Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs
one more "other" skill than Hand to Hand: Martial Arts.
Limitations: Due to the emphasis on using the hands for primary attacks, no more
than one half of the character's attacks can be used to strike with a weapon or
fire a gun. Small, one hand weapons (like knives and blackjacks) are the
preferred choice. Forearm vibro-blades do not restrict the character at all and
can be used at will. Two handed weapons (battle axes, rifles, etc.) can be used,
but the boxer loses one attack and his bonuses to defend are halved. Also, for
attacks that do not use the arms (like head butts, knees, and kicks) the boxer
only gets to apply half the damage bonus from combat boxing due to the nature of
the attack (but still add the full P.S. damage bonus).
Bonuses: +2d6+3 S.D.C.tm, +1 to P.S., and +1 to P.E.
Level 1: Three attacks per melee, +2 to strike, +2 to block, and +2 to damage.
Skill Requirements: Must know the Physical: Boxing skill.
Attribute Requirements: P.S. of 12 or more.
Techniques Known at First Level: Automatic parry, dodge, roll with
punch/fall/impact, block (special), and pull punch. Attacks include punch (1d4
damage), hard punch (1d6 damage), overhead punch (1d4 damage but is +1 to strike
from the speed and angle), power punch (used with any kind of punch), and elbow
or forearm smash (1d6 damage). Don't forget the special knockout punch of the
boxer - an automatic (no need to declare) knockout/stun for 1d6 melees on a
natural 20.
Level 2: +2 to pull punch, +1 to roll with punch/fall/impact, and +1 to parry.
Level 3: +1 to dodge, +1 to maintain balance, and +1 to grapple.
Level 4: Backhand (1d6 damage), head butt (1d6 damage), +1 attack per melee, and +2
to damage.
Level 5: Automatic knockout/stun on an unmodified roll of 19 or 20 (for 1d6 melees)
and +2 to block.
Level 6: Hard punch (2d4 damage) and critical strike on an unmodified roll of 19 or
20.
Level 7: One-two punch - A special attack where the first punch (a normal punch
doing 1d4 damage) distracts the victim from the real danger, a second
devastating punch. The second punch can be another normal punch, a hard
punch, an overhand punch, a power punch (still uses two attacks), or an
uppercut/roundhouse. Initially, roll one strike roll. If that one succeeds
roll damage for both punches. If it fails, roll a second strike roll for the
second punch (hits as normal). If the first punch connects, then the second
one automatically hits. If it doesn't, the boxer still gets another chance
to nail his enemy. The boxer can only block or parry one melee attack when
using this attack, and it can only be used twice per melee.
Level 8: +2 to block and +2 to damage.
Level 9: Uppercut/roundhouse - A special punch that takes two melee actions. It is
a critical strike that does triple damage and gets a special +1 bonus to
strike, but no defenses can be done while using it. Also add +1 attack per
melee and +1 to strike at this level.
Level 10: +1 attack per melee, +1 to parry, and +1 to dodge.
Level 11: +1 to strike, +2 to pull punch, and +2 to roll with punch/fall/impact.
Level 12: Kick attack (1d6 damage) and an automatic knockout/stun on an unmodified
roll of 18 to 20 (for 2d4 melees).
Level 13: Automatic dodge and +2 to block.
Level 14: +1 attack per melee.
Level 15: Critical strike on an unmodified roll of 17 or 20.