⚔ How Finn Fights — Combat Flow

⚔ How Finn Fights — Combat Flow Your Turn Track These See card library for full tracking. Key Rulings & Decisions • 1 Attack with Celestial Roulette Morningstar action Base damage: 3d10. This is the primary weapon — feeds the chaos system. • 2 On hit → roll d12 for Instability table effect automatic Always fires on a hit. Random effect from the Instability table. Let it happen — don't fight the result. • 3 Luck Gambit (card 035) — spend Luck, roll 1d8 for Gambit table This is the current main meta-resource system. Luck Gambit table = card 035. This is active and in rotation. • 4 Blunderbuss — separate system, no Luck interaction action or alternate Anisa modified Fortune's Misfire into this precision weapon. Intentionally has zero Luck interaction. Use as a separate precision tool — not as part of the Luck chain. • 5 Fate Debt builds across sessions — DM tracks this Tier 2 escalation. Grows from Instability resets. The DM deploys it — it's not a player resource. • Luck Gambit charges card 035 — current active system • Instability results d12 on hit — this session • Fate Debt DM-tracked — Tier 2 escalation

🌀 Haki

>Haki Observation — Stage 1 Awakened · Pulses: 0 / 8 Cannot be surprised. +PB to Initiative rolls. Your 'luck' was always unconscious Observation Haki. The timeskip is when you learned it was never luck. Manifests as reading enemy tells and predicting chaos before it forms. Next stage unlocks: first major New World arc + 8 pulses. <div class="section-title"

📋 Your Rules

See character sheet for ruling details.

🃏 Cards — Click to View Full Size

10 cards · click any to expand

Lucky Idiot HelmsmanLucky Idiot Helmsman
Deadluck Finn — TimeskipDeadluck Finn — Timeskip
Gravewake Gambit — TimeskipGravewake Gambit — Timeskip
Deadluck Finn — Momentum System (Post-Timeskip)Deadluck Finn — Momentum System (Post-Timeskip)
Celestial Roulette — WeaponCelestial Roulette — Weapon
Anisa-Modified BlunderbussAnisa-Modified Blunderbuss

🛡 Gear — Current Loadout

See gear details.

⚙ Gear & Abilities

>Gear & Abilities Celestial Roulette Morningstar — Primary Damage: 3d10 bludgeoning. On every hit: Roll d12 on the Celestial Roulette table for a random additional effect. This always happens — it cannot be suppressed. Momentum: This weapon is your primary Momentum-feeding weapon. Anisa-Modified Blunderbuss 1d10 piercing. Precision upgrade — reliable and accurate. Has no Momentum interaction by design. Fortune's Misfire no longer exists — this is its evolved form. 159 bullets. Momentum System — NOW ACTIVE How it works: Build Momentum stacks through combat (DM tracks triggers). Max = PB + 2 (currently 6). Spending is LINEAR — 1 stack spent = 1 added to damage. Stacks never carry between encounters. Gambit Table (card 009): Spend 4 Momentum → roll 1d8 on the Momentum Gambit table. Celestial Roulette Instability (card 052): d20 instability track — fires regularly each session. Table System — Three Tiers Tier 1 (every session): Momentum/Gambit + Celestial Roulette Instability d20. Tier 2 (escalating across sessions): Fate Debt Tracker — builds slowly. Tier 3 (rare/dramatic): Catastrophic Override + Hidden Chaos Expansion — events, not rotations. Sage Spells — Key Healing Word (BA), Mass Healing Word (BA, multiple targets), Raise Dead, Thunderwave, Dispel Magic, Mass Heal Word, Freedom of Movement. 4 L1 slots, 3 L2, 3 L3, 3 L4, 2 L5. Card Library Deadluck Finn — Timeskip Gravewake Gambit — Timeskip Deadluck Finn — Momentum System (Post-Timeskip) Celestial Roulette — Weapon Anisa-Modified Blunderbuss Haki Observation — Stage 1 Awakened · Pulses: 0 / 8 Cannot be surprised. +PB to Initiative rolls. Your 'luck' was always unconscious Observation Haki. The timeskip is when you learned it was never luck. Manifests as reading enemy tells and predicting chaos before it forms. Next stage unlocks: first major New World arc + 8 pulses. Your Rules — How Your System Works Ruling #16 — Momentum active: Luck system is fully retired. Momentum is the only active system. They are never co

⚓ Ship Role — Helmsman

⚓ Ship Role — Helmsman Crew Role: Helmsman Role Ability — Through Thick and Thin: When steering the ship through any obstacles or rough waters, you add your Proficiency Bonus on top of any proficiencies already added to the check. This means you have effectively double proficiency on all ship steering checks — the hardest maneuver any other helmsman could attempt is routine for you. PP Ability — At the Helm: Spend 1 Pirate Prestige Point as a Reaction when the ship or those on board are targeted by an attack or effect. Until the start of your next turn, the ship's AC and all allies' AC and saving throws gain +2 while the ship is moving. Best used when the enemy fires a broadside or commits to a major weapon. Your Role in Naval Combat Station: The helm. You are the Miku. When she moves, she moves because of what you decide. Initiative: The ship rolls initiative using DEX −3 + your Proficiency Bonus +4 = +1. With Unified Crew Initiative the whole crew acts on your personal initiative count (+3). You set the pace of every naval round. Every round at the helm: The Miku can move up to 45 ft (35 paddle-wheel + 10 dial) and make one 90-degree turn per round. If navigating obstacles, tight maneuvers, or rough weather, you roll your steering check with double proficiency. Full Speed Ahead Officer Action: roll 1d6 × 5 and add to ship speed until end of next turn — use this to close distance or escape. Your chaos is an asset: Your Celestial Roulette and momentum-based unpredictability apply to steering. An unexpected maneuver that your dice produces — a turn nobody predicted, a speed burst at the wrong moment — is often exactly what breaks an enemy's firing solution. Lean into it. At the Helm timing: Save your PP for the moment the enemy commits to their most dangerous attack. A full broadside from a Man-O-War, a Beam Cannon charge-up, a Sea King lunge — that's when At the Helm fires. What to prepare before a naval engagement: Know Kaillou's approach plan — you execute it, he

🎭 Finn At The Table — Role & Identity

🎭 Finn At The Table — Role & Identity Finn is the chaos. The Celestial Roulette Instability table fires on every hit — always, no exceptions — and the results are random by design. Fighting the dice defeats the character. The entire system is built around committing to the chaos, not managing it. Fate Debt is a DM-tracked escalation that grows from Instability resets across sessions — it's not a player resource, it's a consequence. The Momentum system does not exist yet and will not until post-timeskip. What To Expect At The Table ◆ Blunderbuss has ZERO Luck interaction — treat it as a completely separate weapon for different situations, not as part of the Luck chain. ◆ Tier 3 tables (Catastrophic Override, Hidden Chaos) are DM-triggered events — you cannot manually activate them. Stop trying. ◆ The active Gambit table is card 035 ONLY. The Lucky Idiot Helmsman table is retired. Don't reference it. ◆ MOMENTUM SYSTEM IS POST-TIMESKIP ONLY. Dead Wake, Ricochet Route, Lucky Timing, Wheel Breaker — none of these exist yet.

📖 Timeskip Arc

The Wheel of Drowning

The note on the dock said: Not skilled. Not ready. Come back when you're less of a joke.

His blunderbuss was gone. His supplies were gone. His ship — the one he'd cobbled together in the chaos after Sabaody — was gone. The Gravewake Routes opened around him on all sides: no stars, Log Pose spinning without stopping, water that looked like ordinary water except nothing about it was ordinary. Currents running the wrong direction. Islands that appeared and vanished. Three ships he'd spotted in the first week were gone by the second, swallowed without trace.

He laughed. It wasn't bravado. It was recognition. This was where you went when the universe had decided to stop pretending to be manageable.

He built another ship from what he could salvage and spent the next four months hunting Mordren through the Gravewake Routes by reading the chaos the old man left behind him. Mordren moved wrong — intentionally, systematically wrong — in ways that looked like randomness but weren't. Finn understood this because he moved the same way. You could track a man who used chaos as cover if you understood that chaos had patterns too. You just had to stop looking at where it went and start looking at what it avoided.

He got close three times. Each time Mordren was gone before he arrived, and each time there was something left — a better route than the one Finn had been taking, a course adjustment that saved him from a storm he hadn't seen coming. He was being taught. He resented it enormously and followed the lessons with complete attention.

Month seven. Luck Ran Dry.

He'd been running a three-ship convoy through a passage he was certain about — he'd charted it twice, triple-checked the current behavior, watched the storm system for two days before committing. The storm split anyway. The wrong kind of split, the kind that turned navigable water into a wall of rotating pressure, and he watched all three ships break up in under six minutes.

He held onto wreckage in the water for four hours.

When he finally got to shore — barely, by a margin so thin it was mostly spite — he sat on the rocks and stared at the water and thought very clearly: luck is not a plan.

It was obvious. He'd always known it. But knowing and understanding are different things, and he hadn't understood it until now, sitting soaked on a rock in a sea that had just taken everything from him without asking permission. Luck was a spark. Luck was the thing that got you close enough to do something about it. But you had to have the something ready. You had to have the fire.

He built again. Smaller this time. Faster.

Mordren found him at month fourteen — or let himself be found, which was Mordren's version of the same thing. He'd been closer for weeks. He just waited until he wanted to stop waiting. Finn arrived at the meeting point to find the old man sitting on the bow of a ship that had no right to be functional, smoking something.

"You're still lucky," Mordren said.

"I know," Finn said. "I'm also better."

"Sure." Mordren stood. "Prove it. We're going through the Wheel."

The Wheel of Drowning was a permanent maelstrom in the deepest part of the Gravewake Routes — a column of rotating water that descended to a depth no one had charted because the things that had tried to chart it hadn't come back. Ships went in. Nothing came out. Mordren had named it himself, which told you what kind of man Mordren was.

Finn took the helm.

Not because he had a plan — there was no plan for the Wheel. He went through it the way you made a bet you couldn't afford to lose: fully committed, adjusting constantly, spending every resource he had on the next five seconds instead of the next five minutes. Chaos wasn't the enemy. Chaos was the medium. You steered through it the same way you swam — not by fighting the current but by understanding where it wanted to go and being somewhere else by the time it got there.

They came out the other side in open water. Clear sky. The Gravewake Routes behind them like they'd never existed.

Mordren laughed — the Laughing Tide laugh, the one that meant something actually surprised him. Then: "The sea hates cowards more than fools. Good. You're both."

It was the closest Mordren came to well done.

The Momentum was already building. Not luck — not anymore. Luck was the spark. This was the fire.

---