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 You must use a performing art to activate your powers, which may attract attention but can be disguised as a normal performance. It is hard to tell when you use 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 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. 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 enjoy 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 performed during the score.
  7. 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.
  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, orphic.
˄ ˅ Haia, mysterious heir.
˄ ˅ Kalli, adventurous fan.
˄ ˅ Tam Tam, owner of a music shop.
˄ ˅ Yagatan, music agent.

Items

☐ Drink or drug that increases the effect of Sway actions against the consumer. Distinct pleasant taste and smell.
☐ Memento that reduces the stress cost of a power by one. One use.
☐ Music sheet that allows one use of a power on the list of orphic powers that you do not know.
☐ Fine cosmetics and disguise kit
☐ Performance ensemble that 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.

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