Sport Fighter
The "bare-knuckles boxer" is a favored sportsman in many towns. As
gladitorial combat was often a source of amusement, the less-lethal sport of
unarmed combat has also become a favored passtime. Many cities of the Steam
Age support this professtion by hosting prize-fighting tournaments with
extravagant pay-offs for the victors. In the less populated areas, there are
no real divisions in fighting ranks, but in the major cities there are three
basic divisions: giant, human, and dwarf. Wolfen tend to avoid this
profession, as they are required to clip their claws, and are not allowed to
bite. The same is true of coyoles.
Special Skills:
-
Advanced Hand-To-Hand - In addition to their normal skills, the Sport
Fighter has a few advantages.
- HtH: Martial Arts (automatically has basic kick attack)
When Kicks are learned, the basic kick is replaced with "Single Action
Power Puch - 1D10 damage"
- Athletics
- Boxing
- +1 attack
- +25 SDC
- Anticipation - If the Boxer's simultanious attack roll is more than five
points above the opponants natural strike roll, the opponent's attack does not
hit. The Boxer deal only 1D6 + (hth damage bonus), no PS bonus applies. This
can be done once per melee. At level 4, twice per melee, and at level 8 three
times. An Anticipated strike only recieves HALF the usual strike bonus.
Although Anticipation takes a melee action, the boxer still has their
normal action afterwards (unlike a dodge or simultanious attack which
sacrifices the next action). Thus (although it still drains an action) the
maneuver can be used to switch the rythm of combat to the boxer's favor. (For
simplicity, using Anticipation drains from the actions at the end of the melee
round, not from the next actions).
If a copy of the Rifter is accessible, the Sport Fighter may use
Hand-To-Hand: Professional Boxing (or GM disgression may allow the
non-exclusive Kickboxing). If a specialty HtH is used, the it replaces the
bonuses and skills listed above.
- Improved Knockout -
When fighting unarmed the boxer's chace of Knockout is
greatly enhanced. At level 1, a natural 20 will automatically knockout (need
not be called). At level 4, a natural 19+ will knockout ; 18+ at level 8 ; 17+
at level 10. At level 15, the boxer can call knockout, when called, the boxed
needs only land a strike of natural 10 or better. (GM Disgression may allow the
boxer to do both, critical damage and Knockout when both apply. EG: Natural
20).
If the fighter has HtH Pro Boxing or other specialty martial art, this
bonus still applies; however, if the martial art provides a lower Knockout, use
the one provided by the martial art.
- Penalties -
when using a melee range weapon, the fighter looses 1 attack
per melee and their knockout option/bonuses.
OCC Bonuses: +2 to P.E., +2 to P.S..
Alignments: Any,
Attribute Requirements: P.P.: 12, P.S.: 12 (or must make the HTH: Pro
Boxing requirements)
OCC Skills
Language: 2 of choice (+15)
Streetwise (+10)
Body Building
Running
Detect Concealment (+10)
OCC Related skills:
Select 4, and another 1 every 4 levels.
Communications: Any (+5 to languages)
Domestic: Any (+10)
Espionage: disguise and escape artist only.
Horsemanship: general and exotic only.
Medical: First aid, or Holistic medicine for 2 slots.
Military: none
Mechanical: general repair only.
Physical: any (+10)
Piloting: horsemanship (general/exotic) only.
Pilot Related: land navigation only.
Rogue: any (+10)
Science: math and astronomy only.
Technical: any (+5 to languages, but -10 to literacy)
Weapon proficiencies: any, all but Archery cost three skill slots.
Wilderness: any
Secondary Skills:
select 5, and another 1 every 3 levels.
Starting Equipment: very little, most of the equipment the fighter
needs is usually provided by a sponsor. Many adventuring sport fighters invest
in cestus/bracers (spiked, gauntlet like weapons) which allow them to parry
melee weapons, and strike (dealing an additional 1D6 damage) without loosing
their 'unarmed' bonuses.