Dismantle Prosthesis: Deal +40% damage against Mechanical Amalgams, Constructs, Distortions or those with Mechanical Prosthetics, and gain +1 to hit when targeting them. On a successful kill (not incapacitation), other allies gain +2 to hit for the next turn.
The Second Smoke War was a conflict between humans and humans who no longer looked the part.
Shin (心) - A Certain Sinclair: On a successful DC10 Wisdom Saving Throw at disadvantage, gain +5 to speed, deal 20% more damage against immobilised targets, gain +1 to hit against all targets, and gain 1 speed and do 1 more damage against all targets every turn, to a max of +4. Upon successfully gaining this effect, it remains until the end of combat.
Withstand The Smoke: If Sinclair or an ally becomes immobilised due to external effects, use Abate The Smoke as a reaction.
The Smoke of the Second War was no different in nature from that of the First—it invaded the mind and clouded the judgement of the victim.
Survival was reserved only for those who learned to accept the Smoke as part of their daily lives.
Lend My Ear to the Inner Self, Hold onto the Representation of its Voice: After killing an enemy with more than 150HP, gain Sign - Manifestation of the Future and Umbra Unsealed.
Special Airborne Operations Force: Abraxas Chariot: When dealing damage to a target with more than 50 max HP, do an additional 2D4 true damage with every hit.
Guerrilla warfare played an important role during the Second Smoke War.
The most feared among the undertakers of these ambushes were none other than the airborne forces that descended directly upon the combat zone and turned the tide of the battle unexpectedly.
These airborne soldiers would appear out of nowhere by utilizing technologies such as Singularities of the Wings—they would carry out their mission immediately, and once their objectives were accomplished, they would disappear without a trace.
"The Abraxas Chariot" was one of the groups that inspired the most dread in the War alongside those airborne forces such as "Descenders of 101 Doors" and "The Dimension Roamers."
Halberd and Bastard Sword: Sinclair critically hits on a 19+ if he has Shin (心) - A Certain Sinclair. Additionally, he can make 2 actions per turn.
Wielding a nameless halberd and a bastard sword, the young man, clad in a dull green coat, would ravage through the enemy lines before vanishing without a trace once he was done.
Some called him the Green Damnation, while others called him the Green Deliverance.
Umbra Unsealed: Deal +10% damage with all attacks, gain +1 to hit.
Sign - Manifestation of The Future: All allies that fight alongside Sinclair gain +1 to hit.
Abraxas.
Halberd Combo: Melee Weapon Attack: +6 to hit, 10ft range, 1 target. 12 (2D10+2) slashing damage. Sinclair can pass a DC16 dexterity saving throw to deal additional 30% with this attack. Sinclair makes a quick slam with his halberd before following it with a stab-slash with his bastard sword.
Trench-specialized Spear Combat: Melee Weapon Attack: +6 to hit, 10ft range, 1 target. 12 (3D6+3) slashing damage. This attack can only be taken once at most per turn. Gain +1 to hit the next turn. Sinclair makes 2 pressuring strikes with his bastard sword before stepping back and landing a slam with his halberd.
True Decapitation Deathblow: Melee Weapon Attack: +8 to hit, 30ft range, 1 target. 16 (4D6+4) slashing damage. This skill always critically hits on an 18+. This skill can only be used once every 3 turns. Sinclair can make a DC14 Wisdom saving throw at disadvantage to generate one Mang (望) (1.8x damage). Additionally, this skill does an additional 50% damage (on top of the criticial doubling of damage) when it crits. Sinclair teleports in front of his target, slashing them and then teleporting again rapidly, surrounding his target in a flurry of slashes before teleporting behind them to do a devastating strike from the back.
Plastered Sleep, Unrestrained Ripples: Melee Weapon Attack: +8 to hit, 30ft range, 1 target. 20 (4D8+4) slashing damage. This skill always critically hits on an 18+. This skill can only be used in place of True Decapitation Deathblow if the target has less than 10% of their max HP.. Sinclair can make a DC18 Wisdom saving throw at disadvantage to generate two Mang (望) (3.2x damage). Additionally, this skill does an additional 300% damage (on top of the criticial doubling of damage) when it crits. Sinclair lands 4 powerful strikes at his target before powering up his strike, generating a tornado of gathering wind at his halberd, then landing a quick strike that tears his target apart.
Downward Swing: Melee Weapon Attack: +7 to hit, 30ft range, 1 target. 12 (2D10+2) slashing damage. After the attack, Sinclair will teleport 5ft before his target. Sinclair takes a step back, walking into a portal before teleporting before his target and slashing them, then following it up with another slash.
Abraxas Flashstep: Sinclair can move up to 50ft as a bonus action without provoking attacks of opportunity. By stepping into a portal, Sinclair can teleport to an unoccupied space within 50ft.
Abate The Smoke: Melee Weapon Attack: +8 to hit, reach 25ft radius, AOE. 12 (4D4+4) bludgeoning damage. This skill cannot be used unless the necessary conditions are met. Against targets with less than 20HP, do an additional 6 (2D6) slashing damage. Additionally, any allies are not affected by the attack and recover from statuses immobilising them.
Description
Sinclair is a young man fighting in the Second Smoke War. He has dirtied blond hair, tied in a ponytail. He wears a black tactical bodysuit woven from resistant fabrics, having various belts and gadgets holding necessary items for survival. He also wears a dirtied and torn miltant green coat, leading to his naming as the Green Damnation or Green Deliverance. Stripes of tattered fabric, blackened by smoke, stream off of his nameless Halberd and Bastard Sword, his preferred weapons. A small, ashy black bird-like shadow perches on his right shoulder, and he bears the awakened Mark upon his forehead. Sinclair is direct and to the point, openly speaking his mind to his will. He is calculated and precise, a trait he gained from his time serving in the Second Smoke War, and his ability to survive despite the worst of situations is notable.
Lair and Lair Actions
The Blue Smoke from the Frontlines of the Second Smoke War - The Smoke, pouring in from Sinclair's body, fogs up the mind of all those who are within it. Those who are within it are prone to rash actions, driving many of them into insanity. The only people who could survive within it are those who accepted the smoke into themselves.
At the start of the turn, every humanoid creature within 50ft of Sinclair gain a +1 to hit and do 10% more damage. At the end of the turn, all creatures within the range must make a DC12 wisdom saving throw or gain -1 to hit and reduce movement speed by 5. This does not apply to Sinclair. This effect does not interfere with any other lair actions that may occur due to the presence of another lair.







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