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Get In The Ring
A Beginner's Guide to Shockboxing

Shockboxers are the gladiators of the Star Wars universe, selling their martial prowess in exchange for fame and fortune. Some of the most dangerous combatants in the galaxy are counted as members of this exclusive fraternity. Although there are exceptions, such as the pacifistic Alderaan, most major cities in the core worlds have at least one shockboxing venue. Training in the sport is rigorous, requiring both strength of body and resilience of mind. Though amateurs abound, only a select few are worthy to be called shockboxers.

The Basics of Shockboxing
Originally conceived well before the Rise of the Empire, shockboxing is much like traditional boxing in that both sports employ specific fighting styles, sets of rules, and codes of conduct. Instead of padded gloves, shockboxers utilize insulated gauntlets, called shockboxing gloves, that release stunning charges upon impact in a dazzling display of light and sound. The charges delivered by the gloves increase in strength as a match progresses, ensuring that a bout will end with only one contestant standing. The danger, excitement, and spectacle of shockboxing has made it the premiere gladiatorial sport in the galaxy.
        Shockboxing takes place in a hexagonal ring, ten meters from end to end. Each corner of the ring represents one of the six principles that the sport's training regimen espouses: Honor, Strength, Bravery, Brotherhood, Mercy, and Sacrifice. Each shockboxer is assigned a corner of the ring, to which he is required to retire after each round ends. These are traditionally the corners of Honor and Brotherhood, though ranking champions are often permitted to decide which corner they will occupy.
        The ring is elevated two meters above the ground, allowing the audience an unobstructed view of the event. Encircling the ring are two cables, typically made of triple-braided durasteel, which serve to mark its boundaries. A typical shockboxing match lasts six rounds, with each round being two minutes in length. Between each round, the shockboxers are allowed to rest for sixty seconds. During this rest period, the shockboxer's retinue can administer minor first aid, give advice, and replace or repair faulty or malfunctioning equipment.
        The strength of the charge delivered by the shockboxers' gloves is adjusted upwards by the referee every second round, starting at the "Low" setting, and eventually reaching the "High" setting on the fifth round. This adds to the thrill and tension of the game, as the chances for a knock-out grow with each successive round that passes. Specially-designed referee droids, programmed to be impartial and equipped with a detailed knowledge of the sport, are used to adjudicate bouts. If a knock-out hasn't been declared by the end of the sixth round, additional rounds are added. In the event that a winner hasn't been determined by the end of the tenth round, the match is declared a draw.
        Decades of study, mixed liberally with exotic and alien fighting styles, have created a hybrid martial art that no two practitioners employ the same way. The rules of the game stress that no strikes be made below an opponent's waist, with the majority of strikes designed to impact his chest, abdomen, and head. The ultimate goal of shockboxing is to incapacitate your opponent, while simultaneously resisting his attempts to incapacitate you. The only way to truly win a match is to knock your opponent out.

Shockboxers In The Galaxy
Shockboxing is widely practiced by beings of every species. Although there are species-only guilds and leagues (such as the Taqma-Ssa, whose membership is strictly Barabel), the most popular and widely-followed are those that do not restrict their membership. The most publicized of these leagues, the Ring, boasts over a million members and sponsors events across known space.
        The most successful shockboxers by far are Barabels, a species that hails from the planet Barab I. Barabel males are trained from an early age in shockboxing. Formalized shockboxing has been used for decades to settle disputes amongst the Barabel clans. Since the sport was introduced to the indigenous population by colonists, open warfare between competing clans has been reduced dramatically.
        The reasons that individuals are drawn into the shockboxing ring are as varied as the individuals themselves. Successful shockboxers can become celebrities overnight, famous from one end of the galaxy to the other. Contracts with sponsors and leagues can likewise make skillful fighters rich beyond measure. Even though wealth and prestige are powerful incentives, many shockboxers simply fight out of a love for the sport.

The Six Principles
The Six Principles (referred to as "the Six" by shockboxers) are established ideals that govern the conduct of shockboxers. Each shockboxer is sworn to uphold the Principles. Failure to do so can lead to an athlete's expulsion from his league or guild, and such outcasts are shunned, sometimes violently, by their former peers. More than just a code of ethics, the Six Principles are a spiritual path that allow a shockboxer to withstand the rigorous physical and mental challenges that he must face, both in his apprenticeship and eventual career.
        The Six Principles include Honor, Strength, Bravery, Brotherhood, Mercy, and Sacrifice.

Honor represents the shockboxer's solemn vow to uphold the Six Principles in the face of all opposition or temptation. Sometimes viewed as the most important of the Six, a shockboxer's sense of honor dictates much of his behavior, as well as his standing amongst his fellows. Shockboxers must always fight honorably, even against dishonorable opponents. "Dirty" fighting is frowned upon, and cheating of any sort is grounds for immediate dismissal in most leagues.

Beyond the gloves and armor, a shockboxer's primary weapon is himself. Strength represents a shockboxer's commitment to remain in top physical shape. This takes the form of near-constant training and conditioning, honing the body until both strength and reflexes have reached their peaks.

If the Principle of Strength represents a shockboxer's commitment to his physical being, then the Principle of Bravery represents his duty to remain mentally strong and unwavering in the face of both pain and fear. A shockboxer must be resolute when facing enemies and obstacles, exuding calm self-confidence even in the presence of overwhelming odds.

Shockboxers who belong to different leagues or guilds recognize that they are all of the same spirit. Each has taken an oath to uphold a stringent code of ethics, and each shockboxer shares similar experiences through training, conditioning, and competition. The Principle of Brotherhood establishes that every shockboxer belongs to the same family, regardless of species or league affiliation. A shockboxer is thus honor-bound to aid another shockboxer who requests his assistance, so long as the request does not violate the Six Principles.

The Principle of Mercy establishes that shockboxers must be capable of tenderness and compassion, even though their path is rife with violence and pain. Although death is an omnipresent concern, a foe who does not live to learn from his transgressions has served little purpose. Mercy dictates that shockboxers must seek to ease the suffering of their friends, as well as accept the honorable surrenders of their opponents.

Of the Six, Sacrifice is probably the most widely disregarded of the Principles. The Principle of Sacrifice teaches that purity of spirit can only be maintained if one is willing to sacrifice the vices and comforts of everyday life. Wealth, power, and luxury are to be shunned so that a shockboxer's inner purity will remain unblemished by greed, envy, or sloth. In the high-profile world of legitimate shockboxing, this Principle is fast becoming the exception rather than the rule.

The Shady Side of Shockboxing
The criminal element has been involved in promoting shockboxing ever since it was conceived. While the philosophy behind shockboxing is one of moral absolutes, such as Mercy and Honor, the underbelly of the sport is as foul and wicked as a nest of k'lor'slugs. It is only a matter of time before any thriving shockboxer is exposed to this ugliness, and he must either adapt to it or risk his own liquidation.
        Criminal organizations use legitimate shockboxing to spread gambling and vice, while operating their own underground rings to promote illegal bloodsports where losers never get a second chance. The champions of these underground matches are often little better than murderers, paid to kill their opponents for the pleasure of a bloodthirsty crowd.
        In the most popular of these illegal shockboxing variations, the contestants fight to the death using gloves modified to give randomized shocks. High-profile matches occasionally include sanctioned shockboxing champions in the line-up. These shockboxers moonlight in the underground rings, slumming for extra credits or merely looking for something more exciting than the clean matches of the legitimate leagues.
        Shockboxers have also been known to do the occasional odd job, especially if their career has taken a nose dive. Instances of shockboxers fighting on behalf of nobles in underground duels, hiring on as ad-hoc assassins, or chasing after bounties have all been documented. During the Rebellion Era, several famous shockboxers disappeared from the public eye. Although reports detailing these instances are scarce, it is thought that many of the shockboxers in question had joined the Rebellion in order to fight against the Empire.

The Shockboxer Prestige Class

Level  Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation
1st +1 +2 +1 +0 Stun Resistance +1 +1 +1
2nd +2 +3 +2 +0 Improved Blocking +2 +2
3rd +3 +3 +2 +1 Bonus Feat +2 +2
4th +4 +4 +2 +1 Stun Resistance +2 +2 +3
5th +5 +4 +3 +1 Blinding Strike +3 +4
6th +6 +5 +3 +2 Bonus Feat +3 +4
7th +7 +5 +4 +2 Stun Resistance +3 +4 +5
8th +8 +6 +4 +2 Increased Threat Range +4 +6
9th +9 +6 +4 +3 Bonus Feat +4 +6
10th +10 +7 +5 +3 Stun Resistance +4 +5 +7

To qualify to become a Shockboxer, a character must fulfill all the following criteria.
        Base Attack Bonus: +6.
        Skills: Intimidate 4 ranks.
        Feats: Dodge, Exotic Weapon Proficiency (shockboxing gloves), Martial Arts.
        Special: A character wishing to apprentice as a shockboxer must find a mentor who is willing to teach him. Once accepted as an apprentice, a shockboxer must affiliate himself with his mentor's guild or league and swear to uphold the Six Principles.

Game Rule Information
: Shockboxers gain 1d10 Vitality points per level. The character's Constitution modifier applies.

Class Skills
The Shockboxer's class skills (and the key ability for each skill) are as follows:
        Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Entertain (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

        Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
The following are features of the shockboxer prestige class.

Starting Feats
The shockboxer gains the following feats:
        Armor Proficiency (light)
        Weapon Group Proficiency (simple weapons)
        Weapon Group Proficiency (vibro weapons)

Blinding Strike
At 5th level, a shockboxer can attempt to temporarily blind and daze opponents using the energy field from his gloves in a grazing attack to their eyes (or other visual organs). The shockboxer must declare his intention to blind his target and take a full-round action to do so, with the attack roll having a –6 penalty. If successful, the shockboxer's opponent takes half damage from the strike, and must make a Reflex save (DC 20) to avoid being blinded for a number of rounds equal to the shockboxer's class level. This attack has no effect on creatures or aliens that have no eyes, and protective eye-wear or helmets may grant some degree of protection at the GM's prerogative.

Bonus Feats
At 3rd, 6th, and 9th level, a shockboxer gets a bonus feat. This feat must be drawn from the following list, and the shockboxer must meet any prerequisites.
        Acrobatic, Advanced Martial Arts, Ambidexterity, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Defensive Martial Arts, Endurance, Great Fortitude, Improved Initiative, Improved Martial Arts, Improved Two-Weapon Fighting, Infamy, Lightning Reflexes, Mobility, Power Attack, Quickness, Stamina, Toughness, Two Weapon Fighting, Weapon Finesse (shockboxing gloves), Weapon Focus (shockboxing gloves).

Improved Blocking
At 2nd level, the shockboxer is able to deflect blows using his gloves, inflicting damage upon unarmed attackers. This adds a +2 bonus to the shockboxer's AC versus melee attacks (including lightsabers), and any unarmed attacker that subsequently misses the shockboxer takes damage as if struck by the shockboxer's glove (note that this damage roll includes the Strength bonus of the attacker, not the shockboxer).

Increased Threat Range
At 8th level, a shockboxer's threat range fighting unarmed or with shockboxing gloves increases by one grade (20 becomes 19-20, 19-20 becomes 18-20, and so on).

Stun Resistance
Constant exposure to stunning attacks hardens a trained shockboxer against them. At 1st, 4th, 7th, and 10th levels, the shockboxer gains a cumulative +1 bonus to resist stun attacks from shock gloves. This bonus also applies to Fortitude saves against stunning weapons (i.e., blasters set on stun, stun batons, force pikes, etc.), and shockboxers that successfully resist a stunning attack are not considered stunned for 1 round.

Shockboxing Equipment
Like any sport, shockboxing requires specialized equipment. Foremost among these are shockboxing gloves and shockboxing armor. Although these items are easy to acquire, shockboxing gloves require the purchaser to have a valid permit which indicates that he has been trained in their use.

Shockboxing Gloves
Shockboxing gloves are fingerless and constructed of an insulating material woven through with conductive fibers. Each glove is equipped with a control unit, mounted on the inside of the glove's wrist, which is used to activate the gloves and regulates the charge that is released when an opponent is struck.
        Mass-market shockboxing gloves only discharge stunning blows, although pairs capable of lethal shocks can be jury-rigged or found on the black market for triple the standard price. Modified gloves are notoriously unstable and dangerous. When fighting with altered gloves, any unmodified attack roll result of "1" indicates that the user has stunned himself, and must make a Fortitude save against DC 16.
        In addition to "stun" and "lethal" settings, shockboxing gloves have three sub-settings: low, medium, and high. The sub-setting determines the strength of the jolt that the gloves deliver upon contact with an opponent. There is an after-market modification which randomizes the glove charge, though this is typically only used in underground matches.
        Shockboxing gloves are voice-activated. When turned on, they project a crackling, multi-hued field of energy around the hands of the wielder. This energy field extends two centimeters from the shockboxer's hands, and noisily discharges into a target upon impact. The field created by a pair of shockboxing gloves naturally repels the field created by the gloves of an opponent, allowing shockboxers to parry blows with their gloves.
        A shockboxer who has activated his gloves is unable to manipulate anything with his hands, and this also prevents him from wielding weapons or grappling opponents. Each glove in a pair requires a separate energy cell to function.

Shockboxing Gloves

Item   Cost Dmg Crit  Weight  Stun
Damage /
Fort DC
Type Size Group
Shockboxing Gloves   500/pair  Punch* ** 2kg *** B/E Small Exotic
  Stun, Low   Punch     10      
  Stun, Medium   Punch     14      
  Stun, High   Punch     18      
  Lethal, Low****   Punch+1d4     12      
  Lethal, Medium****   Punch+1d6     16      
  Lethal, High****   Punch+1d8     20      

* When set to "lethal," shock gloves inflict an amount of damage equal to the boxer's punching damage (including any bonuses for Strength), plus 1d4, 1d6, or 1d8 (depending on the chosen setting).
** The Critical Range for a shockboxing attack is equal to the normal unarmed Critical Range of the attacker (which may be improved by the Martial Arts, Improved Martial Arts, or Advanced Martial Arts feats).
*** When set to "stun," the damage inflicted by shock gloves is equal to the boxer's standard punching damage (including any bonuses for Strength). The Fortitude DC to resist unconsciousness depends on the chosen setting. When set to lethal, not only do the gloves inflict damage as indicated, but a Fortitude save versus the listed DC must be made to resist the gloves' standard stun effects.
**** Standard shockboxing gloves are not capable of delivering lethal damage. Gloves with this capability must be modified or purchased on the black market for triple the normal price.

Shockboxing Armor
Insulated armor that protects the wearer from stun damage is worn by shockboxers in both sanctioned and illicit matches. The armor is rigid enough to provide limited protection from other forms of physical attack. The styles of shockboxing armor that are worn range from austere to baroque, and tend to reflect both the success and personality of the individual wearing it. Skilled shockboxers often eschew this limited protection altogether.
        Some of the finest suits of shockboxing armor are handmade by skilled craftsmen on Barab I. Such shockboxing armors are lighter, tougher, and form-fitted to the wearer's unique physique. These suits are often improved in all categories (increased Damage Reduction, reduced Armor Check Penalty, etc.). These armors are considered Mastercraft items, and must be custom-made. They are prohibitively expensive, and are rarely available to non-Barabels. Anyone wearing a suit of custom armor that isn't specifically made for them suffers an additional Armor Check Penalty of –3, in addition to the penalty inherent to the suit.
        Shockboxing armor protects the head, torso, forearms, and thighs, and is considered light armor.

Shockboxing Armor

Item Cost   Damage Reduction Maximum Dex Bonus Armor Check Penalty Speed (10m) (6m)    Weight
Shockboxing Armor 1,000 2 +4* –2 10 6 7kg
Custom Armor 8,000 3 +5* –1 10 6 4kg

*: Shock armor grants a bonus of +3 to Fortitude saves made to resist stunning attacks, such as from shock gloves, blasters set to stun, stun batons, force pikes, etc. Some custom-made suits have higher bonuses.

Random Charge Generator
During some underground matches, the shockboxing gloves used by the contestants are modified so that the force of the charge delivered is random. This modification is referred to as a random charge generator. Random charge generators are highly illegal in most systems, and typically cost 500 credits.
        To reflect the effects of an active random charge generator, have each contestant roll 1d6 in addition to 1d20 when rolling to hit. Cross-index the 1d6 roll on the chart below to determine the level of damage inflicted:

Roll (1d6) Charge Level
1 Stun, Low
2 Lethal, Low
3 Stun, Medium
4 Lethal, Medium
5 Stun, High
6 Lethal, High

Shockboxing Rings
Elevated above the crowd, so as to provide fans with an excellent view, shockboxing rings are ten meters across and hexagonal in shape. The floor of the ring is constructed from a thick fabric that is stretched taut around a durasteel frame, though on Barab I the thick hide of the tyrsssi (a large predatory reptile, see below) is traditionally used. The ring is enclosed by two durasteel cables that can be charged with a low-strength electric current (stun DC of 8 if touched) for high-stakes bouts.
        The floor of the ring is decorated by a six-pointed star, with each of the star's points forming a corner. Each corner represents one of the Six Principles that comprise the code of ethics that are universally espoused in traditional shockboxing, and is equipped with a molecular induction field that is tuned to affect the metabolic processes of any boxer that stands within it. Experienced shockboxers will maneuver themselves or their opponents into specific corners in order to take advantage of an induction field's effects.
        The effects of an induction field last only so long as a boxer remains within that corner, and the effects of each corner are detailed below:

Molecular Induction Field Effects
Corner   Effect
Honor   +2 to all hand-to-hand to-hit rolls.
Strength   +2 to all Fortitude saves.
Bravery   +2 to all Will saves.
Brotherhood   All damage done to boxer(s) in this corner is reduced by 2.
Mercy   Restores 2 Vitality points per round.
Sacrifice   +2 to the AC of any boxer(s) in this corner, but all to-hit rolls made there are penalized by –2.

Fully-functional shockboxing rings are expensive to construct, and require traditional league approval prior to their official use. The cost to construct a standard ring is somewhere in the neighborhood of 100,000 credits, not including accommodations for spectators or other amenities. League inspectors, each of whom is an experienced boxer in his or her own right, have stringent criteria that must be met before guild approval can be granted.
        League inspection of a facility is often times free of charge, though "donations" to the individual leagues and/or inspectors can speed the process along substantially. Some leagues are more prestigious than their peers, making their attentions much sought-after. The approvals of several shockboxing leagues can be bestowed upon a single venue, which can make for some interesting politics when fighters from separate leagues issue challenges against one another.

The Tyrsssi
Native to Barab I, the tyrsssi is a large reptilian predator that hunts alone or in small family groups. Unlike many of Barab's predators, the tyrsssi is only semi-nocturnal, preferring instead to seek out sleeping prey during the latter half of the planet's sweltering day and late into the afternoon. Capable of uncanny stealth despite its massive size, this ravenous beast will eat anything it finds, alive or dead.
        Tyrsssi have elongated necks topped by a pair of massive, tooth-encrusted jaws. Bulging yellow eyes, attuned to the dim light of Barab's stifling daylight hours and capable of focusing independently, peer around either side of the creature's mouth. Standing close to 5 meters high at the shoulder with their backs covered in thick plates of silver-black keratin, tyrsssi can grow up to 8 meters in length. Their bellies, which lack the impenetrable plates that their backs possess, are instead protected by several layers of thick skin, and it is this skin that is so highly prized by the Taqma-Ssa for the floors of their shockboxing rings.

Tyrsssi: Predator 6; Init –1 (Dex); Defense 13 (–1 Dex, –2 Size, +6 Natural); Spd 14 m; VP/WP 69/44; Atk +13/+7 melee (bite, 2d8+9), +13/+7 melee (claw, 2d6+9), or +3/–2 ranged; SQ DR 5/2, Darkvision, Radiation Resistance, Trample; SV Fort +11, Ref +4, Wil +4; SZ H; Face/Reach 4 m by 6 m/4 m; Str 28, Dex 8, Con 22, Int 4, Wis 14, Cha 6. Challenge Code D.
        Skills: Jump +14, Listen +8, Move Silently +8, Spot +10.
        Feats: Alertness, Power Attack, Stealthy.
        Special Qualities: Damage Resistance – A tyrsssi's back is covered in layers of dense keratin, giving them a DR of 5, while the creature's belly is covered in very thick skin which only provides a DR of 2. Radiation Resistance – Tyrsssi gain a +4 species bonus to Fortitude checks made when resisting the effects of harmful radiation.

Referee Droids
The Kalibac Industries Rfr-3 series is the most popularly-used referee droid. The droid monitors all aspects of a shockboxing bout, keeping meticulous track of the number of blows landed, the physical condition of both participants, and ensuring that all league and/or guild regulations are adhered to. Equipped with a loudspeaker that is tied into its vocabulator, the droids (programmed with stern personalities and deep voices) are occasionally thrown into the role of Master of Ceremonies, announcing each match as the evening progresses.
        Little more than a meter in height, the cylindrical Rfr-3 is an elegant design, especially when one considers its function. The central body of the droid tapers ever so slightly upwards from the repulsorlift generator at its "feet," and the top is capped with a spherical head equipped with glowing crimson sensors. The typical model is gun-metal gray, often buffed and polished to a high sheen, and stenciled with the parent league or guild's emblem.

Rfr-3 Series: Hovering Referee Droid, Diplomat 2; Init +6 (+2 Dex, +4 Improved Initiative); Defense 13 (+2 Dex, +1 Size); Spd 6 m; VP/WP 0/10; Atk –1 melee, +4 ranged; SV Fort +0, Ref +2, Wil +4; SZ S; Face/Reach 2 m by 2 m/2 m; Rep +1; Str 4, Dex 14, Con 10, Int 15, Wis 12, Cha 12. Challenge Code A.
        Equipment: Medical Diagnostics Package (+4 to Treat Injury), Locked Access, Loud Speaker (Can be heard clearly up to 100 meters away), Recording Unit (Audio, Video), Improved Sensor Package, Vocabulator.
        Skills: Diplomacy 5 ranks, Knowledge: Shockboxing Regulations 5 ranks, Profession: Sports Referee 5 ranks, Sense Motive 5 ranks, Speak Basic, Speak Binary, Spot 2 ranks, Treat Injury 2 ranks.
        Unspent Skill Points: 2.
        Feats: Ambidexterity, Improved Initiative, Trustworthy, Weapon Group Proficiency (simple weapons).
        Cost: 2950

Shockboxer Characters
Described below are three shockboxer characters: Kress, a famous Barabel brute who dabbles in underground blood matches, Daliyah Emos, a shockboxer turned Rebel spy, and Riivo Lurani, a Rodian burglar who is now an enslaved shockboxer for the Nasirii Hutt clan.

Kress started his career as a mercenary, desperate to prove himself to his family. He served bravely in several conflicts, bringing honor to his name and earning a reputation as a Barabel who got things done. His mercenary career ended after he nearly died when the transport he was on was attacked by pirates. While recuperating in a squalid hospital on Ord Mantell, he had a spiritual "vision" that told him to seek out his fortune as a shockboxer.
        Kress returned to Barab I and sought out a shockboxing instructor. He quickly learned all that his coach had to teach him, and eventually joined the ranks of the Taqma-Ssa. Seeking to increase his prestige, he has begun to delve into underground bloodsports. He has found the pay to his liking, and is one of the hottest attractions on the nights that he fights.
        A large, imposing Barabel with scarred arms and hands, Kress is a merciless killing machine. His thick scales are a dingy brown, and the bulbous red eyes above his toothy maw lack any emotion but contempt. He honors the Six Principles when they suit him, yet he is a firm believer in the adage that mercy is for the weak.

Kress: Male Barabel Soldier 6/Shockboxer 6; Init +1 (Dex); Defense 19 (+8 class, +1 Dex); Spd 10m; VP/WP 122/18; Atk +20/+15/+10/+5 melee (1d6+3, bite), +15/+10/+5 melee (3d4+5, punch/claw), +16/+11/+6/+1 melee (3d4+3+special, shockboxing gloves), +13/+8/+3 ranged; SQ Species Traits, Stun Resistance +2, Improved Blocking, Blinding Strike; SV Fort +16, Ref +6, Will +2; SZ M; FP 2; DSP 5; Rep +6; Str 16, Dex 13, Con 18, Int 12, Wis 6, Cha 8.
        Equipment: Custom-made shockboxing gloves.
        Skills: Climb +4, Computer Use +4, Demolitions +10, Disguise +3, Entertain +5, Intimidate +10, Jump +6, Knowledge (Taqma-Ssa) +5, Move Silently +5, Pilot +4, Profession (mercenary) +4, Profession (shockboxer) +2, Read/Write Barabel, Repair +5, Speak Barabel, Speak Basic, Treat Injury +3, Tumble +7.
        Feats: Advanced Martial Arts, Armor Proficiencies (light, medium), Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency (shockboxing gloves), Great Fortitude, Improved Martial Arts, Martial Arts, Two-Weapon Fighting, Weapon Focus (shockboxing gloves), Weapon Proficiencies (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons).

Daliyah Emos
Daliyah was a corporate spy for Sienar Fleet Systems, using her wiles and good looks to her employer's advantage. Many of her assignments were in support of Palpatine's New Order, an organization that she grew wary of as time went on. In the course of her assignments, she was exposed to information that she considered ethically questionable. The final straw was a communiquÈ regarding an alien species that Sienar had wiped out in order to strip an obscure planetoid of valuable ores. The more she perpetuated her company's agenda, the harder she found it to sleep at night.
        Defecting to the Rebellion seemed the logical course of action, and she served proudly on the front lines for several years. Knowledge of her capabilities reached the ears of the Rebel command, and Daliyah was eventually given the task of infiltrating the Imperial leadership on Coruscant. She trained as a shockboxer for several months, hoping to gain a position as an Imperial official's personal bodyguard. The ploy worked.
        Daliyah has thus far managed to keep her cover as Moff Dev Irwun's personal bodyguard, passing any valuable information to her Rebel friends when she gets the chance. Irwun, a long-time shockboxing aficionado, has likewise fallen under Daliyah's spell, and the two are nearly inseparable. Her true feelings for her Imperial employer-turned-lover run very deep, and the fact that she is living a lie keeps her awake at night. She's heard rumblings that Rebel command may recall her for a new assignment, and she hasn't yet decided which way to jump when that happens.
        Daliyah is a slim, athletic woman who dresses professionally when on the job. Her brown hair is typically braided, and her blue eyes are hard and unforgiving. Lately she has been torn between her feelings for Dev Irwun and her loyalty to the Alliance, and this is beginning to affect her work.

Daliyah Emos: Female Human Scoundrel 5/Soldier 3/Shockboxer 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 22 (+8 class, +2 Dex, +2 Defensive Martial Arts); Spd 10m; VP/WP 80/14; Atk +11/+6 melee (1d4+2+special, shockboxing gloves), +11/+6 melee (1d4+2, punch), +11/+6 ranged (3d6, blaster pistol); SQ Illicit Barter, Lucky (1/day), Precise Attack +1, Skill Emphasis (Escape Artist), Stun Resistance +1, Improved Blocking; SV Fort +9, Ref +9, Will +3; SZ M; FP 3; DSP 2; Rep +4; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 15.
        Equipment: Professional-looking suit, blaster pistol, shockboxing gloves, Imperial-issue code cylinder, deluxe security kit, datapad.
        Skills: Appraise +6, Balance +8, Bluff +13, Computer Use +7, Demolitions +7, Disable Device +6, Disguise +10, Entertain +4, Escape Artist +11, Forgery +4, Gather Information +8, Hide +5, Intimidate +10, Jump +6, Knowledge (Imperial Security) +3, Knowledge (Rebel Alliance) +4, Knowledge (Sienar Fleet Systems) +6, Listen +3, Move Silently +7, Pilot +5, Read/Write Basic, Search +4, Speak Basic, Speak Durese, Spot +7, Survival +2, Treat Injury +2, Tumble +12.
        Feats: Acrobatic, Ambidexterity, Armor Proficiency (light), Defensive Martial Arts, Dodge, Exotic Weapon Proficiency (shockboxing gloves), Improved Initiative, Martial Arts, Persuasive, Skill Emphasis (Escape Artist), Two-Weapon Fighting, Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons).

Riivo Lurani
The burglar Riivo was one of Nar Shaddaa's most talented thieves. He lived well off the proceeds of his work, and always got the better part of a deal. Never below a shady endeavor, he took a contract to relieve the Nasirii Hutts of a few trinkets. The security was a bit tighter than he'd been told, and before long he found himself rotting in a Huttese dungeon.
        His captor, a mid-level Hutt thug known as Berquan, was not without a sense of humor. Following one look at Riivo, he devised a fitting end to the Rodian's career: death by shockboxer. Berquan had his men strap a pair of shockboxing gloves to Riivo's hands before throwing him into the ring with one of Nar Shaddaa's most infamous underground shockboxers. As luck would have it, Riivo managed to survive three rounds before he got a lucky hit which sent his opponent, twitching like a dying sand tick, to the ground.
        Berquan was initially upset, seeing as his plan to teach Riivo a lesson had been foiled. After some thought, he decided to take the punishment a step further by forcing Riivo to continue his amateur shockboxing career. To his master's exasperation, Riivo doesn't seem to mind. One of Berquan's other slave gladiators, an elderly Zabrak named Toyle, sees a desperate kind of potential in Riivo, and has taken to being his mentor.
        Riivo is a stocky Rodian with pale green skin and silver-tinted eyes. Dressed in the garb of a slave and wearing an old mynock claw on a leather thong around his neck, he is often underestimated by his foes. Perpetually jolly and chipper, Riivo feels that he's been given a new lease on life by his master, Berquan the Hutt.

Riivo Lurani: Male Rodian Fringer 8/Shockboxer 1; Init +1 (Dex); Defense 18 (+7 class, +1 Dex); Spd 10m; VP/WP 86/18; Atk +10/+5 melee (1d4+3+special, shockboxing gloves), +10/+5 melee (1d4+3, punch), +8/+3 ranged; SQ Species Traits, Bonus Class Skills (Appraise, Disable Device, Sleight of Hand), Barter, Jury Rig +4, Survival +2, Stun Resistance +1; SV Fort +10, Ref +6, Will +2; SZ M; FP 2; DSP 0; Rep +2; Str 16, Dex 13, Con 15, Int 13, Wis 10, Cha 8.
        Equipment: A pair of old, used shockboxing gloves, a lucky mynock claw.
        Skills: Appraise +5, Bluff +3, Climb +7, Craft (jewelery-making) +3, Disable Device +11, Gamble +2, Hide +5, Intimidate +3, Jump +5, Knowledge (Nar Shaddaa) +5, Knowledge (Nasirii Hutts) +3, Listen +4, Pilot +3, Profession (burglar) +9, Profession (slave) +2, Read/Write Basic, Read/Write Rodese, Search +11, Sleight of Hand +5, Speak Basic, Speak Huttese, Speak Rodese, Spot +4, Survival +5.
        Feats: Armor Proficiency (light), Dodge, Exotic Weapon Proficiency (shockboxing gloves), Martial Arts, Toughness, Track, Weapon Group Proficiencies (blaster pistols, primitive weapons, simple weapons, vibro weapons).

By Gary Astleford (

Note: This article originally saw "print" in Issue 3, Volume 2 of the Star Wars Online Journal. In its original format, it included both D6 and d20 statistics. This version has been slightly edited and reorganized by the author.