⚔ How Jimbo Fights — Combat Flow

Follow these steps on your turn

1
Choose your Style for this turn.
Iron Onslaught
Sustained offensive pressure — advance and hit.
Breaker Form
Dominating Strike focus — reliable prone, control the field.
Unstoppable Drive
Take hits deliberately — every hit generates Momentum.
Hunter Lock
Target lock — sustained pressure on one enemy until it's done.
2
Move (50ft) and Attack with Verdant Breaker Gauntlets.
3
Taking a hit in Unstoppable Drive — sequential, never simultaneous:
① Pressure Shell (First)
Reduce incoming damage by PB + 1d6. Gain Momentum. Applies BEFORE Iron Endurance.
② Iron Endurance (After)
Applies to whatever damage remains after Pressure Shell. Never add the two PB values together.
4
Spend Momentum — strictly linear. 1 stack = +1 damage. Not a multiplier. Cap: 6 (PB+2). Excess permanently lost if already at cap.
5
Dominating Strike (requires 4+ Momentum) — free prone, no save. Best prone-control tool in the kit. No save = reliable setup. Use to set up Breaker Strike.
6
Breaker Strike — primary value is STUN + 2d8 (prone is secondary). Dominating sets up, Breaker capitalises. Don't use Breaker just for knockdown when Dominating is more reliable.
KEY RULINGS
Pressure Shell → Iron Endurance — sequential only. Pressure Shell always applies first on the same hit. Never simultaneous, never add both PB values together.
Momentum cap = 6. Any excess from any source is permanently lost. Build to 4 for Dominating Strike, then spend on Breaker into Dominating combos.

📊 Session Tracker

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Momentum
/ 6
Haki Pulses
/ 8
Active Style

🌀 Haki

Stage 1 Awakened · Pulses: 0 / 8

⚫ Armament — Stage 1
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: first major New World arc + 8 pulses.

📋 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

See card library for full stats

Verdant Breaker Gauntlets
Breaker Strike: Primary value is the STUN + 2d8 bonus damage. Prone is secondary. Dominating Strike: Free prone, no save required — needs 4+ Momentum. The reliable setup tool.
Ironheart Wraps — Seastone-Forged
Pressure Shell (Style 3): When you take damage, reduce it by PB + 1d6 and gain Momentum. Applies FIRST. Iron Endurance (Style 3): Applies AFTER Pressure Shell to whatever remains. Sequential only — never add the two PBs together.
Fishman Karate — Water Combatant
In ocean or wet environments: enhanced STR and CON. Armament Haki amplifies physical strikes. Shark physiology — underwater speed 60ft.

⚔ Iron Pit — Combat Styles & Momentum

Momentum max 6 (PB+2) · Excess permanently lost · Pressure Shell before Iron Endurance always

Style 1 — Iron Onslaught
Sustained offensive pressure. Advance into range, attack every turn. Best when the target can't escape and needs to be put down fast.
Style 2 — Breaker Form
Dominating Strike focus. Reliable free prone (no save) sets up Breaker Strike stun. Combo: Dominating → Breaker = prone + stun + 2d8 with Advantage from prone.
Style 3 — Unstoppable Drive
Absorb hits, generate Momentum. Pressure Shell fires first — take a hit, reduce damage, gain Momentum. Iron Endurance handles the rest. Turn punishment into fuel.
Style 4 — Hunter Lock
Target lock on a single enemy. Sustained pressure, don't let it breathe. Best when one target needs to die before anything else happens.
MOMENTUM SYSTEM
Gain: from Unstoppable Drive (Pressure Shell triggers per hit taken), or specific abilities that reward taking damage.
Spend: 1 stack = +1 damage. LINEAR only. Not a multiplier. Excess at cap (6) is permanently lost.
4+ Momentum threshold: Unlocks Dominating Strike. Build to this before committing to the combo.
SEQUENTIAL HIT SEQUENCE (STYLE 3)
Step 1 — Pressure Shell: Reduce incoming damage by PB + 1d6. Gain Momentum. This fires FIRST on every hit taken.
Step 2 — Iron Endurance: Applies to whatever damage REMAINS after Pressure Shell. Never add both PB values together.
The two systems are sequential and independent. Triggering simultaneously or stacking their PBs is a rules violation.

⚓ Ship Role — Brawler

Station: Kitchen → Over the Side · Pre-fight buffer + boarding threat

Role Ability — Food Preparation
With 1 hour of work or at end of a Long Rest: cook PB special treats. Last 8 hours. Crew uses a Bonus Action to eat one and gain Temp HP = PB. These do not count as a full meal. Use before every naval engagement — free buffs for the whole crew.
PP Ability — First-Class Feast (1 PP · Short Rest)
Cook for up to (4 + PB) creatures. Any creature who eats and spends Hit Dice to recover HP gains an extra 1d8 HP per Hit Die spent. Best fired after a brutal fight to maximise the crew's recovery.
NAVAL COMBAT — STATION & ROLE
Station
Kitchen during pre-combat preparation — then over the side when ships close. You are the pre-fight buffer AND the over-the-rail boarding threat.
Water Combatant
When combat moves to the water or a ship is boarded near water, you are the single most dangerous person in the fight. Fishman speed (60ft swim) + Fishman Karate + enhanced STR/CON in wet environments = overwhelming advantage.
Officer Action
If in position: Full Speed Ahead (your STR check adds to ship speed burst).
PRE-ENGAGEMENT CHECKLIST
1
Cook and distribute Temp HP treats during the approach — every crew member should have one.
2
Assess whether the fight will move to water — if so, position near the side for the boarding transition.
3
Know current component HP — if Bon needs help and you're on deck, you can relay damage reports below.

🎭 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 hits targets that are prone and stunned with automatic Advantage. The strongest aren't the ones who hit hardest — they're the ones who force the fight to end.
Pressure Shell ALWAYS before Iron Endurance on the same hit. Never simultaneous. Never add both PB values together.
Dominating Strike requires 4+ Momentum. Build to the threshold before spending — it's the efficient setup point for the combo.
Breaker Strike primary value is STUN + 2d8. The prone is a bonus. Use Dominating for reliable prone, Breaker to capitalise.
Momentum cap = 6. Excess is permanently lost. Don't over-absorb when already at cap — switch styles.

📖 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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