Blackjack Trading Troupe
The so-called "Blackjack Trading Troupe" is the impromptu organization that has grown up around the Crew of the Changeling Skyship Blackjack. The Baron Niamhi Silversång, Lanzo "Lance Uppercut von Razak, the soulforged Xeno, and the artificer Of the Forge the Spark set out to unravel the mystery of House Silversång's curse.
Along the way, they have gathered together a disparate crew of assorted beings. They lost Xeno, who became the Avatar of Malfador, known as "MalXeno" and "Xen-alfador". The scion of House Heskiloth, Elenwe joined the crew as they became embroiled in the rise of the Hidden Moon and the Silversong Moon.
Along the way they founded the event known as Lunapalooza, which they hold semi-annually in Tower Town and on the Shattered Moon.
Sub Organizations
Crew of the Blackjack
Traveling with and maintaining the Blackjack.
- First Mate Thunderfox
- Gunner Crocodile Kate
- Spelldriver Coyote Rose
- Sugar Bear
- Stork Stewie
- Opal Ocelot
- Tinder Hound
Neophytes of Ta-Arma
Based in the Empyrean Ki-rin Monastery.
Luna-paloozers
Based in a permanent location in Goblin Town in the Blue Stone District.
- Cumvel Coyilen - Thunder Tech
- Bazanuth the Mindwitness - Telepathic Amplifier
- Rabbitfolk carnies
Associates & Organizations
Cavaliers of Light Tourney Train
Travels throughout the Sovranty of Lozar spreading the word of the Order of Light and House Molndal. They have taken it back over, but there are loyalists to the Blackjack who are still there.
Blackjack Trading Troupe
Skills
Diplomacy Skill | +3 |
Espionage Skill | +4 |
Lore Skill | +2 |
Operations Skill | +2 |
Defenses
Size | 2 |
Power Die | d6 |
Communications | 13 |
Resolve | 11 |
Resources | 14 |
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 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.
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.
Converted to WA by kitoypoy and Tillerz
Headquarters
Changeling Skyship BlackjackOfficers
Niamhi Silversång - Captain & Bewitcher
Lance Uppercut - Medic & Medium
Of the Forge the Spark - Mechanic & Augur
Elenwe Heskiloth - Spellsword
Xeno - Navigator
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