Type: Battleship-Class War Vessel
Dimensions: 300 ft × 50 ft (Gargantuan)
Cost: ฿3,000,000,000 base + ฿69,050,000 upgrades
Current crew: 13
Figurehead: Sea King skull (bow)
Rowboat: The Sandy Cheeks — squirrel figurehead, sand buggy pads (stern)
STR 28 (+9) · DEX 4 (-3) · CON 20 (+5)
Speed: 45 ft (35 paddle-wheel + 10 dial)
Travel Pace: 4 mph / 96 miles per day
Initiative: DEX −3 + Finn's PB +4 = +1
Recommended: Unified Crew Initiative using Finn's +3
Upgrade Slots: 12/12 — Fully loaded
Built from scratch by Bon D. Age during the timeskip at the Graveyard Docks, Veltyr (City of Salt). The hull is Adam Wood — stolen from CP-0 assassins transporting it through the city during the Water 7 arc. The Shipsune Miku replaced the Flying Dutchess, which suffered irreparable damage. The Flying Dutchess's large cannons were salvaged and installed on the Miku. Parts of the Dutchess's cannon systems were also used to build Migo's Leviathan's Whisper deck mount.
Several components show the marks of a rushed build — exposed weak points on the carronade, advantage on attacks against the hull, helm, sails, and paddle-wheel. These are build failures, not damage. Bon built her fast because he had to. She holds together because he loves her.
Viktor Rozkov and Anisa Velen (former slaves, crew smiths) work out of the blacksmith and gunsmith area. They assist with ongoing repairs, modifications, and weapon maintenance. They did not build the ship — that was Bon alone.
Aquarium / Fish Tank — Paid upgrade (฿750,000). Stores live caught fish, preserving them for later consumption. Halves crew lifestyle expenses.
Orchard / Garden — Free installation. Chloe grows medicinal herbs and food crops. Halves crew lifestyle expenses. Stacks with Aquarium — together these two reduce crew upkeep significantly.
Aerodynamics / Lightweight — Allows the Miku to travel in shallow water and sail onto Sky Islands. Critical for New World arcs involving sky island access.
Enhanced Support × 2 — Structural reinforcement installed twice. Enables the weight and recoil load of 14 Large Cannons plus the Beam Cannon. Without this the hull couldn't handle the stress of the full broadside and the heavy special weapons simultaneously.
Gym & Training Hall — Combat training, physical conditioning. Used actively by Manju, Jimbo, and the training crew.
Map Room — Kaillou's domain. Navigation charts, route planning, world mapping. The most important room in the ship for long-term campaign movement.
Strip Club + Haunted Piano — Crew morale. The piano plays itself. Nobody has investigated why. Nobody wants to know.
Jail — Prisoner holding. Has been used. Will be used again.
Blacksmith & Gunsmith Area — Viktor and Anisa's workshop. Weapon maintenance, armour repair, Miku modifications. The Leviathan's Whisper was partially built here.
Ships roll initiative using their DEX modifier + the captain, first mate, or helmsman's Proficiency Bonus. The Miku uses DEX −3 + Finn's PB +4 = +1. Strongly recommended: use Unified Crew Initiative — the whole crew and ship act on one initiative roll (use Finn's +3). On the ship's turn, it moves and fires weapons. Each crew member uses their personal action on their own turn to perform Officer Actions or their role abilities.
Officer Actions (any crew member can use these as their action): Aim and Fire (Advantage on one weapon's next attack) · Brace (+2 hull AC vs projectiles until next turn, once per round) · Full Speed Ahead (roll 1d6 × 5, add to ship speed until end of next turn)
| Crew Member | Role | Station Ability | PP Ability |
|---|---|---|---|
| Rokuji | Captain | Commanding Presence — 1 min address: up to PB creatures gain temp HP = level | Rallying Cry: Spend 1 PP — all allies within 60 ft gain Advantage on next roll + PB HP |
| Atsusato | First Mate | Commanding Presence — same as captain. Leads boarding parties when ships are alongside | Rallying Cry: Same as captain — stacks if both use before battle |
| Kaillou | Navigator | Charting & Mapping — assists Finn's steering checks. Observation Haki detects enemy ships early | Storm Tracking: DM warns him of incoming weather/hazards in advance |
| Bon D. Age | Shipwright | Ship Repair — STR check DC 15 as action: restore 1d6 + STR mod HP to one component per day. Knows every weakness | No formal PP ability — emergency repair is his constant contribution |
| Finn | Helmsman | Through Thick and Thin — double proficiency on all ship steering checks | At the Helm: Spend 1 PP as Reaction — +2 to ship's AC and all crew AC/saves while ship is moving, until start of his next turn |
| Chloe | Doctor | Tends to crew casualties. ROOM could function as Protective Barrier over ship components (spell slot = component size) | First Aid: Spend 1 PP as action — restore 1d6+4 HP + creature's max Hit Dice to injured crew |
| Migo | Artillerist | Artillery Mastery — proficiency bonus to all cannon attack rolls including Leviathan's Whisper deck mount | Devastating Volley: Spend 1 PP — all cannons fire simultaneously with +2 to each attack roll |
| Jimbo | Chef + Water | Food Prep — pre-battle temp HP treats (BA to eat, PB temp HP each). In water: shark Fishman, fights between ships, attacks hulls from below | No PP ability — his unique value is being operational in the water between ships |
| Manju | Lookout | Bird's Eye View — from crow's nest, treat lightly obscured as clear for spotting ships and islands | No PP ability — her value is the first alert and repelling boarders |
| Smokey | Cabin Boy | Jack of All Trades — Advantage on any routine ship task. Gag Check on meaningful impact | Spotlight Charge — unpredictable contribution. Never consistent. Always present. |
Active benefits at Piety 25:
- Self-heals 5 HP/hour when at sea
- If the hull drops to 0 HP, the Miku lingers for 1 extra round before sinking — the crew has one final chance to save her
- Warns crew 1 minute in advance of incoming danger — gives Advantage on the first DEX saving throw against that hazard
- Repairing damage themselves rather than hiring outside
- Personalising the ship (new rooms, decorations, the Sea King figurehead)
- Speaking to the Miku with respect, treating her as crew
- Defending the ship from harm
- Using the ship creatively in problem-solving
- Saving the ship from near destruction
- Allowing the ship to fall into disrepair
- Deliberately damaging or defacing the ship
- Treating her as disposable
- Bringing dishonorable or cruel people aboard
- Using the ship for treacherous actions
- Once per Long Rest: when hull would hit 0, Klabautermann restores 3d10 HP instantly
- Ship ignores non-magical rough waters, sails silently, leaves no trace
- +2 AC to all components
- If completely destroyed, the Klabautermann ensures one major part survives intact for rebuilding
Anisa Velen modified the Miku during the timeskip to be capable of full submersion. The crew doesn't know the Miku can dive. The reveal happens during the Sabaody escape session when there is no other route — Bon discovers the system Anisa built while managing the ship under pressure. This is Anisa's gift to the crew and her way of saying she knew they'd need it.
Uses the last upgrade slot (1/12). The Miku is fully loaded at 12/12 after this installation.
Activation: 10-minute prep sequence. Rigging retracted, hatches sealed, pressure systems engaged. Bon must be present and actively managing throughout. Cannot be shortened. External interference during prep (e.g. Marine attacks) adds time or creates failure points.
Speed submerged: 25 ft — paddle-wheel operates at reduced efficiency underwater. Sail speed is 0 while submerged.
Maximum safe depth: 500 fathoms (~3,000 ft). The Fishman Island approach requires approximately 400 fathoms. She has margin.
Duration: Indefinite, as long as the Huge Fuel Engine has fuel and Bon is maintaining systems. If Bon is incapacitated or the engine runs dry, begin controlled ascent immediately.
Weapons available while submerged: Harpoon Cannon, Beam Cannon, Ram. Large Cannons cannot fire — broadside fire requires horizontal gun ports which cannot function at depth.
Stealth: Seastone bottom remains fully active underwater. Sea creatures cannot detect the Miku. Devil Fruit users who somehow enter the water near her hull are still neutralised.
Controlled surfacing: 5-minute ascent. Standard procedure.
Emergency surface: Rocket Booster can fire straight up. Burns the full 5-mile range (straight up). 25% crash risk when breaking the surface. 24-hour recharge after. Only use when trapped or out of time.
Visual: Through the portholes, the water comes up the sides first — slow, then fast. Then green. Then dark green. Then darker. The harbour sounds disappear. Then silence.