captain-commander

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The USS Barb (SS-200) battle flag. With twelve war patrols, her captain, Commander Eugene B. Fluckey, said the best reward he was given wasn’t on the flag. Not a single one of her crew were wounded in battle.

The USS Barb sank a train. On her last patrol, she used 5in rocket launchers - installed on the request of her captain - to barrage three towns on three different islands. During the night of July 22-23, 1945, Barb landed eight men at Karafuto, in the Japanese main islands. At 0145, while planting the explosive switch that would be set off by a train, the lookout spotted one thundering down the tracks. Paddling like the devil, the saboteur team barely got away when at 0147, the 55 pound scuttling charge used as a bomb blew up; causing the locomotive’s boilers to blow. After that, the cars behind the train were lit aflame, ending in a brilliant fireworks display.

Five minutes later, the saboteurs were back on board and “Lucky Fluckey” said over the intercom ”All hands below deck not absolutely needed to maneuver the ship have permission to come topside.”

On August 12th, 1945, USS Barb returned to port and ended her final war patrol. Three days later, the surrender agreements were signed. The eight crew-members who served as the saboteur team have the distinction of being the only ground combat operation held in the Japanese Home Islands during WWII.

Sunward Telchis Truefeater the Gallant

Born without peerless conviction to justice, duty, and valor, Telchis Truefeather strives to bring a lasting peace to Quel’Thalas. Telchis has spent much of his life being many different things. First of which is a Spellbreaker of a broken and lost order. Most recently he has taken up his great-grandfather’s calling of being a sailor and chief among the Sunguard’s captains. His ability to command at both land and sea make him quite valuable and a critical asset as the heir to House Truefeather.

Commander Mode:

150HP | 1d35+15

Commands a unit of Spellbreakers.

A man defined but an age of conflict and strife, Telchis Truefeather will stop at nothing to bring the war to and end. A seasoned commander and skilled warrior in his own right, Telchis calls upon his training as a Spellbreaker to lead his men into battle. Handpicked from the sanctums across Quel’Thalas, his Spellbreakers follow his quick but stern orders and are zealously loyal to their sacred oath.

Spellreflect[2]: Channeling arcane energy, Spellbreakers may reflect certain spells back at their attacker. They may choose to use Spellreflect on themselves or an ally. This skill may be used as an instant.

Arcane Control[1]: A Spellbreaker unit may attempt to control a summoned unit by rolling 1d20. A 12+ will allow them to gain access to the summoned unit until it is damaged by either a player or enemy force.

Spellwarding:
Cost: 2 Commander Points
Bonus: Whenever a Spellbreaker until reflects or purges a spell it gains a spellshield for the damage equal to was was reflected of nullified.
“Turn your foes magic against them! Their weaknesses are your strengths!” -Spellbreaker Yoren

Battle Standard Carrier: 
Cost: 1 Commander Point:
Bonus: Increase max roll potential by 10.
Each regimental division carries its own battle standards into war. They are seen as rallying signs of respect and tradition.

Regimental Captain:
Cost: 1 Commander Point:
Bonus: Increase the mod damage by 10.
Every good commander needs competent officers to command their soldiers. Regimental Captains keep soldiers sharp and disciplined.

Hero Mode:

65HP l 1d13+2 crit on 8-13 +2

Weapons:

One-handed Sword: D:1d10: crit on 7-10+2 

Riposte: Whenever attacked in melee, roll a 1-10 for riposte, if you roll a 6+ then you may attack the target back in return.

Shield:

Guardian[2]: Choose a target player/self, they will take half damage until their next turn.

Items Equipped: None

Potions/Poisons:

Revitalization Potion[1]: Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant. Fallen players cannot used Revitalization Potions on themselves. 

Windfury Potion[1]: Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant. Cost: 500g

Bandages: 

Dawnmending Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on other players/self

Prestige Class: Spellbreaker

Role: Resolute[Passive]: You may attempt to re-roll any failed rolls that may impair your character from action.
Tanks may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.

Skills:

Bloodbath[2]: The warrior finds that gore only increases their bloodlust. Strike a target for 1-25 damage. If the roll lands on a 20-25 then deal an additional +5 damage and the strike heals the warrior for +5hp.

Heroic Leap[1]: The warrior may leap down upon a target that is within ranged area of damage. This leap allows them to jump over targets that may be blocking a path. The leap also deals 1d30 damage to the target.

Bladefury[2]: The warrior targets two adjacent targets and strikes each for 1d25 damage. If the roll lands on a 20-25 then the warrior recharges the skill’s usage.

Prestige Skills:

Magic Breaker[2]: When targeted by an enemy magical spell, the Spellbreaker may reflect the spell back to the caster. Cannot be used on certain spells. Can be used to reflect spells on allied players.(added to assisting players).

Arcane Strike[2]: Strike a target for 1d30+10 damage(up from 1d20+5). If the enemy is a magic use then deal an additional +5 damage.

Art by: isei-silva

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C: Do you ever wonder what would have happened if you had not been at the Conclave? If you’d never become the Inquisitor?

I: Sometimes. My life would be less complicated - less dangerous.