⚔ How Bon Fights — Combat Flow

Follow these steps on your turn — in order

1
Rage? (Bonus Action · 3/Long Rest) Bear Totem: resist ALL damage types except psychic. ~428 effective HP against non-psychic while raging. Rage early in hard fights — this is your most important defensive tool.
2
Choose Battle Mode for this turn.
Ironwall
Defensive anchor. Absorb damage, hold the line for the crew.
Chainmaster
Chain control and positioning. Pull, lock, restrain targets.
Crewguard
Protect specific allies. Intercept attacks, redirect damage.
3
Move. 80ft walk or swim — you are fast for your size.
4
Flying Strike (1/SR · Action) — 25ft leap attack. Impact Core ALWAYS triggers — Viktor built it for a shipwright who fights by closing distance. The 25ft leap always meets the 10ft movement requirement. Use Flying Strike whenever it's available.
5
Attack with Tidebreaker Maul — your main action if Flying Strike is spent.
6
Bonus Action — pick one:
Chain Feed (Mod 04)
Extend / Pull / Reel — battlefield control. 1/turn.
Healing Word / Bardic
Support the crew. Cannot do both in the same turn — choose deliberately.
KEY RULINGS
Impact Core: Always triggers on Flying Strike — the 25ft leap always satisfies the 10ft movement requirement. Intentional design.
Ironwake Rig is NOT heavy armor — no STR check disadvantage, no speed penalty. Can benefit from Unarmored Defense.
Module selection before combat. Modules cannot be swapped mid-fight — choose based on expected encounter type.

📊 Session Tracker

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Rage
/ 3 LR
Flying Strike
/ 2 SR
Bardic Inspo
/ 2 LR
Haki Pulses
/ 8
Active Mode

🌀 Haki

Stage 1 Awakened · Pulses: 0 / 8

⚫ Armament — Stage 1
Attacks count as magical. +1 to ATK and DMG rolls. Manifests as raw physical reinforcement — strongest in moments of protecting the crew or the Miku. Next stage unlocks: first major New World arc + 8 pulses.

📋 Your Rules

See character sheet for ruling details.

🃏 Cards — Click to View Full Size

13 cards · click any to expand

Ironwake Rig — Base ArmorIronwake Rig — Base Armor
Mod 01 — Auto-Brace PistonsMod 01 — Auto-Brace Pistons
Mod 02 — Anchor Lock SystemMod 02 — Anchor Lock System
Mod 03 — Distributed Load FrameMod 03 — Distributed Load Frame
Mod 04 — Chain Feed SystemMod 04 — Chain Feed System
Mod 05 — Quick-Lock HarnessMod 05 — Quick-Lock Harness
Crewguard ModeCrewguard Mode
Ironwall ModeIronwall Mode
Breakwave ModeBreakwave Mode
Chainmaster ModeChainmaster Mode
Tidebreaker MaulTidebreaker Maul
Bon the Unsinkable — TimeskipBon the Unsinkable — Timeskip
Bon — The Iron Tide ReferenceBon — The Iron Tide Reference
Bon — Iron Tide Training ArcBon — Iron Tide Training Arc

🛡 Gear — Current Loadout

See gear details.

⚙ Gear & Abilities

See card library for full card stats · Max 2 modules equipped at once

Tidebreaker Maul
Legendary Heavy two-handed. 2d10 bludgeoning, Reach 10ft. Folding Haft mod required to stow it at all (1 min). Module 05 (Quick-Lock Harness) reduces to Bonus Action once Folding Haft is installed.
Flying Strike (1/SR · 2/SR post-TS)
25ft leap attack. STR for ATK and DMG. Impact Core always triggers. Range: 30ft normal / 120ft long.
Bear Totem Rage (3/LR · Bonus Action)
Resistance to ALL damage except psychic while raging. +STR mod to damage. Cannot be charmed. 6,000 lbs lifting capacity.
Ironwake Rig — Modular Armor
NOT heavy armor — no disadvantage, no speed penalty. Max 2 modules equipped. Swap during Short Rest with tools.
BARD SPELLS & SUPPORT
Key Spells
Healing Word (BA) · Cure Wounds · Thunderwave · Heat Metal · Knock
Smokey D. Ass — Companion
Bard 3 · CHA 19 · Spotlight Charges 2/LR. Controlled by you. Gag Check d6 on meaningful actions. Hard-capped at Bard 3 permanently. See Smokey's card for full ability list.

⚙ Ironwake Rig — Modules & Battle Modes

Max 2 modules equipped · Choose before combat · Cannot swap mid-fight

Mod 01 — Auto-Brace
On damage: gain Temp HP = PB. Once per turn.
Mod 02 — Anchor Lock
Reaction (PB/LR): reduce forced movement to 0. Advantage on next STR check/save.
Mod 03 — Load Frame
Shipwright's Reflex → 1d10+PB. May split remaining damage between you and ally.
Mod 04 — Chain Feed
BA 1/turn: Extend (grab surface 15ft) / Pull (creature 5ft toward you) / Reel (move yourself 10ft to anchor).
Mod 05 — Quick-Lock
Deploy/stow Maul as BA. Requires Folding Haft mod installed first.
SOLO STANCES
Ironwall Mode (01+02)
When both modules trigger same round: Resistance to all damage + cannot be moved/pushed/prone until end of your turn.
Crewguard Mode (01+03)
When reducing ally damage via Load Frame: both you and ally gain Temp HP = PB. May move ally 5ft (no OA).
CHAIN COMBOS
Chainmaster Mode (02+04)
When pulling with Chain Feed: STR save DC = 8+PB+STR or target Restrained until end of next turn. No OA from that target this turn.
Breakwave Mode (04+05)
After Chain Feed: immediately make 1 weapon attack. On hit: target has Disadvantage on movement until end of next turn. May move 5ft before/after (no OA).

⚓ Ship Role — Shipwright

Station: Below Decks · Engine Room & Structural Systems · You keep the Miku alive

Role Ability — Ship Repair
STR check DC 15 as your action. On success: restore 1d6 + STR mod HP to any one component. Advantage on this check — you built her and know where every joint is. If a component is at 0 HP (not the hull), successful repair makes it functional again.
Huge Fuel Engine — Critical
If the engine goes dry or takes damage: Paddle-Wheel, Beam Cannon, and Rocket Booster all cease to function. You track fuel. You manage the engine. Nobody else knows these systems.
COMPONENT REPAIR PRIORITY
1st — Helm (38 HP)
Most critical. If it goes down the Miku cannot turn.
2nd — Dial Upgrade (30 HP)
Lowest HP — vulnerable to sustained fire.
3rd — Carronade (40 HP)
Has an Exposed Weak Point — enemies who know about it will target it.
4th — Harpoon Cannon (50 HP)
Most durable offensive component.
PRE-ENGAGEMENT CHECKLIST
1
Check fuel levels — the Huge Fuel Engine needs a full barrel per day.
2
Know the current HP of every component before the fight starts.
3
Get below decks immediately at the start of combat — repairs are your action economy.
4
If the Helm takes any damage, that is your immediate priority — the Miku cannot turn without it.

🎭 Bon At The Table — Role & Identity

Bon built the Shipsune Miku. That context matters in combat — his instinct is always to protect, not just to hit. With Bear Totem Rage active he is functionally the most durable frontline in the crew: 214 HP plus resistance to all damage types except psychic equates to roughly 428 effective HP against non-psychic damage. He opens Rage, closes distance with Flying Strike, and then becomes the wall the crew operates behind. The Ironwake Rig is not heavy armor.
Rage early. Bear Totem resistance is irreplaceable and the BA cost is non-negotiable on hard fights. Don't save it.
Flying Strike always triggers Impact Core — the 25ft leap always meets the 10ft requirement. Intentional design. Don't hesitate.
Module selection before combat only. Cannot swap mid-fight. Choose deliberately based on expected encounter type.
Chain Feed BA vs Healing Word BA — pick based on what the battlefield needs most. You cannot do both in the same turn.

📖 Timeskip Arc

The Iron Anchor Oath

He came up out of the water alone.

The Graveyard Docks didn't announce themselves. They appeared through the surface as he swam — first the shadow of rusted hulls, then the shapes of ships that had died in every possible way: fire, storm, cannon, time. An island built of them, layered over decades, the sea turning wreckage to geography. He hauled himself onto the nearest hull, looked around at the field of broken things, and made a decision immediately.

He would learn from every single one of them.

Old Man Ryuga — "The Breakwater" — found him on the second day, not because he was looking but because he heard the sound of Bon pulling iron off a wreck and wanted to know who was making that particular racket this far from anywhere.

"You're going to cut yourself," Ryuga said.

"Probably," Bon agreed.

Ryuga watched him work for another hour. Then he said, "You're doing it wrong. Every part of it." He picked up a pry bar, showed Bon the angle. "Load follows grain. You don't pull iron. You read where it wants to come from and you take it from there."

That was the beginning.

Ryuga had rebuilt things for fifty years — ships the sea tried to kill, hulls held together by stubbornness and structural principle, vessels that should have been lost and weren't because someone understood load distribution at a fundamental level. He had never sailed. He taught from a place that had no romance in it, only mechanics, only the question of whether a thing would hold under the force it would be asked to bear.

The Ironwake Rig, at the start of month one, was salvage. It had held at Marineford. It had not been enough. Every morning Bon looked at what he'd built and catalogued what had failed and why, and the list was honest and ugly.

He had been too slow. The Miku had been outrun. Rokuji had gone under while the ship he'd built watched.

He didn't talk about this with Ryuga. He didn't have to.

Month three: load balancing. The frame of the Rig restructured to distribute impact across multiple anchor points rather than concentrating it at the strongest sections. "A ship doesn't survive by having one strong plank," Ryuga told him. "It survives because the load is shared." Month six: kinetic transfer — learning to convert incoming force through the frame rather than simply absorbing it.

Month nine: seastone plating, harvested from wrecks where marines had used it for hull reinforcement, repurposed as armor lining. Month twelve: anti-Sea King anchoring theory, practiced against the actual sea kings that moved through the Graveyard at depth, testing the chains to failure and rebuilding them stronger after.

The rebuilt Tidebreaker Maul housing came at month fifteen. Ryuga said nothing about it being a weapon. He said it was a structural problem and they solved it structurally — a folding haft design, quick-lock mechanism, balance distribution that made something the size of a ship's capstan manageable for one person with the right frame support.

Month sixteen. Ryuga handed him a piece of iron salvaged from the deepest wreck in the Docks — something old, older than anything either of them could identify. No markings. Just density and the particular weight of things that had survived a very long time at depth.

"Make something worth swearing on," Ryuga said.

Bon spent two days. The result was the anchor — not decorative, real, functional, small enough to hold in a fist. He stood at the edge of the Docks in the dark, surrounded by the wrecks of a hundred ships, and said it out loud.

"I swear it on steel and salt — I will build so my crew never has to watch each other drown again."

Ryuga, somewhere behind him in the dark, said nothing. That was sufficient.

Month eighteen. The Rig was rebuilt from the ground up. Seastone lining. Kinetic dampeners at every joint. The chain systems integrated, the maul housing operational, Emergency Patchwork capability wired through the entire frame. It weighed more than it had before. He was faster in it.

He left without ceremony. Ryuga was already working on something else when he walked to the water's edge.

"Come back if you break it," Ryuga called after him.

"I won't break it," Bon said.

He heard the old man laugh — once, short. That was the closest Ryuga ever came to a compliment.

He swam out and started finding his way back toward where he knew the crew would eventually be. The load, he had learned, was the point. You didn't survive by being strong enough to carry it alone. You survived by being strong enough to make sure no one had to.

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