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.

  • Star Quality By playing for 5 minutes with an audience (other player characters suffice) you can reduce the stress cost of a power by two. This applies to all downtime power use.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Strangers in the Night

˄ ˅ Tam Tam, owner of a music shop
˄ ˅ Celest, orphic
˄ ˅ Yagatan, music agent
˄ ˅ Kalle, adventurous fan
˄ ˅ Haia, mysterious heir

Items

☐ Notes and lyrics that allows one use of a power on the list of orphic powers that you do not know.
☐ A memento that reduces the stress cost of a power by three.
☐ Party supplies for five people. Spend additional load for more people, ☐-☐ for 25, ☐-☐-☐ for 125. This is not food.
☐ Fine 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 a light load to use this.

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

Sway 2
Finesse 1
4 points by choice, no higher than 2 in any one