⚔ How Jimbo Fights — Combat Flow

⚔ How Jimbo Fights — Combat Flow Your Turn Track These See card library for full tracking. Key Rulings & Decisions • 1 Choose your Style for this turn Iron Onslaught — offensive pressure · Breaker Form — stun + prone control · Unstoppable Drive — take hits, gain Momentum · Hunter Lock — target lock, sustained pressure • 2 Move (50ft) and Attack with Verdant Breaker Gauntlets action • 3 When taking a hit (in Unstoppable Drive): Pressure Shell FIRST reaction Pressure Shell applies first — reduces incoming damage by PB+1d6, then generates Momentum. Then Iron Endurance applies to whatever damage remains. Sequential — never simultaneous, never add PB values together. • 4 Spend Momentum — 1 stack = +1 damage linear only Spending is strictly linear. 1 stack = 1 added to damage. Not a multiplier. Cap: PB+2 = 6 at level 10. Excess Momentum from any source is permanently lost if already at cap. • 5 Dominating Strike — free prone, no save requires 4+ Momentum Best prone-control tool. No save = reliable setup. Use this to set up Breaker Strike on the next attack. • 6 Breaker Strike — primary value is STUN + 2d8 (prone is secondary) Use Breaker Strike for the stun, Dominating Strike for the prone. They're complementary — Dominating sets up, Breaker capitalizes. Don't use Breaker just for knockdown when Dominating does it more reliably. • Momentum PB+2 = 6 at level 10 · excess lost max 6 • Current Style Iron Onslaught / Breaker / Drive / Hunter

🌀 Haki

>Haki Armament — Stage 1 Awakened · Pulses: 0 / 8 Your attacks count as magical. +1 to ATK and DMG rolls. Manifests as hardened strikes through Fishman Karate. Ironheart Wraps amplify this — pain converts directly to Momentum. 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

7 cards · click any to expand

Verdant Breaker GauntletsVerdant Breaker Gauntlets
Ironheart WrapsIronheart Wraps
Style 1 — Iron OnslaughtStyle 1 — Iron Onslaught
Style 2 — Breaker FormStyle 2 — Breaker Form
Style 3 — Unstoppable DriveStyle 3 — Unstoppable Drive
Style 4 — Hunter LockStyle 4 — Hunter Lock
Jimbo — The Iron WallJimbo — The Iron Wall

🛡 Gear — Current Loadout

See gear details.

⚙ Gear & Abilities

>Gear & Abilities Verdant Breaker Gauntlets Breaker Strike: Primary value is the STUN + 2d8 bonus damage. The prone on a Breaker Strike is a bonus — not the point. Use when you need a target stunned and hit hard simultaneously. Dominating Strike: Free prone effect, no save required. Needs 4+ Momentum. Reliable prone control — sets up Advantage for all melee attackers. Ironheart Wraps — Seastone-Forged Pressure Shell (Style 3): When you take damage, reduce it by PB + 1d6, and gain Momentum. Applies FIRST before Iron Endurance. Iron Endurance (Style 3): Applies AFTER Pressure Shell to whatever damage remains. Never add the two PB values together — they are sequential, not simultaneous. Combat Styles Style 1 — Iron Onslaught: Sustained offensive pressure. Style 2 — Breaker Form: Dominating Strike focus — reliable prone, control the battlefield. Style 3 — Unstoppable Drive: Pressure Shell + Iron Endurance. Pain is fuel — you get stronger as you take hits. Style 4 — Hunter Lock: Pursuit and lockdown. Momentum System Max Momentum: PB + 2 = 6 at level 10. Excess is lost if already at cap. Spending: 1 stack = 1 damage (linear). Dominating Strike requires 4+ Momentum. Breaker Strike benefits scale with Momentum held. Fishman Karate + Shark Fishman Advantage on Strength checks in water. Darkvision 60 ft. Natural swimmer — completely at home in the deep ocean. Card Library Verdant Breaker Gauntlets Ironheart Wraps Style 1 — Iron Onslaught Style 2 — Breaker Form Style 3 — Unstoppable Drive Style 4 — Hunter Lock Jimbo — The Iron Wall Haki Armament — Stage 1 Awakened · Pulses: 0 / 8 Your attacks count as magical. +1 to ATK and DMG rolls. Manifests as hardened strikes through Fishman Karate. Ironheart Wraps amplify this — pain converts directly to Momentum. Next stage unlocks: first major New World arc + 8 pulses. Your Rules — How Your System Works Ruling #25 — Momentum cap: Maximum 6. Excess Momentum from any source is lost if already at cap. Does not carry between encounters. Ru

⚓ Ship Role — Brawler

⚓ Ship Role — Chef (+ Water Combatant) Crew Role: Chef Role Ability — Food Preparation: With one hour of work or when finishing a long rest, cook a number of special treats equal to your Proficiency Bonus. These treats last 8 hours. A creature can use a Bonus Action to eat one and gain temporary HP equal to your Proficiency Bonus. These treats do not count as a full meal. PP Ability — First-Class Feast: Spend 1 Pirate Prestige Point during a short rest. Cook special food for a number of creatures equal to 4 + your Proficiency Bonus. At the end of the short rest, any creature who eats the food and spends Hit Dice to recover HP gains an extra 1d8 HP per Hit Die spent. Your Role in Naval Combat Station: Kitchen pre-combat, then over the side when ships close. Pre-battle buffing: Cook your temp HP treats before every naval engagement. Every crew member who eats one gains temp HP equal to your PB as a Bonus Action — this is free and meaningful. Do it as early as possible before the fight begins. During a long approach, prep these in the kitchen and bring them up to the crew. The water between ships: You are the only crew member with full combat effectiveness in the open ocean. As a shark Fishman, the water is your element. When ships close to boarding range, going over the side is your move. What you can do from the water: Attack enemy hull components from below — Fishman Karate Water Shot targets ship structures from the waterline, bypassing the entire above-deck engagement Disable enemy movement — attack their rudder, paddle-wheel equivalent, or any external propulsion component that's accessible from below Intercept underwater boarding — if enemy crew attempts to board the Miku from the waterline, you stop them before they reach the hull Attack from the far side — swim under and attack the side the crew isn't engaging, forcing the enemy to split their response What to prepare before a naval engagement: Cook temp HP treats during the approach — distribute before the fi

🎭 Jimbo At The Table — Role & Identity

🎭 Jimbo At The Table — Role & Identity Jimbo stopped fighting for himself at Marineford. The Iron Pit made that permanent. He is a sustained pressure engine built to end fights on his terms — Momentum builds through absorbing damage, converts to control, and the combo of Dominating Strike (free prone, no save) into Breaker Strike (stun + 2d8) with Armament Haki active hits targets that are now prone and stunned with automatic Advantage and auto-crits from 5 feet. The strongest aren't the ones who hit hardest — they're the ones who force the fight to end. What To Expect At The Table ◆ Pressure Shell ALWAYS before Iron Endurance on the same hit — never simultaneously, never add their PB values together. Sequential only. ◆ Dominating Strike requires 4+ Momentum to activate. Build to that threshold before spending — it's the efficient setup threshold for the combo. ◆ Momentum cap is 6 at level 10. Excess Momentum from any source is permanently lost if already at cap. Don't overflow. ◆ Breaker Strike = STUN. Dominating Strike = PRONE. They are complementary — Dominating sets up, Breaker capitalizes. Know the difference.

📖 Timeskip Arc

What Walked Out

They chained him in the dark and waited for him to break.

The Iron Pit worked in a specific sequence. New intake — lowest tier — reduced to fundamentals through starvation, sleep deprivation, and the specific physics of fighting someone larger than you with no technique and no hope of winning by force alone. Most people in the lowest tier lasted two weeks before they started negotiating. Most negotiations were accepted. The Pit needed workers more than it needed fighters, and broken people made adequate workers.

Jimbo did not negotiate.

Not out of pride — out of arithmetic. There were people waiting for him. The crew was scattered and alive somewhere and had no idea where he was, which meant he had to be somewhere findable eventually, which meant he had to leave. Which meant he could not become what the Pit needed him to become, because that thing did not leave.

Month two: he met Breaker.

The retired champion of the Pit was not a large man, which was the first thing Jimbo noticed and found confusing. He understood the confusion was intentional. Breaker had survived thirty years in the Iron Pit by ending fights at the point before they fully became fights, which required reading the exact moment an opponent committed and responding before the commitment completed. He was the fastest person Jimbo had ever seen.

"Pain acceptance," Breaker said on the first day. "Not endurance. Acceptance. There's a difference. We'll start there."

They started there.

The five lessons came in order over the following months, each one costing something specific. Pain Acceptance required Jimbo to stop treating damage as information about whether he was losing and start treating it as information about where the fight was going. Impact Control required him to unlearn the instinct to generate force and relearn how to deliver it — precision over volume, consequence over spectacle. Predator Instinct was the hardest: to read the breath and weight and eye movement of an opponent and know what they were going to do before they did, which sounds simple until you try to do it in a real fight against someone trying to end you.

Unbreakable Will taught itself.

Month ten: Jimbo was the top fighter in the Pit. This was not a position he had sought. It arrived because the people he'd beaten were no longer available to beat him, and the people left standing either couldn't reach him or had stopped trying. The Verdant Breaker Gauntlets had been with him since month six — found in the equipment stores of someone who had lost them permanently — and by month ten they had woken into something different than equipment. Something had been building in him without a name for the whole of the timeskip, a pressure that accumulated with every hit taken and delivered, and now it had enough weight behind it that he could feel it turning beneath his hands with something approaching intention.

Month fifteen: Protect the Weak.

Breaker called it a lesson. Jimbo understood it as the conclusion of the other four. Pain Acceptance tells you what a fight costs. Impact Control tells you where to spend it. Predator Instinct tells you when. Unbreakable Will keeps you standing long enough to act.

Protect the Weak tells you why.

The order came through official channels — a noble's request, properly filed, with the correct paperwork. Jimbo's name was on the list. He was to serve as executioner for the prisoners the Pit had designated as no longer useful.

He stood in the execution chamber and looked at the list and thought about the crew.

He thought specifically about Rokuji falling at Marineford. He thought about the particular way the captain had gone down — not in defeat but in the attempt to protect something he hadn't been strong enough to protect. He thought about Bon building the ship that couldn't go fast enough. He thought about all the ways strength can fail not because it isn't sufficient but because it isn't pointed at the right thing.

He put the list down.

The Pit answered with chains, which he broke. It answered with guards, which he went through. It answered with walls, and he broke those too.

Nine hours. The whole of the Ironheart Wraps earning what they were built to earn — every hit taken feeding back into him rather than through him, pain becoming something he could use rather than something that slowed him, the Verdant Breaker Gauntlets answering each impact with more force than the one before. He was not invulnerable. He was simply unwilling to stop while there was still something in front of him that needed to fall.

Breaker stayed behind when it was over. He'd known this was coming — Jimbo understood that now, looking back. Breaker had been teaching him toward this specific exit the entire time.

Jimbo walked out through the ruins in the early morning. He did not look back. Looking back was for people who weren't sure they'd done the right thing, and he was certain.

He found a ship heading toward the New World and worked passage. He was larger than when he'd arrived, and quieter, and the Marines at several ports they stopped at looked at him too long and then looked away. Some of them recognized something in the way he stood.

Word had reached ahead of him somehow. He wasn't sure how these things traveled. But the story that preceded him — the thing that had walked out of the Pit when nobody ever walked out — had become its own currency in certain quarters.

He didn't trade on it. He just kept moving toward where the crew would eventually be.

The fight ended when he decided it ended. That was the lesson. Everything else followed from there.

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