⚔ How Kaillou Fights — Combat Flow

⚔ How Kaillou Fights — Combat Flow Your Turn Track These See card library for full tracking. Key Rulings & Decisions • 1 Hit with Undertide → Creates a Current action Current = 15ft long (up to 20ft with extension). Only 1 Active Current at a time. Hitting with Undertide again replaces the existing Current — be deliberate about placement. • 2 Manipulate Current — pick ONE option bonus action You get one Bonus Action. Choose: Move it (up to 10ft in any direction) OR Rotate it (up to 90°) OR Extend it (up to 10ft in a straight line). One option per turn — not all three. • 3 Guided Strike (Undertide only — NOT a Warcoat ability) The card text has naming errors. Guided Strike belongs to Undertide. Rulings 10a–10f are authoritative over any card text. • 4 Maintain Routes for ally movement (Warcoat system) Routes (Warcoat) and Currents (Undertide) are different systems. Both can be active simultaneously. • 5 When ally moves on your Current → Perfect Route triggers Ally gets: +10ft movement (from Undertide) + Advantage on their next attack (from Perfect Route). These stack — Advantage is on top of the movement, not instead of it. No double-dipping the +10ft. • 6 Linebreaker (1/SR) — commit to the fight 1/short rest Using Linebreaker this encounter is the gating requirement for Sovereign of the Tide. It's a meaningful cost — Kaillou must commit before he can unleash the ultimate. • Active Current position, direction, length • Linebreaker used this SR? 1/SR

🌀 Haki

>Haki Observation — Stage 1 Awakened · Pulses: 0 / 8 Cannot be surprised. +PB to Initiative rolls. Next stage (Trained) 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

4 cards · click any to expand

UndertideUndertide
Perfect RoutePerfect Route
Sovereign of the TideSovereign of the Tide
Current SystemCurrent System
Navigator's WarcoatNavigator's Warcoat

🛡 Gear — Current Loadout

See gear details.

⚙ Gear & Abilities

>Gear & Abilities Undertide — 2d6 Slash On Hit: Create a Current Line 15 ft long from the target, any direction. Only 1 Active Current at a time. Guided Strike (Passive): If your target is on your Current, choose +PB to hit OR +PB to damage. Measured Arc (Bonus Action, 1/turn): Move Current 10 ft in any direction, OR rotate up to 90°, OR extend up to 10 ft. One option only. Flow Break (1/turn): If your Current moved 10 ft+ this turn, deal +1d8 on your next hit with Undertide. Ally on Current: +10 ft movement, no Opportunity Attacks while moving along it. Enemy crossing Current: −10 ft movement, STR save (DC = 8+PB+STR mod) or pushed 5 ft along it. Navigator's Warcoat — Legendary Armor Base AC: 16 + DEX mod (max +2). Hold Fast: End your turn on your Route → +2 AC and Advantage on STR saves until your next turn. Dead Reckoning: Advantage on Initiative. Cannot get lost except by supernatural means. Unyielding Course: When a creature moves against your Route or Current → +1 to your next attack. Dominion of Routes: 2+ creatures on your Route → +PB to AC and all saves. Perfect Prediction (Reaction, 1/round): When enemy moves, attacks, or repositions → move Route 10 ft, move yourself 5 ft, enemy action made with Disadvantage. Navigator's Resolve (1/LR): Drop to 1 HP instead of 0. Gain temp HP = PB. Advantage next turn. Linebreaker (1/SR): Target on your Route that was affected by it this round → deal +2d8, ignore resistance, push/pull 10 ft. Perfect Route — Ability Card Trigger: An ally starts their turn on your Current OR moves 10 ft along it. Effect: That ally gains Advantage on their next attack (in addition to the standard +10 ft movement from your Current). If they end adjacent to an enemy, you may move your Current 5 ft. Limit: Once per turn. Sovereign of the Tide — 1/Long Rest Requires: Warcoat attuned, Active Current, 1 enemy affected by it this round, Linebreaker used this encounter. Duration: 1 minute. For the duration: Maintain 2 Routes simultaneously. Enemies o

⚓ Ship Role — Navigator

⚓ Ship Role — Navigator Crew Role: Navigator Role Ability — Charting & Mapping: You actively map the crew's route and assist in directing the ship. When Finn is steering through difficult conditions, you may assist his checks if you have already analysed the weather and map of the surrounding region. Your preparation makes Finn's impossible maneuvers possible. PP Ability — Storm Tracking: Spend 1 Pirate Prestige Point. In most situations, if the crew is about to encounter dangerous weather or sea conditions, the DM will warn you in advance on a successful check. This means the crew can reroute or prepare — turning weather from a random threat into something you navigate around. Your Role in Naval Combat Station: Map room or helm-adjacent. You are the single most important person in the approach phase of any naval engagement. The Pre-Combat Navigation Check: Before any naval fight begins, you make a Navigator check (WIS + PB + tools) to determine the Miku's starting position. Success gives the crew Advantage on first-round attacks. Failure gives the enemy better positioning. Critical success (beat DC by 5+) lets you identify and exploit a weakness in the enemy formation before combat starts. This one roll shapes everything that follows. During combat: Assist Finn's steering checks with prepared route data. Use your Observation Haki to detect enemy ships before they're visible — at Stage 1 this gives early warning; at Stage 2+ you can read the enemy fleet's formation before the crew commits to a position. Call out sea conditions that affect enemy movement (currents, wind direction, shallow water). In large fleet battles: Your navigation check becomes the Phase 1 Fleet Positioning roll. Winning it gives the entire Phoenix Pirates fleet Advantage in Phase 2. Losing it gives the enemy fleet Advantage. You are the single reason the fleet wins or loses fleet-level positioning. What to prepare before a naval engagement: Make the navigation check — do it before Rokuji calls

🎭 Kaillou At The Table — Role & Identity

🎭 Kaillou At The Table — Role & Identity Kaillou is the battlefield architect. He doesn't win fights by dealing damage — he wins them by making every ally's action twice as effective. His Current system (Undertide) and Route system (Warcoat) operate simultaneously and stack with each other. The single most important thing he does each turn is placing the Current where allies will move next turn. DEX 10 and Speed 30 mean he is extremely exposed without his own positioning. He shapes the battlefield from the back — but he must stay alive to do it. What To Expect At The Table ◆ Currents (Undertide) and Routes (Warcoat) are DIFFERENT systems. Hitting with Undertide again replaces the existing Current — be deliberate, never waste a placement. ◆ Linebreaker must be used before Sovereign of the Tide can activate — don't save Linebreaker so long that you never use either. ◆ Guided Strike belongs to Undertide (not a Warcoat ability). Card text has naming errors — Rulings 10a–10f are authoritative over any card wording. ◆ Perfect Route adds Advantage ON TOP of the +10ft movement — not instead of it. They stack.

📖 Timeskip Arc

The Weight of the Unseen

The Tide Hermit stole his ship while he was sleeping.

Kaillou woke to open water and fog so thick he couldn't see the bow from the stern. His sextant read nothing — stars erased mid-sky, Log Pose spinning loose, compass pointing to a direction that didn't correspond to any chart he carried. His ship was gone. In its place was a battered vessel maybe a third the size, with a single sail and a note tacked to the mast in handwriting that looked like tide marks:

You won't need the charts. You never did.

The Silent Meridian didn't appear on any map because no map could hold it. Log Poses pointed to nothing there because the islands didn't want to be found. Kaillou spent the first three weeks rebuilding his understanding of where he was from first principles — current temperature, wave frequency, cloud formation, the behavior of birds he'd never seen. He took notes. He filled a journal. Then he threw the journal overboard, because the Hermit found it and said nothing, but the look was sufficient.

"Memory is not the same as understanding," the old man told him. "You have too much of one and not enough of the other."

Month five, Kaillou led three salvaged ships he'd gathered during the crossing into what looked like navigable water. He had read the currents. He had checked the cloud formations. He had been precise.

The maelstrom took all three ships in under four minutes.

He watched from the Hermit's vessel, clinging to the rail, and felt the instruments in his coat become meaningless dead weight one by one. Log Pose: useless. Sextant: nothing to align to. Charts: not even wrong — just irrelevant. The sea did not care about his precision.

He did not speak for two days after.

On the third day he began again — but differently. Not charting. Feeling. The pressure beneath the hull, the particular resistance of water moving against water, the way the Hermit's ship responded to depth without him steering it. He started understanding what the sea remembered about a place even when the surface told a different story.

The forge came at month nine, and it was the Hermit's idea.

There was iron in the Silent Meridian — black deposits in a seamount that broke the surface only at low tide. The Hermit had been hoarding it for years, waiting. He told Kaillou what it was: iron that had grown in current, shaped by the pressure of the deep. It moved with the sea's grain rather than against it. He had never found anyone worth wasting it on.

"You'll do the work," the Hermit said. "I'll tell you when you're wrong."

Kaillou had no formal smithing experience. That was the point. Raizen Kurogane's name was spoken once during the process — the Hermit mentioned him sideways, the way old men mention rivals — and Kaillou understood that the Hermit's method was the opposite. Raizen forged intent into iron. The Hermit wanted iron shaped by patience. Same material. Different answer.

The blade took six weeks. Kaillou broke four attempts before finding the angle — the way to fold the iron so it carried the grain of deep current without fracturing. Undertide came out black and heavy and absolutely still in the hand, like holding a piece of the seafloor. The edge didn't shine. It absorbed.

When the first Current Line appeared off a practice strike — fifteen feet of presence hanging in the air where the blade had passed — Kaillou stood and stared at it for a long time.

The Warcoat came from the observatory hold, packed in oilskin, untouched. The Hermit pulled it out without ceremony and dropped it on Kaillou's bunk.

"I've had that fifty years. It's for whoever learns to navigate without needing to." He paused. "I suppose that's you now."

The Final Test arrived without announcement. Kaillou simply woke one morning to find the Hermit standing at the wheel in a storm that had erased the sky. No stars. No Pose. The Hermit stepped aside and said nothing.

Kaillou took the wheel.

He felt the current through the hull. Not with instruments — with his hands, his feet, the way the ship breathed under pressure. He brought them through in silence, adjusting by fractions of feeling he couldn't have named two months before.

The fog broke on open water. Clear sky. The Hermit stood at the stern with his hands behind his back and nodded once.

That was his only compliment.

Kaillou wrote one line in his new log that night: The sea has memory. I just learned to read it.

He kept that journal. The Hermit didn't say anything about it. That meant it was earned.

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