Boxer Quest

[X] plan did cthulhu just punch you out!?
-[x] cthulhu.
-[x] cthulhu. They/them.
-[x] like cthulhu.
-[x] calm and stoic.
-[x] No.
-[x] I am utterly beyond their understanding (Certain Fae, Lovecraftian monstrosities, etc)
-[x] Question has no meaning, I'm a part of the infinite fabric of spacetime
-[x] Sparsely inhabited wilderness
-[x] Strength Seeker: Being a Boxer is its own reason. This is my purpose.
-[x] It's Personal: Something happened recently, which pushed me to go (write in elaboration on basically what this was).
--[x] i just got freed from my eternal prison.
-[x] A few close friends and family, I keep my circle tight.

Forgot some details.
 
Rules Post 1
Rules Post 1:

Attribute Tests:


Attribute Tests are resolved by rolling your number and manner of attribute dice (for example, 5d10, or 8d6). Each roll of 4 or higher is a success, while those below 4 are a failure. The result of the test is the number of successes.

Attribute Test modifiers:

[Attribute Name] Damage: For each point of Damage, roll one less dice to tests in this Attribute

+/- a #. This modifier, unless otherwise mentioned, will be applied to every dice rolled.

+/- # dice. This gives bonus dice, or subtracts penalty dice, from the Attribute. Note that extra dice may be of a different kind from the Boxer's base dice.

Succeed/Fail on an unmodified #: A given roll (before modifiers) is singled out for success/failure. Usually only matters where that result wouldn't already be success/failure.


Clash Rules:

Step 1: Set each Boxer to their chosen Stance:

Unless modified by Special Moves or Special Rules, this succeeds automatically. A Boxer who lacks the necessary Stamina to pay for their Stance is instead set to Sandbag Stance.


Step 2: Box Boxers roll Speed, then compare their number of successes.

The difference between the two scores is noted. The Boxer who has the higher number of successes is said to have 'The Edge'. If the result is a tie, then neither has The Edge.


Step 3: Apply Special Move modifiers:

Apply the modifiers for any Special Moves that they are using in that Clash, or remove those for any ongoing Special Moves whose duration has ended.

If the target is not Watching For the Special Move, then it takes effect automatically. If they are, however, the Special Move will only take effect if the user scores more successes on a Cunning test than the target.


Step 4: Both Boxers roll Defenses

Note the total successes of each Boxer, this is their Clash Defense.

Protect Yourself at all times: Boxer's first defend dice each turn is an automatic success, so long as they still have at least a Defense score of 1.


Step 5: Both Boxers roll Might, the loser of Step 2's rolloff applies the Edge Penalty as a modifier to each of their dice rolls. The result is their Clash Might.


Step 6: Compare a Boxer's Clash Might with their opponent's Clash Defense.

If the Clash Might is equal to or less than the Clash Defense, no damage is inflicted.

If the Clash Might is greater than the Clash Defense, (and the attacking Boxer still has Stamina), the defending Boxer must roll on the Damage Table and apply the results.

If the Clash Might is greater than three times the Clash Defense, (and the attacking Boxer still has Stamina) the defending Boxer must roll on the Damage Table and apply the results, and is also Knocked Down, and must roll on the Knockdown Table and apply the results.

If the Clash Might is greater than five times the Clash Defense, (and the attacking Boxer still has Stamina) the defending Boxer must roll on the Damage Table and apply the results, and is also Knocked down, and must roll on the Knockdown Table and apply the results, and is also Knocked Out, and loses the fight.


The Damage Table:

Stance Effects:
If both boxers are in Defensive Stance or Sandbag Stance, then do not roll, Target simply loses one point of Stamina.
If one boxer is in Aggressive Stance, then roll twice and take the lower result on the Damage table.
If both boxers are in Aggressive Stance, then roll on the table normally.

Roll 1d10, apply to the following table:
1-6: Target loses 1 point of Stamina
7: Target loses 1 point of Stamina and suffers 1 point of Speed Damage
8: Target loses 1 point of Stamina and suffers 1 point of Speed Damage and 1 point of Might Damage
9: Target loses 1 point of Stamina and suffers 1 point of Speed Damage, 1 point of Might Damage and 1 point of Defense Damage
10: Target loses 2 points of Stamina and suffers 2 points of Speed Damage, 2 points of Might Damage and 2 points of Defense Damage


The Knockdown Table:

Roll a d10, then add 1 for each knockdown you have already taken in this fight.

1-6: No serious impact, Boxer must pay one stamina to rise
7-8: Bell rung: Boxer loses ¼ starting Stamina, must then pay one stamina to rise
9-10: Brutal Fall: Boxer loses ½ starting Stamina, must then pay one stamina to rise
11+: He's not getting up from that: Boxer will not rise without reactive Special Move

Stance List:

Sandbag Stance: The Boxer has run out of energy, and is at the mercy of their foe, or is feigning such a condition.
Cost: 0 stamina per Clash
Special Rules: The Boxer does not roll Might in the Clash, and hence cannot damage their opponent directly.

Defensive Stance: The Boxer fights evasively, taking less damage at the cost of dealing less damage. Often used by Boxers seeking Decision Victories.
Cost 1 stamina per Clash
Special Rules: None

Aggressive Stance: The Boxer chases their opponent down, dragging the Bout into a slugging match. Often used by Boxers seeking Knockout Victories.
Cost 2 stamina per Clash
Special Rules: None

(Special Move) Stance: Many Special Moves are Stances. Each of them will clearly state which of the 3 above it descends from. If the Special Move doesn't go off (most commonly because the other Boxer is Watching For it), the Boxer will enter the ancestor Stance. (A failed Turtle Stance would go to Defensive, etc).
Special Move Stances cost the same as their ancestors and have the same special rules, unless otherwise specified, in which case the Special Move's rules take precedence over the base version.


Round Rules:
Each Round consists of a Corner Phase, followed by three Clashes as described above, followed by a Judge Phase.


Corner Phase:

This is when the questers have their input. They must decide:

  • What Techniques any Seconds in the Corner use.
  • What Special Moves the Boxer will be Watching For in the upcoming Clashes (these can be different in each round or the same throughout)
  • What Stance the Boxer will take in each of the upcoming clashes
  • What Special Moves the Boxer will attempt to use in each of the upcoming Clashes.

Judge Phase:


Each Judge will apply their Criteria to the previous three Clashes, and determine who they believe won the round. They will award that Boxer 10 points, and the other Boxer 9 points, or 8 if they were knocked down. Judge Criteria will be generally hidden from the players, although RP segments may make it more apparent.


Match Endings:

If a Boxer ever has a Clash Defense of 0, there will generally (but not always) be a referee stop, which will be marked down as a loss by KO.

If a Boxer is Knocked Down and fails to pay the cost to rise, they will be counted out and lose by KO.

If a Boxer is Knocked Out they will lose by KO.

If a number of rounds determined by the Circuit (4, 8, 12 or 16) go by without the match ending, it will end in a Judge's Decision. The winner will be the one scored ahead by two out of three judges, or a draw if no Boxer meets that Criteria.
 
Alright, first Rules Post is up. I didn't get to everything in there, but that should be enough to give us the idea for the last bit of character creation.

Let's say three more hours until votes closed for the current vote, then I'll get to work on the next (last, I think) part of character creation.
 
@Wynter @Vermeer Can I convince either of you to switch your vote, in pursuit of our shared goals of having four arms and not being Cthulhu?

And, everyone, I mean everyone. We could have a cool, new, unique character concept — or we could have literally a copy of one of the most well known characters ever. Come on now, don't be boring.
 
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@Wynter @Vermeer Can I convince either of you to switch your vote, in pursuit of our shared goals of having four arms and not being Cthulhu?

And, everyone, I mean everyone. We could have a cool, new, unique character concept — or we could have literally a copy of one of the most well known characters ever. Come on now, don't be boring.
Boring?
Cthulu as a boxer is way more amusing to me than a dude with an extra set of arms. Besides walters omakes in other quests have proven to me that he is a very entertaining writer. Im excited to see what he does with such a funky mc. Im open to other ideas if they are interesting, but itd have to be more exotic than just an extra set of arms.
 
Boring?
Cthulu as a boxer is way more amusing to me than a dude with an extra set of arms. Besides walters omakes in other quests have proven to me that he is a very entertaining writer. Im excited to see what he does with such a funky mc. Im open to other ideas if they are interesting, but itd have to be more exotic than just an extra set of arms.

Honestly, the core of the thing is the whole city spirit dynamic. I just threw in the arms because it was something people were talking about and I needed more interesting physical features than "yeah, a humanoid". I understand your position about what's boring and what's interesting, even if I disagree with it. That's largely a preference thing though.
 
I want the record to reflect that this pains me greatly. I'd still like my plan to win. However, between the other options...

[X] Come at the King, You Best not Miss
 
Adhoc vote count started by Walter on Jan 13, 2021 at 11:51 PM, finished with 17 posts and 8 votes.

  • [X] Come at the King, You Best not Miss
    [X] plan did cthulhu just punch you out!?
    -[x] cthulhu.
    -[x] calm and stoic.
    -[x] No.
    -[x] I am utterly beyond their understanding (Certain Fae, Lovecraftian monstrosities, etc)
    -[x] Question has no meaning, I'm a part of the infinite fabric of spacetime
    -[x] Sparsely inhabited wilderness
    -[x] Strength Seeker: Being a Boxer is its own reason. This is my purpose.
    -[x] It's Personal: Something happened recently, which pushed me to go (write in elaboration on basically what this was).
    --[x] i just got freed from my eternal prison.
    -[x] A few close friends and family, I keep my circle tight.
    [X] Plan Spirit of Aid
    -[X] City Spirit, possessing both four arms and magical power.
    -[X] Tallens (the same as the name of the city he is bound to protect), he/him
    -[X] Tallens is about as dashing as anyone with four arms could be. He is muscular, though less so than one would think for someone of his strength, and has chestnut brown hair and olive skin. He looks like he could be human, apart from his four arms and tendency to sometimes be partially translucent and incorporeal. His form is tied to the city of Tallens, which has a gate in each of the four cardinal directions.
    -[X] Studious, thoughtful, and duty driven, Tallens has often had to think outside the box over the centuries to defend his city from those stronger than himself.
    -[X] I support them (Golem, City Spirit, etc)
    -[X] Anyone, potentially
    -[X] Eternal lifetime, thousands and thousands, well beyond count
    --[X] Though his life has lasted thousands of years, he did not acquire purpose until he swore himself to protect the City of Tallens, some hundreds of years ago
    -[X] Medieval Kingdom
    -[X] Situation Seeker: The Champ of Champs is handed their belt by the Big Bad Boss itself. That must be me...for reasons...
    -[X] The War: I need to influence BBP policy, which I can only do as a popular Boxer
    -[X] No, I'm a loner, or maybe that question isn't meaningful for someone like me.
    [X] Come at the King, You Best not Miss
    -[X] You're an Ogre, strong as an ox and hit twice as hard.
    -[X] Lennox Tait He/Him
    -[X] Eight Foot Tall, pale green skin, you have four arms, each as capable mangling whoever dares come in your reach. Two missing teeth lost in a carefree youth and an eye that clouds up when it's been hit too hard.
    -[X] Cocky, confident, you came to hit something and something will be hit. You're the champ already, and in your mind getting the crown is just formality
    -[X] You have no time for flings or, the only thing you love is Victory
    -[X] I prey on them (Vampire, Brain Eater, etc)
    -[X] Transhuman lifetime, hundred plus years
    -[x] Sparsely inhabited wilderness
    -[x] Strength Seeker: Being a Boxer is its own reason. This is my purpose.
    -[X] The Empty Throne: With the CHAMP enlisting, the belt is attainable for the first time in a decade.
    -[x] A few close friends and family, I keep my circle tight.
    [X] plan did cthulhu just punch you out!?
    -[x] cthulhu.
    -[x] cthulhu. They/them.
    -[x] like cthulhu.
    -[x] calm and stoic.
    -[x] No.
    -[x] I am utterly beyond their understanding (Certain Fae, Lovecraftian monstrosities, etc)
    -[x] Question has no meaning, I'm a part of the infinite fabric of spacetime
    -[x] Sparsely inhabited wilderness
    -[x] Strength Seeker: Being a Boxer is its own reason. This is my purpose.
    -[x] It's Personal: Something happened recently, which pushed me to go (write in elaboration on basically what this was).
    --[x] i just got freed from my eternal prison.
    -[x] A few close friends and family, I keep my circle tight.


Alright, sorry for being delayed, work came up behind me in a metaphorical dark alley and stole 3 hours of my writing time. On the plus side, the boss has his items closed so he can preen for the meeting tomorrow that they were done tonight instead of tomorrow morning. I'm salty about it, if it isn't apparent.

Vote is closed. Looks like, merging the ones that are clearly the same, we have 4 votes for King, 3 votes for Cthulu, one for Spirit of Aid. So, narrowly, Come at the King has it.

I'll get the last phase of character creation up tomorrow afternoon, along with, hopefully, another Rules post to cover between Bout activities.

Thanks for reading and voting!
 
Bruh. We could've had cthulhu.

Seriously though i thought I'd finally win a write in for a quest character. Oh well. Life be like that. It's what the people wanted so i can't really complain.
 
Rules Post 2
Rules Post 2: Training Turns:

A training turn covers three months of a Boxer's time, ending in either a Bout or another Training turn, possibly interrupted by social scenes.


Quester Input:

The Questers will be responsible for choosing the Boxer's and Seconds' actions during the time period. Second's will take one action, while Boxers get two, one physical and one mental.


Noncombat Stats:

Reserves/Mana: This represents your power, and is generally spent during bouts to power Special Moves. During Training turns it might be a threshold that you need to clear in order to take a Mystic action, but it is tracked as an expendable resource.

Cunning: This represents a Boxer's instincts and sharp judgement, their affinity for quick thought in tight moments. It is used in Bouts to thwart enemy Special Attacks (and sometimes in using your own) and it is used occasionally in noncombat situations to elicit exposition, or to negotiate.

Charisma: This represents a Boxer's likeability, or at least their ability to warp the social world around themselves. It is that indefinable quality of character that lets a popular person and an outcast say the same things, and get two completely different reactions. It is used in training turns for social actions, and it caps the size of a Boxer's Entourage.

Resources: This represents the Boxer's income, independent of their sport. It generates Wealth, and is occasionally used as a threshold to determine how posh a Boxer might have become.

Generated Stats:

Wealth: Wealth is the expendable version of Resources. The Boxer accumulates Wealth from their Resources, from the rewards of Bouts, from sponsorships, and from many other places. If Resources is your income, Wealth is your bank account.

Clout: This is a measure of the Boxer's fame and influence, and comes only from winning Bouts. It is mostly used to calculate what other Boxers will take Bouts with you, or which ones will seek you out to challenge you. Clout degrades if you go too long without a bout.
 
Character Creation 3
All right, I've got a much better idea of what I'm dealing with now. Just need to get a few details about Lennox and his squad.

Before I ask you to remind me about your stats, let me tell you about your special rules, since that could impact your decisions.

You've got 4 special rules. After this we'll have your character sheet and they'll be there to look up whenever, but for now, let me just list them out.

Bump in the Fight: In any Clash in which your Clash Might exceeds your opponent's Clash Might, roll a d10. If it is a success then you regain a point of Stamina.

Four Armed... : Roll d11's rather than d10's for Defense rolls in Bouts, any unmodified roll of 11 counts as 2 successes.

...is forewarned: The first two of your Cunning dice when you are Watching Out for an enemy Special Move and they use it are automatically successes.

Come at the King, Best Not Miss: In any Bout where you are the higher ranked Boxer, increase your stamina by one third before the match begins.

Alright, with that out of the way, let's get to these questions!

Best Physical Stat:
[] Might
[] Speed
[] Defense

Worst physical Stat: (cannot be the same as best)
[] Might
[] Speed
[] Defense

Best Noncombat Stat:
[] Mana
[] Cunning
[] Charisma
[] Resources

Worst Noncombat Stat (cannot be the same as the best):
[] Mana
[] Cunning
[] Charisma
[] Resources

That's all I need for your own sheet, but there's still the manner of your Entourage. Boxers are notorious for bringing people up from their roots to the top with them. You don't have too many allies, due to your habit of keeping your circle tight, but what's a King without a posse, right?

You know ten people that you'd consider as part of your circle. Pick four of them to come along with you on your adventure. They'll be part of RP updates, and if you don't hire someone for a particular Second role your hometown buds can do their best at it.

Yurn Tait (Ogre little bro): Every cocky loudmouth, it seems, eventually adopts a quiet calm person. Yurn is pretty much that for you. He's another Ogre, but with only two arms, hair that comes down over his eyes and Eggman's basic body shape. He's a voice of reason to your endless energy, and you trust him totally to stand behind you with his arms crossed, looking menacing. Point against him is that he doesn't really have any skills or abilities that you lack, just kind of a junior version of you. Point against that point against him is that you are amazing, and even a lesser version of you has gotta rock.

The Redmasks (Tame bandit gang): You don't know how many bandits are in the Redmasks, nor exactly what they are underneath those masks. You are pretty sure that there isn't actually an explicit number. They are more like the ideal, or notion, of a gang than an actual collection of entities. Individually weak, but cruel and cunning, they have a knack for being where they shouldn't, and they tell you everything. Taking them along will give you a host of flunkies, valuable in their collective weight, if not in their individual selves.

Mwekkum the Wise (Gnome sage charlatan): Mwekkum is a tiny, wizened figure. He dispenses prophecies and profound sounding sayings, but he's totally full of shit. He gets by on outrageous chutzpah and a good bit of luck, along with a healthy dose of people assuming that anyone who looks old and shriveled must be both wise and benevolent. Taking him along gives you a smart, unscrupulous ally, and what would a King be without a Vizier to back him up?

Zasha the Unseen (Agoraphobic Elf Damsel): The whole hero/tower/fair maiden is such an Ogre cliche, but, look, times haven't always been so good. Back in the day you ended up in one of those Tower Guardian situations, and when the Hero didn't show up (eaten by a dragon), everything kind of went off the rails. Zasha refused to leave the tower, finding it extremely convenient, and due to a bit of Fey Lawyer wrangling that you are STILL convinced wasn't legit you somehow ended up in charge of her upkeep. She's paid back your efforts in her own way, with minor thaumaturgy and extensive social media labor. Keeping her close covers a few bases that you very much don't, although she won't be physically attending any matches.

Memalagon (Noble steed/rival wyvern): Mem and you have a complicated relationship, according to her. Your take is that you fought, you won, and now she is your loyal steed. Classic case of the natural order asserting itself, with you on top, as per usual. Reptile gossip has it more that her take is different, that you are sort of a disappointing son figure to her, and she hangs around because she's concerned you'd get in a lot of trouble on your own, but you are pretty sure that's just garbled translation. If you bring her along, that's another ally you can trust, and she is basically an angry flying truck with a poison lance. That's gotta come in handy, right?

Sir Thaddeus (Human ex-Knight): Back in the day, Thad was a right terror, smiting beasts all across the land. Till he met you. His arm was delicious, and so was his horse, and that was all they wrote for Sir Thad. His family didn't pay the ransom, and you weren't about to boot a one armed man out into the monster infested wilderness, so he just...hung around. Eventually he started to find work for himself around the lair, fixing things and stuff like that. He's clever, and a hard worker. He'd be exceptionally useful, as a human who knows how to talk to other humans. The only thing is that you tore off his arm and ate it. That was a long time ago, and he's probably over it...

The Tin Soldier (Wind up man): You don't know who originally made this thing. You don't know where it's from, or who enchanted it. But you know it is damn useful. The Tin Soldier takes the orders of whoever winds it up for the next eight hours, before falling inert again. It has a staggering breath of knowledge, you've seen it do surgery, make maps, draw paintings...all kinds of stuff. It doesn't speak, or have any opinions, but just about everything else is fair game.

Greenwalker Greenwalker (Spirit of Emerald): G2 is an extremely strange guy, but you get along with him pretty well. He's trapped in a room somewhere, on some other dimension. He can push himself out into yours, however, against any green surface, stepping out of them and forming himself a body of the green material. He can only stay in your dimension for short time, but the two of you have had a number of profitable deals. He wants more stuff painted green, you love knowing someone who can spy through any green surface. Take him along, and you've got a spy most people won't see coming, for the low low price of making the world a bit more monocolor.

Nanny Enuguh (Hag prophet): Enuguh has the Second Sight, but sometimes she doesn't have the regular ordinary kind of sight. You've spent some time helping her out when she's been blind (she has some kind of eye time share going on with a coven, you dunno the details), and in return she's given you the occasional prophecy. She's smart, ruthless, and, you know, a freaking prophet. She is also pretty good at magic stuff, like all Hags. But, on the other side of things, she is not really a friend, and you don't know all the details of her entanglements.

Shameless (Doppleganger infiltrator) : The being known as Shameless is a pure mercenary, a shapeshifter with a cruel eye for the best way to exploit its talent. It is also incredibly helpful, able to get in just about anywhere and throw spanners in the works of most any organization. You are one of the few beings who has ever seen through one of its disguises, which gave it a grudging respect for you. Your own respect was earned when it tipped you to a rival's plans almost before they were made. You'd probably have to work out a paying arrangement, but having it around might let you be in two places at once.


We aren't doing plan voting this time, just taking each question individually.

I think this will be the last update we need for character creation, so I'm hoping to get the sheet up and get the quest proper started pretty soon after this. Thanks for reading!
 
[X] Defense

This combined with our 4 arms and you best not miss abilities will make us a proper tank.

[X] Speed

we have a might based ability so that leaves speed for last.

[X] Cunning

matchs well with our cunning based ability

[X] Resources

good underdog feel with this choice.

[X] Yurn Tait (Ogre little bro):

little bro! Family is important afterall.

[X] The Redmasks (Tame bandit gang):

got our own gang. Super cool.

[X] Mwekkum the Wise (Gnome sage charlatan):


our little trickster. He will be useful.

[X] Zasha the Unseen (Agoraphobic Elf Damsel):

Social media presence ya'll
 
[x] Best physical stat
-[x] Might
[x] Worst physical stat
-[x] Defense
[x] Best noncombat stat
-[x] Mana
[x] Worst noncombat stat
-[x] Resources


[x] Yurn Tait (Ogre little bro)
[x] The Redmasks
[x] Zasha the Unseen (Agoraphobic Elf Damsel)
[x] Shameless (Doppleganger infiltrator)
 
[X] Defense
[X] Speed
[X] Cunning
[X] Resources
[X] Yurn Tait (Ogre little bro):
[X] The Redmasks (Tame bandit gang):
[X] Mwekkum the Wise (Gnome sage charlatan):
[X] Zasha the Unseen (Agoraphobic Elf Damsel):
 
[X] Defense
[X] Speed
[X] Cunning
[X] Resources
[X] Yurn Tait (Ogre little bro):
[X] The Redmasks (Tame bandit gang):
[X] Mwekkum the Wise (Gnome sage charlatan):
[X] Zasha the Unseen (Agoraphobic Elf Damsel):
 
Best Physical Stat:
[X] Might


Worst physical Stat: (cannot be the same as best)
[X] Defense


Best Noncombat Stat:

[X] Cunning


Worst Noncombat Stat (cannot be the same as the best):
[X] Mana

Best Buds
[X] Sir Thaddeus
[X] Mwekkum the Wise
[X] Zasha the Unseen (Agoraphobic Elf Damsel):
[X] Greenwalker Greenwalker
 
Best Physical Stat:
[X] Might


Worst physical Stat: (cannot be the same as best)
[X] Defense


Best Noncombat Stat:

[X] Cunning


Worst Noncombat Stat (cannot be the same as the best):
[X] Mana

Best Buds
[X] Sir Thaddeus
[X] Mwekkum the Wise
[X] Zasha the Unseen (Agoraphobic Elf Damsel):
[X] Greenwalker Greenwalker
 
Vote closed, tally is borked and there are some ties, so this'll be a sec to sort out. I'll edit this post as I get things worked out.

EDIT: Votes tallied as:
Combat attribute votes were tied in 2 camps with 3 votes each. SV's random chose:
+ Defenses
- Speed

Noncombat attribute votes were not tied
+ Cunning
- Resources

Posse votes went with the NPCs clever enough to be the top 4 entries in the chart, though another pair made a last ditch push to unseat them.

Posse will consist of:
Yurn Tait (Ogre little bro):
The Redmasks (Tame bandit gang):
Mwekkum the Wise (Gnome sage charlatan):
Zasha the Unseen (Agoraphobic Elf Damsel):

With this, I've got enough to build the character sheet. That's next, followed by our first story update. Shouldn't be later than tomorrow, might be tonight.

Thanks for reading and voting!
Walter threw 1 6-faced dice. Reason: even Am/Dh/DK, odd Bop/Wyn/ver Total: 4
4 4
 
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Special Move List
Format:
Name: The name of the move
Generic Name: The generic name for this type of move
Effect: This is what effect the Special Move has while it is in effect
Cost: This is what must be expended in order to use the Special Move. Note that this is expended even if the other Boxer cancels the move by Watching For it.
Duration: This is the # of Clashes that the Special Move has its Effect once used. Unless specified this cannot pass the end of a Round.
Stance: This is the Stance the Boxer must be in in order to use the Special Move



Name: Go for the Throat
Generic Name: Careful Attack
Effect: Your first 3 Might dice are automatically successes when rolling for Clash Might, in addition, add 3d6 to your roll to determine Clash Might.
Cost: 1 Mana
Duration: Two Clashes
Stance: Any

Name: Bandit Activity
Generic Name: Draining Attack
Effect: For each point of Stamina you cause the other Boxer to lose by rolling on the Damage Table, roll a d6. If you get a Success on this dice, they lose a point of Reserves.
Cost: 1 Mana
Duration: 3 Clashes
Stance: Any

Name: Tyrant's Hand
Generic Name: Heavy Punches
Effect: If you force the enemy to suffer a Damage Table roll, instead make them suffer two Damage Table rolls.
Cost: 1 Mana
Duration: Two Clashes
Stance: Offense

Name: One Step Ahead
Generic Name: Full Speed
Effect: Roll 3d6, for each success adjust the Edge one point in your direction (ie, make it smaller if the enemy has the Edge, larger if you have it)
Cost: 1 Mana
Duration: Three Clashes
Stance: Any

Name: Guerilla Tactics
Generic Name: Counter Punch
Effect: Any dice the enemy rolls in their Clash Might roll that end up 0 or less are instead added as successes to your Clash Might total.
Cost: 1 Mana
Duration: Two Clashes
Stance: Defense

Name: Thicket Labyrinth
Generic Name: Tight Defense
Effect: Your first 3 dice on your Clash Defense roll are automatically successes, in addition roll 3d6 and add any successes to your Clash Defense
Cost: 1 Mana
Duration: 2 Clashes
Stance: Defense

Name: Gone to Ground
Generic Name: Total Defense
Effect: Do not roll Clash Might, your Defensive Stance does not cost any Stamina (Refund that already spent the round this Clash comes into effect)
Cost: 1 Mana
Duration: 3 Clashes
Stance: Defense

Name: Royal Prerogative
Generic Name: Flexible Defense
Effect: Roll a d6 whenever the Damage Table causes you to suffer Damage (not lose points of Stamina). If you roll a Success, do not suffer that damage.
Cost: 1 Mana
Duration: 2 Clashes
Stance: Offense

Name: Beast Gathers its Strength
Generic Name: Surge of Energy
Effect: Roll 3d6, regain a point of Stamina for each success
Cost: 1 Mana
Duration: None
Stance: Defense
 
Character Sheet
Boxer Name: Lennox "Four Fists of Death" Tait

Platform: Cryptid
Nature: Predatory
Species: Ogre

Stats:
Might 7d10
Speed 5d10
Defense 8d11

Mana
Cunning 6d8
Charisma 5d8
Resources 3d8

Stamina: 20
Wealth: 33
Fame Rank 1 / 0 points
Infamy Rank 3 / 2 points
Disgrace Rank 1 / 0 points

Special Rules:

Bump in the Fight: In any Clash in which your Clash Might exceeds your opponent's Clash Might, roll a d10. If it is a success then you regain a point of Stamina.

Four Armed... : Roll d11's rather than d10's for Defense rolls in Bouts, any unmodified roll of 11 counts as 2 successes.

...is forewarned: The first two of your Cunning dice when you are Watching Out for an enemy Special Move and they use it are automatically successes.

Come at the King, Best Not Miss: In any Bout where you are the higher ranked Boxer, increase your stamina by one third before the match begins.

Special Moves:

Go for the Throat
Bandit Activity
Tyrant's Hand
One Step Ahead
Guerilla Tactics
Thicket Labyrinth
Gone to Ground
Royal Prerogative
Beast Gathers its Strength

Entourage:
Yurn Tait (Posse member, can function as Coach or Cut-man)
The Redmasks (Posse Member, can function as Scout or Fixer)
Mwekkum the Wise (Posse Member, can function as Booker or Coach)
Zasha the Unseen (Posse Member, can function as Scout or Booker)

Milos Purcell "The Black King" (Tier 1 Booker, paid 5 Wealth per season)
Wyke (Tier 2 Scout, paid 5 Wealth per season)

Picture:

 
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1.1 Hall to Pay
You blink your eyes, managing only barely to keep from rubbing your wrists into them in disbelief. It wouldn't do for the Future Champ to be impressed by a mere frontier plex, after all.

But of course you are impressed, you are beyond impressed. You are blown away. The mere sight of Blender, in one glimpse, drives home just how backwater the wastes you'd come in in were. You see more people in front of you, crowding this bazaar, than had come across your shade dappled intersection in the last century.

The awnings and umbrellas that are everywhere in evidence flash white and red in the brilliant, filtered light of the dancing suns above. The people, the animals, the robots, the people that are animals and robots…they haggle and carouse, argue and jostle, with endless energy.

A thousand new odors challenge your nostrils. A hundred new accents creep past your ears, tantalizing hints of conversations beyond number.

The Aperture behind you spits green sparks once more, and the Redmasks pour through, a welcome dose of the familiar reality of your hideout, your minions and your world. They quickly form up around you, a leering, sneering barricade of bravado and thuggish assurance which insulates you from the worst of the crush in front of the doorway to other worlds.

Not that you could have been crushed. You tower over all and sundry, an emerald mountain of flesh and aggression. On an ordinary day, you are the center of every scene you might be in, the obvious focal point of everything going on around you.

That's still true here, you remind yourself, only they don't know it yet.

"Mwek!" you bark, trying to find him down amongst the Redmasks. The old gnome had a gift for disappearing, but you had no doubt that he was here. He'd wanted to visit a BBP Plex for decades.

He appeared an instant later, shifting in between a pair of the masks, his wizened countenance beaming in delight at the tumult around him.

He's already talking.

"…really just the floor of the next level up, but it would be hard to determine if not for the whimsical nature of the vista they've chosen to…"

"Mwek!" you demand.

He can go all day if you let him, just a nonstop flow of verbal vomit. Mwekkum never uses one word where two will do.

"What is it you are shouting about? Don't you know that I can hear you just fine, even in all of this tumult? A Gnome's ears can-" he asks, querulously.

He's shifted around so that you are interposing between him and the glare coming down from above, which lets him put down the hand that he'd been using to shade his eyes.

"Where is the Hall?" you ask.

It would be easy to get distracted here. Easy to get swallowed up, even. But you've got the Mark on your fists now, and you are here for a purpose.

The Mark. The thought fills you with a strange urgency. For so long you've been dreaming this, planning it. You always knew that one day your fists would speak for you, that you'd stand before the Countless and awe them with prowess like they'd never seen.

One day is very soon now, you tell yourself. It can't be long now. The registration is over with, you are a Boxer of the Four Round Circuit. You just need a ring and a ref. Oh, and a victim. Joined Hells do you need an opponent.

Mwekkum waves a parchment at you, before handing it to one of the Redmasks, who in turn hands it up to you.

The diagram on it is smeared and smudged, a meaningless tangle of lines and labels written so small and crooked that you know Mwek made the map himself.

"This isn't-" you begin, only to see the familiar three dots in the upper right part of your vision.

*Go down the street, then turn between that fountain that looks like an upside down foot and the tent with all the spinny things hanging off it. Push into that weird fog.*

The symbols splay themselves across your vision, autotranslating into meaning at a tremendous pace. You've long since exchanged contexts with Z, generating a private language that shouldn't be comprehensible for anyone who might be sightsnatching.

You give no sign to the Redmasks, just start walking. As ever, they anticipate your every movement, flowing about you like the tide of belligerent punks they are.

Your passage through the market is swift and unimpeded, your wake marked by the yelps of shopkeepers and passerbys suddenly jostled aside by your bristling formation. You can sense their chagrin, their sudden fear. This bazaar, this whole plex, it's soft. Outlaws like the Redmasks are like fire in a library, like a cat among the pigeons.

The market seems endless, but you quickly reach the tent Z was referring to. You stride confidently between it and the fountain of orange liquid, through a bank of Boundary fog and out a cracked pavestone alley.

The Hall looms before you.

It actually resembles some of the buildings that you've seen back in the wastes, if they were bitten by a were-bunker. It's a great rectangular thing, a big box with smaller boxes cut into the sides for windows. A pair of boxing gloves that have to be 30 feet each hang along the front of it, gently swaying back and forth. It's gaudy and tacky, in the extreme.

A tight grin crosses your face.

The rest of the Plex is still all around you, of course. But the hubbub of the Aperture market is nowhere to be heard, banished by your trip through the fog. The Hall stands in a big ole plaza, sparsely populated with other Boxers and their entourages, like it was daring the other buildings to come close and start something.

You start across the pavestones, the Mark on your fists calling out other Boxers to your attention, Z excitedly linking you any little thing that catches her gaze. You'd been a bit worried that, even secondhand, the stimulation of the trip would activate her phobias, but she seems giddy as a calf.

"Remember," pipes up old Mwek. "You are here to recruit a capable Second! We'll do our best for you, right enough, but hard work and belief is no substitute for professional experience! When you get in there-"

You cut him off with a lazy wave of your hand. You know the plan. You MADE the plan. You don't need reminding.

"I'm going to go up to the second floor," you tell him, "That's where the cheapest Seconds will be. I'm not gonna talk to the sketchy characters on the ground floor. I'm not gonna go up any higher where I can't afford the air they breath."

*You might, actually! There's a breath-a-loan contest running that's picked the tallest person in the area in 8 of the last 14 instances.*

"You gotta be sure!" Mwekkum blurted, "You are bringing someone into the circle, so before even them being good at their jobs, make sure they are someone you don't always want to punt. One of me is enough!"

"I got it," you say, waving away your bud's advice. "I'll do like I always do. It'll be fine."

Mwek looks deeply dubious, but doesn't say anything more as you push the pace and start to leave your entourage behind.

"Don't dawdle!" he shouts out to you as you move towards the building. "We're right up against the the edge of our window here. The best of the best won't stick around forever!"

You roll your eyes. The best of the best is you and only you.

"Say that again!" comes a shout from off to your right.

You look over, then do a doubletake. There are five Boxers involved in whatever's going on.

It looks like an elf and a fox cybeast are the good guys, getting menaced and bullied. You don't know their faction, but they are wearing matching jackets so they are clearly affiliated.

The heavies of the piece are a trio of horned Boxers, all heavyset and menacing, wearing the dark variation of Pack colors. The tallest of the three is a skeleton, it was the one whose shout drew your attention.

There's a swarm of stream-seeker drones whirling around above them, siphoning off Exposure in great gusts. Lots of viewers, then.

It has all the hallmarks of a promo, they are no doubt building up heat for some upcoming matches.

They might not appreciate a guest star, but free media basically can't be a bad thing. On the other hand, you might not want to get tangled up in a small time feud like whatever this is.

What's your play, champ-to-be?

[] Join in whatever this is, on the side of the outnumbered, unknown faction.
[] Join in whatever this is, on the side of the Pack.
[] Hurry ahead to the Hall before the best Seconds leave. Disregard this foolishness.

By the by, when you left the Redmasks…are they free to get up to their own devices, or do you have them tightly leashed? A bit of stand-and-deliver in the plaza around the Hall could be interesting. They could make more Wealth in a soft Plex like this than you'd see in a year back home, though that might very well stick to your name.

The Redmasks should...

[] Take the Ogre's Share (Will generate 4d6 Wealth, 100% chance of Infamy)
[] Do as they will (Will generate 2d6 Wealth, 30% chance of infamy)
[] Best behavior (No effect)
 
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[X] Hurry ahead to the Hall before the best Seconds leave. Disregard this foolishness.
[X] Take the Ogre's Share (Will generate 4d6 Wealth, 100% chance of Infamy)

Nice update man!
 
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