The Jungle Gym is a central attraction in New Reno, famous for being THE center of all boxing in the wastelands. Barfighters in the Den and the outdoor fighters in Redding all dream of the chance to compete on the biggest stage in the wastes- New Reno's Jungle Gym.
Fighters are permitted one cutman and one trainer in their corner.
Number of rounds can be negotiated: generally amateurs go for 4 or 6 rounds, while professionals fight 10 to 12 rounds. 15 round-slugfests and KO-only fights are not uncommon either.
Fighters are provided with a pair of standard Neverlast boxing gloves, coming in red or black. Gloves give a +0 to damage. Standard attire is a set of boxing trunks and shoes of any type. No armour is permitted in a boxing ring. Any fighters caught cheating will be banned from boxing by the New Reno fighting commission.
(All players will use simply their character's base HP when determining their HP for the fight)
Boxing Matches proceed as follows:
An agility roll (ag/luck/lvl) determines who is able to get on the offensive the quickest. They then have the opportunity to attack for a total of four shots- picked off shots or a quick combo, whatever the boxer's style.
Attacking:
Punches are rolled 4 d20+str/luck/lvl
The defender has the opportunity to evade (4 d20+ag/luck/lvl) or counter-punch (4 d20+str/luck/lvl) with their own flurry of shots.
Example: Johnny and Billy are fighting. They roll initiative (agility roll). Johnny rolls a 19 and Billy rolls a 15. Johnny wins initiative and attacks first.
Johnny throws 4 punches at Billy. Johnny rolls a 14, a 16, a 19 and a 21. Billy decides to evade, and rolls a 12, 17, 20 and 15. The first shot misses Billy, Billy evades the next two and is hit by the last punch.
If a boxer rolls a natural 20 on a punch roll, that punch is considered a haymaker and does x2 damage.
Example: Johnny rolls a 4 d20+1 and one of his rolls is a 21. 21-1=20 which is a natural 20. Therefore that punch would do double the normal damage.
Rounds:
One 'boxing round' is equal to 5 'duel rounds'. A 'duel round' is when each fighter finishes one turn.
When a boxing round is completed, the fighters return to their corners for a 30 second break. If a fighter has a cutman, that cutman has the opportunity to heal minor damage (up to +15 per break). [Note: A cutman must have the doctor skill 'patch wound' as well as a medi-kit. During round breaks, the cutman will roll a d15+(luck/lvl/intel). The number rolled equals the amount healed, but anything higher than 15 just heals 15 HP.]
Knockdowns and Knockouts:
A knockdown is scored when a fighter's HP reaches zero. The fighter has the opportunity to roll luck/lvl to get up before the ten count is finished. If the luck/lvl roll is successful (15 or higher), the fighter gets up with +20 HP.
If a fighter somehow rolls 4 natural 20s (4 haymakers) in one turn, that is an instant KO regardless of the opponent's remaining health. Sometimes, some people just get lucky..
The fight will continue until:
A) The round limit is reached, at which case a winner will be determined by judges (whoever has the most HP left)
B) A fighter is knocked out
C) A fighter is knocked down three times in one 'boxing round' (TKO)
Rewards:
The winner of the bout will receive $250, and his or her cutman will receive $50. The loser of the fight will receive $75. No EXP is given out in a boxing match- that's what your training is for, isn't it?