"STICK AND MOVE, STICK AND MOVE! FUCKING KILL 'IM!"
One of the most classical ways of fighting is pure, sweet art, a science above all. More than just mere bare-knuckle brawling, the boxer combines a fighting instinct, both cunning as well as intellect, a taste for the game, and the knack of where to hit for maximum damage. Unlike Mahouken (Spellfist), Spellboxing is a combat style that relies more on the fire that burns within, a metaphysical capability that has given rise to some of the greatest warriors known to the multiverse.
Boxing Minigame - unlike standard martial arts tables and combat, Boxing is a "one action per round" style of fighting. It focuses more on how one can maximize each action per round, though you can still have more attacks than the other guy.
On the other hand, if you don't maximize each strike and movement, each form of training, you'll probably get outclassed even if you have a shitton of attacks per round. If you have more attacks per round (normally) than the enemy, then those translate as extra attacks at the end of the exchange.
Unlike normal combat, Boxing focuses on one target only and isn't truly suited for mass melee. That's not to say that there are boxers who can't take out multiple targets, and with the Sunday Punches they develop as they train, a Boxer can be the absolute worst kind of monster to fight against.
The Boxer's unarmed strikes will always deal both lethal and fatigue damage. Outside of combat, the Boxer must utilize special training or equipment in order to deal damage to armored opponents. The Boxer must always keep in mind if they're facing creatures with scales, spikes, acid flesh, or other kinds of damaging textures. The Boxer will still take damage while blocking attacks from weaponry, unless they're wearing gear they're trained for (i.e. - vambraces, bracers, buckler shields, gauntlets, etc).
At the beginning of the match, the Exchange Attributes are as follows:
Fatigue - HP x con modifier
Stamina - EP x dex modifier
Mind you, Stamina "goes down" while Fatigue "goes up." When the Fatigue hits the limit or you run out of Stamina, you cannot fight anymore. All attacks during the Exchange are counted as "5 stamina points" once you hit 50% Fatigue. If the abilities already cost Stamina, then this can be ignored.
While the Exchange is "one attack/one defense - one attack/one defense," the target does have the chance to defend if they've properly trained in it. Going Full Defense (giving up your attacks in one Exchange or Round) grants the user a +1 defense bonus.
Damage from attacks always count towards Fatigue, unless stated otherwise. When Fatigue hits total amount, the person is considered Knocked Out. There are no Technical Knockouts. Any time a person takes more than 50% damage to Stamina or Fatigue from a single attack and fails their Fort save, they're considered "Down" and must continue to make a Fort save. If they fail three times (unable to get back up), it's considered a Knock Out. At the beginning of each combat round, both fighters "give up" five points of Stamina due to the battle conditions of Spellboxing.
Spellboxing is a combat sport/martial art hybrid, one where fouls in the ring are noted and the crowd can be swayed by the actions of the apparent heel and babyface. If you don't know which of you are the heel, it's probably you. One thing to consider is that all boxing abilities do have real-life (that is normal combat) capabilities, and the training and combative skill of certain boxers transcends things like armor or dodges. As a sport, in the Exchange you may find your attacks doing less damage or are less effective - in a sense, Pugilism/Boxing is like chess. If you don't strategize your fighting, the target is going to react accordingly. For each line attack you throw, they'll sway to the side. For each horizontal or vertical attack, they'll respond accordingly.
By training outside of the gym and going on adventures, though, the boxer can enhance and hone their skills and find unique methods and ways of bringing those combat experiences into the ring.
No two boxers are alike, and only the most greenhorn of rookies would ever just jump into battle and start swinging away.
Remember - this is a battle of soul against soul, will versus will, and the best trained body will win. Some boxers are sneaky, others are brutal, and still others are of such a high level that you'll know it the moment you see them.
Ultimately, just get in there and freakin' MURDER them!!!! Wear 'em down then take 'em out! Smack 'em once in the skull and take 'em out!
No matter what, TAKE! THEM!! OUT!!!!
Training Menu (Specials are basics, Supers are advanced forms)
Offense
Uppercut (1 Special) - Vertical Attack. Deals unarmed damage with double Fatigue and a chance to Stun (target must pass a Fort Save DC10+User's ECL or be stunned for a round)
Straight (1 Special) - Line Attack. Deals unarmed damage with double crit.
Jab (1 Special) - Line Attack. Deals unarmed damage and Jab+1 (you can make an immediate jab attempt right after your standard action).
Overhead (1 Special) - Line Attack. Deals unarmed damage that ignores shields and most forms of guards.
Headbutt (1 Super) - Heel Move. Line Attack. Deals unarmed damage with a chance to Stagger (target must pass a Fort Save DC10+User's ECL or suffer -1 until the next round). Can be done as a counter in a Clinch with 25% undectability.
If a ref catches a user headbutting the target, they'll be fined points and, eventually, disqualified.
Hook (1 Special) - Horizontal Attack. Deals half unarmed damage with triple Fatigue.
Clinch (1 Special) - Specialized grapple that "locks up" a target, bringing them in close and halting their attacks for one action. Without specialized training or abilities, both user and target's damage output is halved. Allows for the user to grapple a target using their unarmed attack score instead of grapple. Negates counter-grapples (but not counterattacks).
Shoulder Tackle (1 Special) - 25 ep. Line Attack. Deals unarmed damage and can be used to disrupt barrages and combinations. You cannot use a Shoulder Tackle more than once per combat round. Cannot be used if Fatigue is at 75% or higher.
Counter (1 Special) - When a successful counter is launched, the user must have a higher To Hit roll than the opponent. Deals double the unarmed damage of the target, to both Fatigue and Stamina counters. Failure to land a counter grants the user a -1 To Hit/-1 defense blonus for 1d4 rounds. Can only utilize (Dex Mod) number of counters per combat.
Jolt Counter (1 Super) - 50 ep, you must learn Counter first, -5 To Hit. Must be declared before attempt, allows the user to hit the target with five times the target's unarmed damage, to both Fatigue and Stamina counters. Can only utilize (Dex Mod) number of counters per combat.
1-2 Punch (1 Super) - 25 ep, you must learn Straight. Deals unarmed damage twice with triple crit and crit range +1.
Double Hook (1 Super) - 25 ep Horizontal attacks. Deals unarmed damage with triple Fatigue and double Stamina damage.
Triple Hook (1 Special, 1 Super) - 50 ep Horizontal attacks. Immediately causes guard break, deals double unarmed damage with triple Fatigue and double Stamina damage.
Crab Battle (2 Supers)- By taunting the target, user can create a new Exchange where there is no defense, and only attacks can occur this combat round.
Works on a single target, negates defenses, takes up a standard action and can only work if target is at 50% fatigue or stamina. If target cannot pass a Will save of user's ECL+1d20, then target must immediately drop all defenses/misc and simply attack the user.
Both user and target gain +5 to hit, and +5 damage
Thumbing (1 Special) - Heel Move. If used during a punch, has a +1 To hit and a +25% undetectable chance. Deals an additional 1d4+Dex Mod damage when on top of a punch, with a 50% chance to temporarily Blind the opponent. If used on a cut, has a 25% chance to cause Bleeding, and can only be used (User's Dex Mod) times per combat.
Target can shrug off the effects by taking a standard action and overcoming a Will save of 10+user's ECL DC.
If a ref catches a user Thumbing the opponent, the user will be fined points and, eventually, disqualified.
Mush Masher (1 Special) - Heel Move. Though pinpoint striking and targeted striking are a thing, it's generally considered a bad move to pop a person in the nose in order to force them to cry. Depends on which ref is making the call. Deals unarmed damage + 50% chance to blind + 50% chance to grant a -5 blonus to target's To Hit.
Target can shrug off the effects by taking a standard action and overcoming a Will save of 10+user's ECL DC.
If a ref decides this Heel Move has been used, the user will be fined points and, eventually, disqualified.
Rabbit Punch (1 Special) - Heel Move. Launches a surprise attack before the bell can be rung, dealing Sneak Attack damage as well as unarmed damage. Cannot crit with this style of attack.
Using a Rabbit Punch attack will cause the user to be fined points and, eventually, disqualified.
If used during combat, allows for a surprise attack before Initiative is rolled up (after any attack is declared).
Pressing The Advantage (1 Super)- 50 ep - (1d4) Can only be used (Cha Mod) times per combat and under the following situations: 1) target has taken more than 50% Fatigue or Stamina damage from a single attack, 2) target is at least at 49% Fatigue and has lost morale, 3) target has tried to use a Sunday Punch but failed, 4) target has successfully suffered Dizzy, Paralysis, Stun, or is Flat Footed, 5) target has failed a Will save of any sort or 6) user has activated The Glow or Eyes of the Champion and target immediately takes damage. If any of these situations have been achieved, user can make an immediate flurry of strikes. Deals 1d4 x (unarmed damage)(note: CANNOT crit), and Target is considered both flat-footed during the attack. This takes up a standard action. This counts as a single action. User must still overcome AC when using this ability.
Push It To The Limit (2 Specials, 1 Super) - 100 ep- Can only be used (Cha Mod) times per combat and under the following situations: 1) target has taken more than 50% Fatigue or Stamina damage from a single attack, 2) target is at least at 49% Fatigue and has lost morale, 3) target has tried to use a Sunday Punch but failed, 4) target has successfully suffered Dizzy, Paralysis, Stun, or is Flat Footed, 5) target has failed a Will save of any sort or 6) user has activated The Glow or Eyes of the Champion and target immediately takes damage. If any of these situations have been achieved, user can make an immediate flurry of strikes. Deals 1d10 x (unarmed damage), and Target is considered both flat-footed during the attack. This counts as a free action. This counts as a single action.
Unique Punch (2 Specials, 1 Super) - allows the boxer to "create" a unique punch all of their own design. Built with GM's specifications.
(NOTE: as an example, consider the comical but effective Frog Punch from Hajime no Ippo)
Unique Combo ("x" Specials, 3 Supers) - allows the boxer to create a unique combo that very few have access to. Takes up one standard action, combines the damage rolls of both attacks, and adds +5 to hit. Can add more, exclusive effects at the cost of one Special per effect.
(NOTE: consider the Double Uppercut, which reads: "+5 to hit, Double Vertical Attack. Deals double unarmed damage with x4 Fatigue and a chance to Stun (target must pass a Fort Save DC20+User's ECL or be stunned for a round. Crit 19-20 x4. This costs 3 Specials, 3 Supers)
Sunday Punch (1 Special) - unlike normal offensive maneuvers, the Sunday Punch is a favored weapon of the Boxer. It elevates a normal attack to a Super Attack, granting it +5 to hit and +5 to damage output. All Sunday Punches have a drawback though - if it misses the target, or is taken without apparent damage, or is parried, then the user suffers a -5 to their AC and To Hit rolls for 1d4 rounds and must also make a Will Save (DC10+target's ECL). If they fail the will save, then they start losing 5% ep with each attack made, whether or not it lands, until the 1d4 rounds are off. Another thing to note: a Sunday Punch (unlike normal punches) count as a Ki attack, ignoring armor-based AC.
NOTE: A boxer can only have one Sunday Punch, though exceptions do exist.
Defense
For every attack launched, a defensive maneuver may be employed. If the Spellboxer has only learned a defensive maneuver once, then they may deploy that once per combat round.
It is worthy to note that a Spellboxer should be able to employ at least a couple of defensive maneuvers per combat round, or suffer increased Fatigue gain and Stamina damage. Outside of combat, these guards can aid greatly in a Spellboxer's fights, even against melee or ranged attacks.
(NOTE: in this case, it's suggested that the Spellboxer is wearing vambraces or gauntlets - the GM WILL take this into consideration!)
Unless stated otherwise, all defensive maneuvers outside of Spellboxing gain the following text: "Takes a standard action to get into."
Basic Guard (1 Special) - specialized block that negates damage from most horizontal attacks. Vertical attacks have a 50% chance of breaking the guard. Is considered broken if user takes 25% Fatigue from one round.
Cross Guard (1 Special) - specialized block that negates damage from most vertical attacks. Horizontal attacks have a 50% chance of breaking the guard. Is considered broken if user takes 25% Fatigue from one round.
Peekaboo (1 Special) - specialized block that negates damage from both vertical and horizontal attacks. Takes half damage from Overhead strikes and body blows. Is considered broken if user takes 20% Fatigue from one round.
Head Slip (1 Special) - 50 ep. Specialized counter that requires specific timing. Allows the user to move 5 feet and negate 4/5ths of the damage dealt to them from an unarmed strike. Cannot be used if Fatigue is at 75%.
Direct Spin (1 Super) - 50 ep. Specialized counter that requires specific timing. Allows the user to spin in place (bringing them 5 feet closer if need be) and negate 4/5ths of the damage dealt to them from an unarmed strike. Cannot be used if Fatigue is at 50%.
Forehead Block (1 Super) - 100 ep. Counter that lowers the damage of an unarmed strike to 1/5th, and the rest is doubled and sent back to the target with a 75% chance of breaking the hand/foot used.
Recovery
Note: the Exchange Conversion does not matter during normal combat. The numbers stay the same, save that Stamina is now EP and Fatigue is counted as normal HP during combat, so none of that "goes up/goes down" business
Passive Recovery (1 Special) - user gains Regen and Refresh 3 at the end and beginning of the round.
Aggressive Recovery (1 Special) - by passing a concentration check (DC 20) and a standard action, user can regain 25 Stamina and lose 25 Fatigue.
Active Recovery (1 Special) - each time the user attacks or defends, they regain 1 Stamina and lose 1 Fatigue, whether or not it hits.
Sit Out (1 Super) - by going into defense mode for a full round, user can regain 15% Stamina and lose 15% Fatigue as well as gaining DmR 5 until the next round. This effect is lost immediately if they take more than 25% Fatigue in one combat round.
Shake It Off (1 Super) - user immediately gains +5 to their Will Saves, and gets an additional 50% bonus versus Will Saves, brainwashing, and other such psychic effects. The user can take a standard action to shake off successful attempts, but at the cost of 1/5th of their Stamina total each time.
Crowd Enchantment (1 Super) - user immediately loses 50% Fatigue and gains 15% Stamina back when the crowd begins to side with them. This is a passive ability, and is not guaranteed to happen with each battle. Works once per combat.
Mobility
The Dance (1 Special) - a specialized form of movement necessary to Pugilism. User now has a 20 foot mobility range during combat.
Sway (1 Special) - a specialized form of defense where the user sways their upper body to dodge attacks. User can dodge without moving from their spot, and gains +5 to their dodge bonus. For 1d4 times per combat, user may utilize Wisdom Ability Score + ECL + Will in order to dodge an attack. This is negated if the target has the Reach Spellboxing Feat, or successfully contests it with a Fort save+1d20 versus (number rolled by user for Sway).
Bob and Weave (1 Super) - 25 ep to activate, you must learn The Dance and Sway first. Adds a Dodge Gauge to the AC - each time the user successfully dodges an attack, they gain +1 on the next dodge attempt. This gauge resets at the end of the Exchange/Round.
Rope a Dope - (1 Super) 25 ep to activate, you must learn The Dance and Head Slip first and be cornered (cannot be used if Fatigue is at 75%). Allows the user to gauge the distance of a target's attack and barely head slip their way around the target's attacks. Completely dodges attacks while user is in Full Defense mode (target must have a To Hit that is 75% greater than the user, or crit/magic number), but user cannot counter or use AoO's until their next round.
Step In (1 Special) - 25 ep. The user can step into the target's zone of personal space, bypassing most weapon's ranges and forcing the target to have to back up to use their weapon properly. Note: there ARE fighters and melee types who can use their weapons in such super-close-quarters range. Doesn't work against users of small hand weapons.
Shoot Out (1 Special) - the user can back up 15 feet without provoking AoO or counter attempts as a free action. Speed Check 5.
Dash (1 Special) - the user can move forward up to 20 feet without provoking AoO or counter attempts as a free action. Speed Check 5.
Scrimjack (1 Super) - Must learn Step In, Shoot Out, and Dash first. After a successful attack has hit the user, user may move up to 10 feet in any direction without provoking counters or AoO. If user is out of range of attack, target must attack a new target.
Misc
Ring Awareness (1 Special) - allows the user to have a higher-than-normal spatial awareness midcombat (as a free action) in a fifty foot radius from the user. Can reveal information that one normally wouldn't notice during a fight.
The Knack (1 Super) - allows the user to synchronize with their opponent, stealing one technique for immediate use (and can be trained in later on, if GM approves). Techniques learned this way are forgotten at the end of combat. Depending on roleplay and GM approval, the technique can be learned after the combat through training.
Fair Fight (1 Special) - allows the user to attack a particular item or weapon using their unarmed attack. Sunder+1 (add Str Mod, stacking with any other mods where applicable)
Below the Belt (1 Super) - Heel Move. 50 ep, must learn Rudeness and Headbutt first. Deals unarmed damage to both Fatigue and Stamina (HP and EP outside of boxing) as well as a chance to Stun and -5 Stagger for 1d4 rounds (DC10+user's ECL). Is considered highly unsportsmanlike conduct, and will result in a foul if noted.
If used from the Clinch, has a +1 To Hit and +25% undetectable chance.
If a ref catches a user hitting below the belt, they'll be fined points and, eventually, disqualified.
Intuitive Anatomy (1 Special) - allows the user to get to know the anatomy of their target passively. A concentration check of DC10+target's ECL (things like Sense Others or Empathy can lower the DC) allows the user to note how tired the target is or where they're wounded the most.
Rudeness (1 Special) - allows the user to provoke a target to attack. Target must pass a Will Save of DC15+user's ECL or they immediately attack.
Momentum (1 Special) - Allows the user to ignore the "cannot use if Fatigue is at X%" rule for a single maneuver up to 1d4 times during combat. Can only be used when Fatigue is at 75%. Can only be used once per combat.
Pander (1 Special) - by taking a standard action to pander to the crowd (performance check, DC10+user's ECL), the user can regain 25% of their Stamina and loses 10% of their Fatigue once per combat.
Study (1 Special) - by taking a full defense round, user can study the target's style, gaining insight to their fighting style and stats. This lasts until end of combat. (stacks with Study 2 and 3)
Study 2 (2 Special) - by taking a full defense round, user can study the target's style, gaining insight to their current Fatigue and Stamina gauge. Can ignore feints and pandering until end of combat. (stacks with Study 1 and 3)
Study 3 (3 Special) - by taking a full defense round, user can study the target's style, gaining insight to their battle capabilities. All bonuses the target would normally gain for using special attacks, offensive or defensive maneuvers outside of BaB are negated so long as the user is targeted by them (even indirectly). This lasts until end of combat.
Ring My Bell (1 Special, 1 Super)- You must learn The Glow first. Upon hearing the bell ring at the start of the match, user can immediately take a standard action against a target before Initiative is rolled up. In the case of more than one Ring My Bell user, all Ring My Bell users will roll up initiative before all others. Highest initiative gets to go first, followed by the next, then the next. After Ring My Bell users have taken their standard action, all other users can roll initiative and combat continues.
Cannot use Ring My Bell if you've used Rabbit Punch.
Special FX: Fatigue Master (1 Super) - doubles all Fatigue recovery attempts.
Special FX: Punch Bullet (1 Super) - allows the user to punch hard enough to send shockwaves through the air, dealing unarmed damage to targets up to 10 feet away.
Special FX: Punch Drunk (1 Super) - allows the user to gain +1 to To Hit and damage per attack thrown. This resets to 0 at the end of the combat round.
Special FX: Actually Drunk (1 Super) - takes a standard action and allows user to drink any form of alcohol, gaining +5 to hit, +1 to damage, +5 AC and +5 regen per round. Lasts for 1d4 rounds, and any damage taken greater than 25% of current will knock user out of this special style.
Cannot use other styles, stances or trances while Actually Drunk.
Does not stack.
Special FX: Turtle Turtle Turtle (1 Super) - allows user to recover 1 hp and ep per successful defense attempt. AC+1 while defending. Can only be used during Full Defense Rounds.
Special FX: CRAB FIGHT (1 Super) - allows the user to gain +1 to HP and EP per attack thrown. This resets to 0 at the end of the combat round
Special FX: Pinpoint Striking (1 Super) - allows the user to throw far more critical shots than before. +5 to called shots, and crit is improved by +1 damage.
Bloodthirst Feint (1 Special) - allows user to make a stronger-than-usual feint attempt. Can only be used against targets with 50% Fatigue or Stamina, causing them to completely drop their guard for the next attack. Takes up a standard action, and forces the target to pass a Will Save of User's ECL+1d20.
Bloody Illusions (1 Super) - allows the user to make a stronger-than-usual feint attempt. Takes a standard action, but can be used as a free action for 25 ep and 25 hp. Can be used only if user is at 50% Stamina, and user must pass a Fort Save (Fort Save+1d20) of 10+1d20+User's Will Mod. Target cannot defend at all during this combat round.
Target can shrug this off immediately if they pass the (Same Number) DC Will Save.
Delicate Decision (costs three Supers) - can damage to either Fatigue or Stamina. Must be declared before attack is launched.
Reach (2 Specials) - the user has a longer than usual reach, allowing them to attack from 10 feet instead of 5 feet. Counter+1, forces target to have to move in order to attack.
Ultimate Arts
Dempsey Roll - 100 stamina and raises fatigue to 90%. You must learn Bob and Weave, Head Slip, Momentum, and Hook first. Allows the user eat up the entire Exchange - if target has never faced the Roll before, they can throw 1d4 punches at -10 to their To Hit roll. User slams 10d20 x unarmed damage attacks into their face, each attack gaining a +1 to damage and +25% guard break with each strike thrown.
The Glow - costs entire store of Stamina in order to enter this special state of existence. While The Glow is activated, all damage taken is halved no matter the source. User gains DmR 5, regen 10 x con modifier, refresh 10 x dex modifier, and all criticals, backstabs, and sneak attacks (any kind of special attack damage) against user are negated. User's Elan is tripled (up to one point before the next level threshold). This is a ki aura ability of supernatural origins, and can be treated as if ki, aura, or supernatural. Lasts for 1d4 rounds, and can be activated twice a day.
Eyes of the Champion - when user hits 90% Fatigue, they immediately enter into this special trance, gaining 100% stamina total back (if it goes over the limit, then it's kept as temporary Stamina points). Targets facing them are granted the blonus of -5 stagger with no will save and user's damage output is doubled. All moves lose the "cannot use if at X% Fatigue" rule. This special trance lasts for 1d4 rounds, then user goes back to normal.
Ultra Arts
Note: Unlike other martial arts tables, Boxing/Pugilism has access to passive upgrades called "Ultra Arts." Upon acquiring the necessary requirements, you can choose one Ultra Art to follow, one that dictates or compliments your fighting style. Keep in mind you can only have one.
The Dancer
The Dance, Sway, Rope A Dope, Passive Recovery, Bob and Weave, Rope a Dope
+5 AC (dodge bonus)
Jolt Counter
-20% Fatigue Gauge total
All movements are Speed Check 6
Special FX: Fatigue Master
The Specialist
Straight/Jab/Overhead/Uppercut/Hook, Ring Awareness, The Knack, Momentum
All regen and refresh abilities gain the "x con mod/x dex mod" addition
DmR 5
Favored Weapon: Sunday Punch (gets +1 to their favored attack - this applies to To Hit, Damage, and Crit Range)
Special FX: CRAB FIGHT
The Hard Puncher
Straight/Jab/Overhead/Uppercut/Hook, Peekaboo, Dash, Step In, Momentum, Sit Out
+5 To Hit
+5 Damage
-10% Stamina Gauge total
+10% Fatigue Gauge total
Dempsey Roll
Aggressive Recovery
Special FX: Punch Bullet
The Reaper
The Jab, Aggressive Recovery, Pander, Overhead
Heel: You will always be the Heel. Period.
Flicker Jab: 25 ep and a standard action to enter Detroit Style. You can now throw two more jabs per jab thrown (a total of four jabs per standard action). All jabs suffer from a -10% damage output.
+10% Stamina Gauge Total
Special FX: Actually Drunk
The Combo Fiend
Triple Hook, 1-2 Punch, Clinch, Dash, Step In
Invasion Rush: Can reorder the Exchange so all of their own attacks go first and halve the target's attack actions per round.
Can combo Sunday Punches
Can have more than one Sunday Punch
Can do normal damage in the Clinch
Special FX: Punch Drunk
The Defender
Basic Guard, Cross Guard, Peekaboo, Clinch, Head Slip
Gains half Fatigue while guarding.
Can Clinch while guarding.
Forehead Block cost is halved.
The cost of all counter attempts are doubled when done while guarding.
+25% Fatigue gauge total
+1 AC
Special FX: Turtle Turtle Turtle
The Speedster
The Jab, The Dance, Direct Spin, Head Slip, Ring Awareness, Rope A Dope
Doubled attack actions
Speed Check+1
Misdirection: You can make a special feint (target must pass a DC20+user's ECL concentration check) where you disappear from sight. The very next attack (from the flanks or behind them) is unblockable, save for armor bonuses. All attacks made for this particular Exchange gain a +1 to hit and +5 to damage.
Special FX: Pinpoint Striking
Desperation Arts
Counter Meister - upon hitting 75% Fatigue, you can now have unlimited chances for counters and AoO.
Up the Ante - upon hitting 10% Fatigue, your reflex saves can be used to negate spell effects and attacks (does not apply to any currently on you)
Infinite Crab Fight - upon hitting 15% Stamina or Fatigue, allows the user to gain +1 to HP and EP per attack thrown. Gains +1 AC, to hit, and damage for each defense attempt. This resets to 0 at the end of the combat round. Lasts for 1d4 rounds.
Waist Shifting - "shifts the center of gravity," allowing to take Stamina damage instead of Fatigue, and vice versa. Takes a standard action to shift. Can be used upon hitting 50% Fatigue or Stamina.
Secret Arts
Ultra Eight - leaves the user at 95% Fatigue, eats up 50% Stamina, allows the user to launch an advanced version of the Dempsey Roll, granting a -10 Stagger blonus onto the target for 1d10 rounds. User slams 10d20 x unarmed damage attacks into their face, each attack gaining a +1 to damage and +25% guard break with each strike thrown. Same requirements as Dempsey Roll. Must know the Dempsey Roll first.
Unlimited Edge - draws out the latent capabilities of the boxer, allowing them to apply "spellcraft" scores to their damage output per strike (before criticals).
Alice Unplugged - allows the user to have the "Exchange Conversion" outside of Pugilism. That is, upon entering normal combat, you get to use the Exchange Conversion instead of your normal HP and EP. The Spellboxer and the target are granted a special combat round outside of normal combat, and this round must be fulfilled completely first before the rest of combat can continue (Initiative does not change this). The target gains a -10 to AC and -5 To Hit unless they have Spellboxing experience.
Edge of Soul (two Secret Arts) - allows the user to stack their favored mod/score to their damage output per strike (before criticals). Stacks with anything and everything. Must have Unlimited Edge acquired first.
NOTE: When acquiring new training levels, the Boxer has the choice of acquiring a new Sunday Punch instead of a Desperation, Ultimate, or Secret Art. Please verify with your GM if you wish to have this instead. Another thing to note is that as the Boxer trains, they are able to use Style Points to edit their attacks and Exchange Attributes. In this case they can improve their attributes by +1 per 40 Style Points invested.
FURTHER NOTE: Boxing is the only martial art where you can take the same Super, Special, or other move more than once, up to 3 times, improving it each time.
Training Level - Learned
1 - Sunday Punch, The Dance, or The Jab
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
150 - 1 Special, 1 Super
200 - 1 Special, 1 Super, Desperation Art
300 - 1 Special, 1 Super
500 - 1 Special, 1 Super, 1 Ultimate Art
700 - 1 Special, 1 Super, 1 Ultimate Art
1000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Secret Arts
1100 - 1 Special, 1 Super
1300 - 1 Special, 1 Super, 1 Ultimate Art
1500 - 1 Special, 1 Super
1900 - 1 Special, 1 Super, 1 Ultimate Art
2000 - 1 Special, 1 Super, 1 Secret Art
2100 - 1 Special, 1 Super
2300 - 1 Special, 1 Super
2500 - 1 Special, 1 Super
3000 - 1 Special, 1 Super, 1 Ultimate Art, 1 Desperation Art, 1 Secret Art
Spellboxing and the Culture
A Spellboxing match is a phenomenon beyond anything else on Earth (currently) and quite a few other worlds!
The Spellboxer's regalia is a simple affair - a pair of breeches and handwraps. Topless and wearing nothing else (though headbands, scarves, and hoods with or without capes/cloaks are allowed), the Spellboxer Arena is little more than a mudpit surrounded by a cage at the top. While there are many other types of arenas (from gladiator-style packed dirt to elemental-based grounds), this is considered the most classic and revered of all battlegrounds.
All Spellboxers are released into the pit in order to draw lots, straws, or some other method of determining order, and are allowed to do so in order of appearance.
While gambling is at an all-time high, the Spellboxers take it upon themselves to mob up and kill any who would dare fix the match. Having been given a special dispensation to do so by the Amerifed Government and the BGC, the Spellboxing League takes it upon itself to keep as clean a fight as possible.
This doesn't always stop fight-fixing, gambling-rigging, or other methods of cheating, but cheaters (and "reverse cheaters") are dealt with in the same fashion as always: a grim beatdown with lethal force.
Noteworthy Gyms - "Crusher's"
While there are quite a few gyms throughout Neo Florida, the greatest of them is Crusher's. Run by the previous Spellboxing Grand Champion, Royce "Crusher" Royal, the gym is noteworthy for it's special training regimines, kicking out more high-powered spellboxers than any other ever known.
(All training methods performed here will grant the Spellboxer more Training Points than other locations)
Crusher's also sometimes hosts the #1 Spellboxer in the world, Heavy Helena, from time to time, who claims publicly that he is the only practicioner worthy to spar with her.
She's also the one who completely crushed him, taking the Grand Champion belt and sending him into a hard retirement.
She's also the one who helped him establish his gym.
Suffice it to say, their relationship is a strange one at times.
Noteworthy Spellboxers
Royal "Crusher" Royce - a counter-artist AND high-speed fighter, Crusher was known for his surprisingly heavy finishing blows. He was considered the most perfect Spellboxer in the league...until the truly perfect Spellboxer arrived.
Being defeated promptly threw Crusher into a deranged spiral of shame and humiliation, all the while his vanquisher sought him out. Helping him out of the gutter, Heavy Helena tried to get Crusher back into the League only for him to admit that it was time for him to retire, choosing to use his knowledge and experience to raise up and empower the next wave of Spellboxers.
The fifth direct disciple of the original creator of Spellboxing before the Founder died, Royal is still a solid fighter despite his fall from grace, and only Heavy Helena can truly keep up with his speed.
A known whoremonger and Aphroditian.
"Heavy" Helena - the origins of "Earth's Greatest Spellboxer" and "The Most Complete Fighter" is shrouded in mystery. A solo, independent artist with neither gym nor official training regimine, Helena simply showed up one day at a Spellboxer tournament and began her rise, often dubbed as the "Road Of Destruction."
The current Grand Champion, some of Helena's bizarre training has been revealed: a fistfighter who takes to the Deeps in order to beat down some of the strange flora and fauna there.
A somewhat generous woman outside of the Spellboxing pits, she's also a devout Aphroditian and commits herself to Holy Prostitution more than a normal devotee does. It's rumored that she may or may not be amorously engaged with The Madame, but gossip does tend to suggest any number of high-ranking BGC executives (except for The Warden).
Cyber Jaw Joe Jackman
Noname Huey Hephestus
Babadook Dingle Operative
Bad Right Rich Hershaw
Questionable Dante Wrigley
Interdimensional Spellboxing Rankings
Cyber Jaw Jo Jiggne - #6 in the interdimensional rankings and can never quite defeat Heavy Helena. Has no relation with Cyber Jaw Joe Jackman from Earth, but feels a strange kinship with him.
Heavy Helena - #5, the reigning champion from Neo-Florida/Neo-LA Earth. A powerhouse whose style is versatile and incredible to behold, a hard puncher with a solid defense and can switch styles in the blink of an eye. Has the hardest known fist in the top 5, topped only by the Robert.
Giant Slayer - #4, the reigning champion from a world of giants. Despite his massive frame (nine foot tall), his speed is what makes him virtually untouchable. Has a powerful punch but not as strong as Heavy Helena.
Calypso Bendrine - #3, the reigning champion from a plasma world. Asexual and genderless, the creature has both reach, solid power and speed behind their style. Is the greatest known trickster and user of miscellaneous techniques known.
Fever Amandine Beaul -#2, a humanoid from the plane of fire. A powerhouse who can easily heat up the battle quickly, she grows in strength and speed as the battle progresses, and most of her wins are "latter-round." Has the highest known Fatigue total and practically takes no damage due to her defensive maneuvers and noteworthy experience in Spellboxing.
Robert Nakamura-Strezzia - the absolute #1 of the known and underground Interdimesional Spellboxer rankings. If Fever is known as "God" to Spellboxing fans, then Robert is the ultimate transcendence beyond that point. He has a long history that has been charted by the Extreme Existence organization, and though he doesn't look too memorable his muscle density and litheness has been declared as "beyond perfection." Robert's capabilities are beyond anything anyone has ever seen, and he's dominated multiple dimensions worth of "normal" boxing in search for the perfect form. After the Interdimensional Spellboxing League became solidified and codified, he appeared and has been the reigning champion ever since. He's noteworthy for having only used normal boxing techniques, never once relying on the Spellboxing system even as he's dominated it in speed, strength, stamina, and techniques.