Minerva’s HP: 350/500
Progress: 171 + 30/400
Damage:
@Seigi @Haru @Portia Ahrens @Yukisa @Corvella receive 20 HP damage from the bombardment. @Iván Carl due to the HP shield already being expended, receives 30 HP damage from the bombardment.
The Minerva receives 150 HP damage from the bombardment.
The Minerva is inflicted with the Burning status. On the next cycle, it will receive another 50 HP damage.
The Minerva is inflicted with the Ruptured Sails status. On the next cycle, Progress will be reduced by 50.
With some weird telepathic communication ability, the Justice Crew has assembled with the following roster.
- Captain [Seigi Ling Ling]
- Helmsman [Ivan Carl]
- Lookout [Corvella]
- Armsmaster [Portia Ahrens]
- Medic [Haru]
- Propellerman [Yukisa]
Do note, however, that it is possible to take actions for a role you are not assigned to.
As always, there are special actions one can take, depending on whether or not the situation demands it, or whether or not they have an Awakened mastery.
Strenuous Effort [Everyone] By permanently sacrificing HP (reduce both your current HP value and your maximum HP value), you can gain a bonus modifier to your roll equal to the amount of HP spent, up to a maximum of 50. This modifier can not be applied to Support actions.
Helping Hand [Everyone] Extra help is always appreciated, even if it's by untrained hands. Roll for any other action, but without modifiers or buffs, in order to help out with the task of getting places.
Extinguish the Flames [Portia and Haru Only] EN cost 20. Shoot out geysers of water to put out the raging flames on the side of the ship's hull. Removing the Minerva's Burning status.
Patch the Sails [Everyone] EN cost 10. Climb up onto the sails and do your best to cover up the hole in the canvas. Roll a d100 + 5 per tier of Acrobatics, excluding Beginner. If the final score is higher than 80, you succeed. If it is lower than 80, you fail, receiving 20 HP damage due to falling off the sail and onto the ship's deck. Upon failure, you can try again, as many times as you want, provided you can pay the EN cost.
Captain's Orders [Seigi Only] With great power comes great responsibility, for a crew is not a democracy but a dictatorship. When the Lookout vocalizes what they see in the distance, it is the captain's duty to tell everyone else what to do. If they follow the captain's orders, the rest of the crew gains a +20 modifier to all rolls. If they disobey the captain's orders, the rest of the crew gains a -20 modifier to all rolls.
Helmsman's Duty [Ivan Carl Only] Read the wind, roll up your sleeves, and get down and dirty with the wheel and sails of the ship. Roll a d100 + 5 per tier of Riding mastery, as well as any relevant buffs, and add the final score to the Progress DC.
Do a Barrel Roll [Ivan Carl Only Free Action. EN cost 10. Put your Riding skills to the test, and do fancy evasive maneuvers in order to dodge the incoming fire. Reduce Progress by an amount of your choosing, up to a maximum of 50. On the next turn, the damage that the Minerva will receive is reduced by 50.
Crow's Nest [Corvella Only] Narrow your eyes against the sun's glare and determine what lies ahead in the vastness of the skies. Roll a d100, as well as any relevant buffs. The score will be divided by 30, rounding up, and the resulting value will be the number of paths in the sky that the DM will alert you of.
Taskmaster [Portia Only] Scowl menacingly at others and make them work harder. Select a single individual. Reduce their HP by 10 and give them a +60 buff to their next action.
Not Just A Bully [Portia Only] Show your manly side and risk your own body in order to shield your crew or your ship. Take all damage that would be dealt to others onto yourself for the next round.
Propellerman is a Fake Job [Yukisa Only] Spin the propellor really fast and make the ship go even faster. Roll a d100 + 5 per tier of Aeromancy, as well as any relevant buffs. Divide the final score by half and add to the Progress DC.
Reckless Boost [Yukisa Only] EN cost 20. Spin the propellor even faster and make the ship go just as stupidly fast. Roll 2d100 + 5 per tier of Aeromancy and add to the Progress DC. On the next round, the Minerva receives double damage and a random status affliction.
Heals on Sails [Haru Only] Perform a normal Heal action. Yup. That's it. You went to medical school for this?
Heroic Aura
Stalwart Passive. No matter what maledictions are poured upon you, a hero will not falter. Excluding Beginner, each tier of Heroic Aura grants you a stack of Stalwart at the beginning of combat. Each stack automatically dispels a magical debuff, before being consumed.
Rouse Free action, costing 10 EN. Establish your Heroic Aura, the radiant banner that empowers all your allies. Grant either a +10 damage buff that stacks over other buffs, a +10 HP Shield, or immunity to a single debuff for the next cycle to everyone in your party.
Warcry Action, costing 20 EN. Can only be used once every three cycles. Unleash a devastating roar, stunning all minions on the battlefield and performing a Disruptive Attack upon all those in the same Zone as you. Use Heroic Might as the modifier. If the resulting score is high enough, enemies in the same Zone will be knocked back one space as well.
Limit Break[Seigi Only] ???
Chronomancy
Time Accel Passive. Human might may be limited to one’s muscles, but with the ability to manipulate time, even physical constraints can be overridden. Excluding Beginner, each tier of Chronomancy grants you a stack of Accel at the beginning of combat. Each stack can be consumed during your turn to double the movement speed of either yourself, or your ally. If you choose to, you can consume 3 stacks of Accel instead in order to grant one extra action to yourself or your ally.
Rewind Action, costing 20 EN and 20 max EN. Grasp the fabric of time and pull it back, returning yourself to your original physical state. Set your HP, status, and physical location to what it was in the start of the previous cycle, essentially negating everything that has occurred to your character in the current cycle. This ability can be applied to objects as well.
Terminate Action, costing 30 EN and 30 max EN. Can only be used once every three cycles. Dive into the depths of your time manipulation abilities, locking an enemy or ally in time. If this is used on an ally, they are immune to all enemy attacks for the next round. If this is used on an enemy, they are unable to act during the next cycle, and are immune to all damage from players. If this is used on an unwilling target, a d100, modified by Chronomancy, must be rolled to clear a hidden DC.
Limit Break [Ivan Only] ???