Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)
Posted: Sat May 12, 2018 8:44 pm
Welcome to The Golden Gloves Gym!Here,i'm going to show(and we'll discus)how you can customize the various Fighting styles of M&M to make your Combat-oriented PC truly unique. First off,well start with the Classic.The Sweet Science of Boxing!....
BRIEF REAL WORLD HISTORY:
Boxing is a combat sport in which two people, usually wearing protective gloves, throw punches at each other for a predetermined set of time in a boxing ring.
Amateur boxing is both an Olympic and Commonwealth Games sport and is a common fixture in most international games—it also has its own World Championships. Boxing is supervised by a referee over a series of one- to three-minute intervals called rounds. The result is decided when an opponent is deemed incapable to continue by a referee, is disqualified for breaking a rule, resigns by throwing in a towel, or is pronounced the winner or loser based on the judges' scorecards at the end of the contest. In the event that both fighters gain equal scores from the judges, the fight is considered a draw (professional boxing). In Olympic boxing, due to the fact that a winner must be declared, in the case of a draw - the judges use technical criteria to choose the most deserving winner of the bout.
While humans have fought in hand-to-hand combat since before the dawn of history, the earliest evidence of fist-fighting sporting contests date back to the ancient Middle East in the 3rd and 2nd millennia BCE. The earliest evidence of boxing rules date back to Ancient Greece, where boxing was established as an Olympic game in 688 BC. Boxing evolved from 16th- and 18th-century prizefights, largely in Great Britain, to the forerunner of modern boxing in the mid-19th century with the 1867 introduction of the Marquess of Queensberry Rules.
THE STYLES OF BOXING:
Primary styles
There are three generally accepted boxing styles and one sub-style that are used to define fighters. These are the swarmer, out-boxer, slugger, and boxer-puncher. Many boxers do not always fit into these categories, and it's not uncommon for a fighter to change their style over a period of time.
Swarmer
The swarmer (in-fighter, crowder) is a fighter who attempts to overwhelm his opponent by applying constant pressure — taking away an opponent's spacing and timing. Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output (resulting in a great need for stamina and conditioning). This style favors closing inside an opponent, overwhelming them with intensity and flurries of hooks and uppercuts. They tend to be fast on their feet which can make them difficult to evade for a slower fighter; or are great at cutting the ring with precise footwork. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. Many swarmers are often either shorter fighters or fighters with shorter reaches, especially in the heavier classes, that have to get in close to be effective. Tommy Burns was the shortest Heavyweight champion at 5 ft 7 in (1.70 m), while Rocky Marciano had the shortest reach at 67–68 inches (170 cm). One exception is Jack Dempsey, who was nearly 6 ft 1 in (1.85 m) with a 77-inch (200 cm) reach.
Out-boxer
The out-boxer (out-fighter, boxer) is the opposite of the swarmer. The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which often makes up for a lack of power. Since they rely on the weaker jabs and straights (as opposed to hooks and uppercuts), they tend to win by points decisions rather than by knockout, although some out-boxers can be aggressive and effective punchers. Out-boxers such as Daniel Mendoza, Benny Leonard, Gene Tunney, Muhammad Ali, and Larry Holmes have many notable knockouts, but usually preferred to wear down their opponents and outclass them rather than just knock them out. Out-boxers also cross over frequently with counter-punch and/or swarming techniques, such as Naseem Hamed, who used his speed on his feet to avoid injury and his precision and power to carve his opponents down.The fictional character Apollo Creed(PL 9-9.5 in his prime,by my guess at least) is considered an out-boxer.
Slugger
If the out-boxer represents everything classy about boxing, the slugger (brawler, puncher) often stands for everything that's brutal in the sport. A lot of sluggers tend to lack finesse in the ring, but make up for it in raw power, often able to knock almost any opponent out with a single punch.
Most sluggers lack mobility in the ring and may have difficulty pursuing fighters who are fast on their feet. They usually throw harder, slower punches than swarmers or out-boxers and tend to ignore combination punching. Sluggers often throw predictable punching patterns (single punches with obvious leads) which can leave them open for counterpunching. Sluggers can also be fast and unpredictable fighters, such as the case with Terry McGovern, Stanley Ketchel, Emanuel Augustus, Francois Botha, and Rocky Graziano. While sluggers are normally considered the most crude boxers, Bob Fitzsimmons was considered by many boxing historians to be highly scientific in his slugging techniques. Because of their similar brawling tactics, swarmers and sluggers are often confused with each other, and some fighters may fit into either category. Fictional characters Rocky Balboa(Balboa's Pl's tended to fluxuate badly due to what i like to call "movie logic",so bear in mind these are best guess only; PL 8 Rocky I-Pl 9 Rocky II-PL 8.5,9.5 Rocky III-Pl 9 ,9.5 Rocky IV) and Clubber Lang(PL9-9.8 when he took on Rocky in the rematch) are considered to be sluggers.
Boxer-puncher
The boxer-puncher possesses many of the qualities of the out-boxer; hand speed, often an outstanding jab, combination and/or counter-punching skills, better defense and accuracy than a slugger, while possessing slugger type power. The Boxer-puncher may also be more willing to fight in an aggressive swarmer-style than an out-boxer. In general the boxer-puncher lacks the mobility and defensive expertise of the pure boxer. Boxer-punchers usually do well against out-boxers, especially if they can match their speed and mobility. They also tend to match up well against swarmers, because the extra power often discourages the swarmer's aggression. Boxer-punchers can be hard to categorize since they can be closer in style to a slugger, swarmer, or an out-boxer.
Fighting Style Advantages
All-out Attack=Trade active defense for attack bonus.
Combat Note:When you make an all-out attack,you can take a penalty of up to –5 on your active defenses
(Dodge and Parry) and add the same number (up to +5) to your attack bonus.
Defensive Attack=Trade attack bonus for active defense bonus.
Combat Note:When you make a defensive attack, you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry).
Improved Critical (Unarmed)=+1 to critical threat range with an attack per rank.
Combat Note:Increase your critical threat range with a particular attack(chosen when you acquire this advantage) by 1, allowing you to score a critical hit on a natural 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more, to a maximum threat range of 16-20 with 4 ranks.
Power Attack=Trade attack bonus for effect bonus.
Combat Note:When you make a power attack,you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack.
Takedown=Free extra attack when you incapacitate a minion.
Combat Note:If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another
minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.
Looking at these Feats/Advantages(Depends on your taste),you made a basic,all-around Boxer.The Guys that you see in the Gym Background of Most of The Rocky movies.You know the Basic Style&how to apply it properly...
Total Point Cost=5 power point for the Simple style listed.
SPECIALIZING THE STYLE:
If you want to Branch your Fighter out,choosing a "Boxing Style" would go a long way to Defining what type of person they are...
Swarmer Style Boxing
By selecting this,you really don't care if you take hits or damage,so long as you return it double fold.If you want to add a Power,I'd suggest Either Regeneration(as it alows you to keep pressure up¬ worry 'bout damage to you,as you'll heal it quick..) or Protection(the thicker the skin,the harder it'll be to hurt).Now,here are the Advantages/Feat selections...
Takedown(2)-Enables you to move from opponent to opponent,keeping up the Pressure regardless of who or how many your facing...
Diehard=Automatically stabilize when dying.
Combat Note:When your condition becomes dying,you automatically stabilize on the following round without any need for a Stamina check, although further damage—such as a finishing attack—can still kill you.-with this,even if your dropped,you could still win the Fight by still standing...
Seize Initiative=Spend a hero point to go first in the initiative order.
Combat Note:You can spend a hero point to automatically go first in the initiative order. You may only do so at the start of combat, when you would normally make your initiative check.If more than one character uses this advantage, they all make initiative checks normally and act in order of their initiative result, followed by all the other characters who do not have this advantage.-When this kicks in,you can immediatley start pressing your Advantage.Combine it with Power Attack,and you can possibly end it before the fight even starts...
Total Point Cost=8 power points with the new add-ons.
Out-boxer Style Boxing
You like to play stick n' move,keeping your opponent from doing any hits in return.For Powers,I'd recommend Blast,(as it tends to keep your opponent away from you)or Super Speed/Quickness(The faster you are,the faster you can hit your opponent&move before they can hit you).Here are the Feats/Advantages:
Evasion(2)=Circumstance bonus to avoid area effects.
Combat Note:You have a +2 circumstance bonus to Dodge resistance checks to avoid area effects. If you have 2 ranks in this advantage, your circumstance bonus increases to +5.-this enables you to keep mobile and avoid those annoying area effect shots...
Agile Feint=Feint using Acrobatics skill or movement speed.
Combat Note:You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better).-This'll allow you a free first strike if done right...
Precise Attack=Ignore attack check penalties for either cover or concealment.
Combat Note:When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment.-this represents your striking speed being so fast that they can't bring up a block in time before you hit...
Total Point Cost=9 power points with new add-on's
Slugger Style Boxing
This is just plain Power hitting,pure&simple.You might not hit every turn,but when you do hit,their gonna feel it! Powers for this would be Power Lifting(a solid Body Blow on someboy&you can throw them through the roof with this,literally!) and/or Increased STR&STA(your not gonna get anything done if you ain't got the strength & stamina to back your style up).Here's the rundown on Feats/Advantages:
Fearless=Immune to fear effects.
Combat Notes:You are immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect.-No Slugger Boxer in History ever Ran away from something,so neither do you..
Diehard-The same reasons for a Swarmer to have this should be doubled for you...
Startle=Use Intimidation to feint in combat.
Combat Notes:You can use Intimidation rather than Deception to feint in combat. Targets resist with Insight, Intimidation, or Will defense.-While the Outboxer uses his mobility,You use your Pure Size&agressiveness for the same results...
Total Point Cost=8 power points with add-on's.
Boxer-puncher Sub-style of Boxing
These are the Journeymen of the ring,the folks that try to blend Swarming&Slugging into a "New way" of striking.While good in their own right,they lack the pure Mobility of the Outboxer or defense ability of the Swarmer(they technically don't pick up Super Speed or Protection options.).These are the Feats/Advantages:
Taunt=Use Deception to demoralize in combat.
Combat Note:You can demoralize an opponent with Deception rather than Intimidation, disparaging and undermining confidence rather than threatening. Targets resist using Deception,Insight, or Will defense.-while they can't Feint or Startle,you can tick off your opponent to be reackless...
Improved Defense=+2 bonus to active defense when you take the defend action.
Combat Note:When you take the defend action in combat you gain a +2 circumstance bonus to your active defense checks for the round.-while they don't have the defense ability of The Outboxer,they can do at least a little...
Grabbing Finesse=Substitute Dex for Str when making grab attacks.
Combat Note:You can use your Dexterity bonus, rather than your Strength bonus, to make grab attacks. You are not vulnerable
while grabbing. This is a good advantage for skilled unarmed combatants focused more on speed than strength.-What they lack in power,they try to make up with increadably fast hand-eye coordination...
Total Point Cost=8 power points with add-on's.
So that's the first lesson in the Gym.Come back later for more!....
BRIEF REAL WORLD HISTORY:
Boxing is a combat sport in which two people, usually wearing protective gloves, throw punches at each other for a predetermined set of time in a boxing ring.
Amateur boxing is both an Olympic and Commonwealth Games sport and is a common fixture in most international games—it also has its own World Championships. Boxing is supervised by a referee over a series of one- to three-minute intervals called rounds. The result is decided when an opponent is deemed incapable to continue by a referee, is disqualified for breaking a rule, resigns by throwing in a towel, or is pronounced the winner or loser based on the judges' scorecards at the end of the contest. In the event that both fighters gain equal scores from the judges, the fight is considered a draw (professional boxing). In Olympic boxing, due to the fact that a winner must be declared, in the case of a draw - the judges use technical criteria to choose the most deserving winner of the bout.
While humans have fought in hand-to-hand combat since before the dawn of history, the earliest evidence of fist-fighting sporting contests date back to the ancient Middle East in the 3rd and 2nd millennia BCE. The earliest evidence of boxing rules date back to Ancient Greece, where boxing was established as an Olympic game in 688 BC. Boxing evolved from 16th- and 18th-century prizefights, largely in Great Britain, to the forerunner of modern boxing in the mid-19th century with the 1867 introduction of the Marquess of Queensberry Rules.
THE STYLES OF BOXING:
Primary styles
There are three generally accepted boxing styles and one sub-style that are used to define fighters. These are the swarmer, out-boxer, slugger, and boxer-puncher. Many boxers do not always fit into these categories, and it's not uncommon for a fighter to change their style over a period of time.
Swarmer
The swarmer (in-fighter, crowder) is a fighter who attempts to overwhelm his opponent by applying constant pressure — taking away an opponent's spacing and timing. Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output (resulting in a great need for stamina and conditioning). This style favors closing inside an opponent, overwhelming them with intensity and flurries of hooks and uppercuts. They tend to be fast on their feet which can make them difficult to evade for a slower fighter; or are great at cutting the ring with precise footwork. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. Many swarmers are often either shorter fighters or fighters with shorter reaches, especially in the heavier classes, that have to get in close to be effective. Tommy Burns was the shortest Heavyweight champion at 5 ft 7 in (1.70 m), while Rocky Marciano had the shortest reach at 67–68 inches (170 cm). One exception is Jack Dempsey, who was nearly 6 ft 1 in (1.85 m) with a 77-inch (200 cm) reach.
Out-boxer
The out-boxer (out-fighter, boxer) is the opposite of the swarmer. The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which often makes up for a lack of power. Since they rely on the weaker jabs and straights (as opposed to hooks and uppercuts), they tend to win by points decisions rather than by knockout, although some out-boxers can be aggressive and effective punchers. Out-boxers such as Daniel Mendoza, Benny Leonard, Gene Tunney, Muhammad Ali, and Larry Holmes have many notable knockouts, but usually preferred to wear down their opponents and outclass them rather than just knock them out. Out-boxers also cross over frequently with counter-punch and/or swarming techniques, such as Naseem Hamed, who used his speed on his feet to avoid injury and his precision and power to carve his opponents down.The fictional character Apollo Creed(PL 9-9.5 in his prime,by my guess at least) is considered an out-boxer.
Slugger
If the out-boxer represents everything classy about boxing, the slugger (brawler, puncher) often stands for everything that's brutal in the sport. A lot of sluggers tend to lack finesse in the ring, but make up for it in raw power, often able to knock almost any opponent out with a single punch.
Most sluggers lack mobility in the ring and may have difficulty pursuing fighters who are fast on their feet. They usually throw harder, slower punches than swarmers or out-boxers and tend to ignore combination punching. Sluggers often throw predictable punching patterns (single punches with obvious leads) which can leave them open for counterpunching. Sluggers can also be fast and unpredictable fighters, such as the case with Terry McGovern, Stanley Ketchel, Emanuel Augustus, Francois Botha, and Rocky Graziano. While sluggers are normally considered the most crude boxers, Bob Fitzsimmons was considered by many boxing historians to be highly scientific in his slugging techniques. Because of their similar brawling tactics, swarmers and sluggers are often confused with each other, and some fighters may fit into either category. Fictional characters Rocky Balboa(Balboa's Pl's tended to fluxuate badly due to what i like to call "movie logic",so bear in mind these are best guess only; PL 8 Rocky I-Pl 9 Rocky II-PL 8.5,9.5 Rocky III-Pl 9 ,9.5 Rocky IV) and Clubber Lang(PL9-9.8 when he took on Rocky in the rematch) are considered to be sluggers.
Boxer-puncher
The boxer-puncher possesses many of the qualities of the out-boxer; hand speed, often an outstanding jab, combination and/or counter-punching skills, better defense and accuracy than a slugger, while possessing slugger type power. The Boxer-puncher may also be more willing to fight in an aggressive swarmer-style than an out-boxer. In general the boxer-puncher lacks the mobility and defensive expertise of the pure boxer. Boxer-punchers usually do well against out-boxers, especially if they can match their speed and mobility. They also tend to match up well against swarmers, because the extra power often discourages the swarmer's aggression. Boxer-punchers can be hard to categorize since they can be closer in style to a slugger, swarmer, or an out-boxer.
Fighting Style Advantages
All-out Attack=Trade active defense for attack bonus.
Combat Note:When you make an all-out attack,you can take a penalty of up to –5 on your active defenses
(Dodge and Parry) and add the same number (up to +5) to your attack bonus.
Defensive Attack=Trade attack bonus for active defense bonus.
Combat Note:When you make a defensive attack, you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry).
Improved Critical (Unarmed)=+1 to critical threat range with an attack per rank.
Combat Note:Increase your critical threat range with a particular attack(chosen when you acquire this advantage) by 1, allowing you to score a critical hit on a natural 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more, to a maximum threat range of 16-20 with 4 ranks.
Power Attack=Trade attack bonus for effect bonus.
Combat Note:When you make a power attack,you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack.
Takedown=Free extra attack when you incapacitate a minion.
Combat Note:If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another
minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.
Looking at these Feats/Advantages(Depends on your taste),you made a basic,all-around Boxer.The Guys that you see in the Gym Background of Most of The Rocky movies.You know the Basic Style&how to apply it properly...
Total Point Cost=5 power point for the Simple style listed.
SPECIALIZING THE STYLE:
If you want to Branch your Fighter out,choosing a "Boxing Style" would go a long way to Defining what type of person they are...
Swarmer Style Boxing
By selecting this,you really don't care if you take hits or damage,so long as you return it double fold.If you want to add a Power,I'd suggest Either Regeneration(as it alows you to keep pressure up¬ worry 'bout damage to you,as you'll heal it quick..) or Protection(the thicker the skin,the harder it'll be to hurt).Now,here are the Advantages/Feat selections...
Takedown(2)-Enables you to move from opponent to opponent,keeping up the Pressure regardless of who or how many your facing...
Diehard=Automatically stabilize when dying.
Combat Note:When your condition becomes dying,you automatically stabilize on the following round without any need for a Stamina check, although further damage—such as a finishing attack—can still kill you.-with this,even if your dropped,you could still win the Fight by still standing...
Seize Initiative=Spend a hero point to go first in the initiative order.
Combat Note:You can spend a hero point to automatically go first in the initiative order. You may only do so at the start of combat, when you would normally make your initiative check.If more than one character uses this advantage, they all make initiative checks normally and act in order of their initiative result, followed by all the other characters who do not have this advantage.-When this kicks in,you can immediatley start pressing your Advantage.Combine it with Power Attack,and you can possibly end it before the fight even starts...
Total Point Cost=8 power points with the new add-ons.
Out-boxer Style Boxing
You like to play stick n' move,keeping your opponent from doing any hits in return.For Powers,I'd recommend Blast,(as it tends to keep your opponent away from you)or Super Speed/Quickness(The faster you are,the faster you can hit your opponent&move before they can hit you).Here are the Feats/Advantages:
Evasion(2)=Circumstance bonus to avoid area effects.
Combat Note:You have a +2 circumstance bonus to Dodge resistance checks to avoid area effects. If you have 2 ranks in this advantage, your circumstance bonus increases to +5.-this enables you to keep mobile and avoid those annoying area effect shots...
Agile Feint=Feint using Acrobatics skill or movement speed.
Combat Note:You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better).-This'll allow you a free first strike if done right...
Precise Attack=Ignore attack check penalties for either cover or concealment.
Combat Note:When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment.-this represents your striking speed being so fast that they can't bring up a block in time before you hit...
Total Point Cost=9 power points with new add-on's
Slugger Style Boxing
This is just plain Power hitting,pure&simple.You might not hit every turn,but when you do hit,their gonna feel it! Powers for this would be Power Lifting(a solid Body Blow on someboy&you can throw them through the roof with this,literally!) and/or Increased STR&STA(your not gonna get anything done if you ain't got the strength & stamina to back your style up).Here's the rundown on Feats/Advantages:
Fearless=Immune to fear effects.
Combat Notes:You are immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect.-No Slugger Boxer in History ever Ran away from something,so neither do you..
Diehard-The same reasons for a Swarmer to have this should be doubled for you...
Startle=Use Intimidation to feint in combat.
Combat Notes:You can use Intimidation rather than Deception to feint in combat. Targets resist with Insight, Intimidation, or Will defense.-While the Outboxer uses his mobility,You use your Pure Size&agressiveness for the same results...
Total Point Cost=8 power points with add-on's.
Boxer-puncher Sub-style of Boxing
These are the Journeymen of the ring,the folks that try to blend Swarming&Slugging into a "New way" of striking.While good in their own right,they lack the pure Mobility of the Outboxer or defense ability of the Swarmer(they technically don't pick up Super Speed or Protection options.).These are the Feats/Advantages:
Taunt=Use Deception to demoralize in combat.
Combat Note:You can demoralize an opponent with Deception rather than Intimidation, disparaging and undermining confidence rather than threatening. Targets resist using Deception,Insight, or Will defense.-while they can't Feint or Startle,you can tick off your opponent to be reackless...
Improved Defense=+2 bonus to active defense when you take the defend action.
Combat Note:When you take the defend action in combat you gain a +2 circumstance bonus to your active defense checks for the round.-while they don't have the defense ability of The Outboxer,they can do at least a little...
Grabbing Finesse=Substitute Dex for Str when making grab attacks.
Combat Note:You can use your Dexterity bonus, rather than your Strength bonus, to make grab attacks. You are not vulnerable
while grabbing. This is a good advantage for skilled unarmed combatants focused more on speed than strength.-What they lack in power,they try to make up with increadably fast hand-eye coordination...
Total Point Cost=8 power points with add-on's.
So that's the first lesson in the Gym.Come back later for more!....