or charm.
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* ''You addressed a challenge using powers or charm.
* You expressed your beliefs, drives, heritage, or background.
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* ''You expressed your beliefs, drives, heritage, or background.
* You struggled with issues from your vice or traumas during the session.
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* ''You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
 
: Consort 1
 
: Consort 1
 
: Sway 2
 
: Sway 2
: 4 points by choice, no higher than 2 in any one
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: 4 points by choice, no higher than 2 in any one.

Latest revision as of 22:47, 16 October 2024

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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

  1. Epic By performing 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.
  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. You can take this power several times to gain additional free assistance.
  4. Listener: When you gather info you get +1d. Successfully gathering info for a score gives +1d to the engagement roll for that operation.
  5. 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.
  6. 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. You know all kinds of performance. If detail id desired, select a number of performance arts equal tot he rum of your action ratings in Consort, Finesse, and Sway.
  7. 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.
  8. 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.

Inventory

☐ Fine Disguise Kit
☐, ☐, ☐ Fine Bottle of Wine.
◯ Memento.
☐ Music Sheet.
◯ Stagewear.
☐ Trance powder.
  • Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress. Desirable to most people and tends to loosen tunges.
  • 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.
  • 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 and provocative stage kit. 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.