The Blackbird is immune to Odic manipulations and cannot be the target of possessions, mental commands, or illusions. Once between Rekindlings, spend 1 point of Fortune for the Blackbird to snuff out a Vitiation. Additionally, at any time, a point of Fortune may be spent to make this Blackbird’s next Odweft test Flip to Succeed.
Of finite lifespan, such a being is naturally vulnerable to all threats of the Blackbirds world, including Injury.
Circle of Cast
Psalms of the Old Gods
You can use [WB] when the Blackbird deals Damage with Melee or Ranged Attacks.
The Gossip of Forked Tongues (Passive Bonus): The Blackbird knows how much Spite each of their Outsiders has toward them.
Others of My Kind (+1 Tithe, 2 AP, Special Action): Make an Odweft test. If successful, the Blackbird learns if there are any other theurges or Odic creatures within 99 strides of their location and what specific Outsiders are operating in that same area.
Cast a Net of Names (+3 Tithe, Extinguish Non-Combat Action): The Blackbird learns the name and basic information about a particular Outsider, and perhaps some details that may lead to where or how their True Name can be discovered. The station of the Outsider they can discover is based on their O&R Path Rank: 1: Imp, 2: Villein, 3: Lord. Using this ability causes the Blackbird to fall into a deep slumber for 1D6 days, during which they cannot be roused.
Ever Vigilant (1 AP, Reaction): The Blackbird loads and fires their bow, automatically intercepting an arrow or bolt fired (or an object thrown) at them or another character within PB strides.
Twin Volley (3 AP, Combat Action): The Blackbird may load and fire two arrows at one target without suffering a multiple-attack penalty. Each shot is dealt with as with any Ranged Attack.
Bullseye (3 AP, Extinguish Special Action): The Blackbird sends a clothyard shaft through up to Skill Ranks in Ranged enemies within Long Distance, slaying them instantly.
Accommodating Wit (Passive Bonus): When being glib or funny, the theurge’s jokes land better than ever. Add +10 to any Fellowship-based Skill tests wherein the theurge is able to make a joke. In addition, if in a situation where they would automatically fail a Fellowship-based Skill test, they can tell a joke and then make a test.
I Am the Mask (+1 Tithe, 2 AP, Special Action): The theurge shifts their face (and only their face) to look like any other face they have seen and can remember. Their hair and every other part of their body remains the same. This lasts for 1 hour.
Believe in Me (+2 Tithe, Extinguish Non-Combat Action): During a conversation, the person the theurge is speaking to believes everything they say. After the conversation ends, they continue to believe the theurge for at least 1 hour.
State of Imbalance (Passive Bonus): By touching an object, the theurge can tell what its point of greatest structural weakness is.
State of Decay (+2 Tithe, 1 AP, Special Action): The theurge touches a living person or creature to find its weakness. If attempted in combat, this requires a successful unarmed Melee Attack. Thereafter, the theurge knows what the target’s greatest weakness is or what it is vulnerable to; all attacks the theurge makes against this specific being are Flip to Succeed for 1 hour. This can be employed only once for each being.
State of Collapse (+2 Tithe, 1 AP, Extinguish Special Action): The theurge is able to immediately break a mundane object up to the size of a horse or render it useless by exploiting a weakness or applying force to it in just the right way.
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