H.C.S. Blackjack

 

The Hex Crystal Skyship Blackjack belongs to the Baron Silversång, whomever that may be at the moment. It's a cargo ship known to operate in western Krosia. The Blackjack comes with a Writ of Passage, allowing it to dock at Kirinal Concordance Zone skyports and, most importantly, to carry cargo to and from the Zone.

Trade Barge Configuration

When set up as a trade barge, the Blackjack looks like the cheapest and most common class of trading sky vessel in western Krosia. It trundles along slowly but steadily.

It's designed not to attract attention and to slip in and out of most sky ports with very little attention. Unlike most vessels in its class, it flies under hex crystal power and doesn't require a blimp to float.

The Blackjack - Trade Barge
Shoal Trade Barge by Arcane Minis
In this configuration, the Blackjack looks like the ubiquitous trade barges hauling cargo through the skies of Western Krosia.

Blackjack Trading Troupe

Mystic Circle Theatrical Troupe

Skills

Diplomacy Skill+3
Espionage Skill+3
Lore Skill+2
Operations Skill+2

Defenses

Size1
Power Die d4
Communications12
Resolve10
Resources11

Domain Powers

Universal Energy Field. As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher. Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy.


Magic Misdirection. As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn.

Domain Features

Forgotten Rite of Animation (Special Unit). As a domain action, make a DC 13 Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers. (See the Warfare chapter for full details on how to read a unit card.)


Unravel Sorcery. Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells.


Combat Anthem. As a domain action, make a DC 12 Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit.


You Didn’t Hear This From Me. As a domain action, make a DC 12 Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue.

Domain Titles

Augur. You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again.


Bewitcher. You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest.


Medium. When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list. Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to 1d4 × the dead creature’s challenge rating.


Shade. You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn invisible as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again.


Spellsword. You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn.

Kingdoms & Warfare Party Sheet (c) by Matthew Colville, MCDM Productions
Converted to WA by kitoypoy and Tillerz

Shoal Trade Barge

Gargantuan vehicle, unaligned
Armor Class: 19
Hit Points: 500 (damage threshold 20)
Speed: Fly: 30ft Hover: 30ft

STR

24 +7

DEX

4 -3

CON

20 +5

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Languages: n/a
Challenge Rating: n/a

Actions

On its turn, the airship's captain can command the ship's crew to take actions from the list detailed below. It can't use an action if the station does not have the requisite crew.

Movement: 3 Propeller Engines The ship can use its helm to move with its propeller engines.

Travel Pace. 3 mph Speed (fly). 30 ft.

Fire Ballistae (2): Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Armor Class: 15, Hit Points: 50, Damage Immunities: poison, psychic

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Creature Capacity 20 (crew and passengers)

Cargo Capacity 100 tons

Hull Mounts: 2 Left (Port), 2 Right (Starboard), 1 Rear (Stern)

Hull

Armor Class. 19 (17 Natural AC + 2 For more than two Propeller Engines)

Hit Points. 500 (damage threshold 20)

Helm

Move up to the speed of the ship's propeller engines, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

Minimum Crew 1 crewmember

Hull Mounts

The airship has a combination of hull mounted modules that grant it mobility and additional fighting capabilities. These hull mounted modules either add new Actions or improve the ship's momentum.

Port Mounts - This airship has 2 port side mounts. 1 on the stern of the hull and 1 on the bow of the hull.

- Stern - Propeller Engine

- Bow - None

Starboard Mounts - This airship has 2 starboard side mounts. 1 on the stern of the hull and 1 on the bow of the hull.

- Stern - Propeller Engine

- Bow - None

Stern Mount - This airship has 1 stern mounts.

- Stern - Propeller Engine

Ship Components

Helm

Interior - No stats

Propeller Engine (3)

Armor Class: 18

Hit Points: 100

Crew Minimum: -

Power Generation

Officers of the Blackjack

Captain Niamhi Silversång

Navigator Xeno

Mechanic Of the Forge the Spark

Medic Lance Uppercut

First Mate Thunderfox - Shifter Expert 3

The Crew of the Blackjack

Stork Stewie - Shifter

Crocodile Kate - Shifter

Opal Ocelot - Shifter

Tinder Hound - Shifter

Sugar Bear - Shifter



Cover image: Shoal Trade Barge by Arcane Minis

Comments

Please Login in order to comment!
Powered by World Anvil