I had something like this in mind
Boxing HtH: Entrance Requirements:
Skill Cost : Three Physical Skills. Also, do not select Boxing as a physical skill.
Costume: Boxing shorts. In competition, a padded helmet is worn in lightweight and amatuer divisions. A mouthguard is required in all sanctioned bouts. Wrists are most often taped or bound under the regulation gloves. Lightweight boots are worn (similar to wrestling boots).
Stance: Boxers' stance.(duh)
Language: Officially, none, but there is a sort of common slang among boxing practitioners and coaches.
Character Bonuses:
+2 to PS
+2 to PE
+1 to ME
+4 to SPD
+20 to SDC
Combat Skills:
Attacks Per Melee: 4 (do not add two attacks)
Escape Moves: Roll w/P/F/I, Maintain Balance
Attack Moves: Shuffle/Sidestep (special: done in place of a parry, the opponent is -4 to strike, and -2 to parry the next attack).
Basic Defensive Moves: Dodge, Parry, Automatic Parry
Advanced Defensive Moves: Combination Parry/Strike
Hand Attacks: Jab (special: does 1d4 damage w/no damage bonus, but is always +1 to strike), Uppercut (add +2 to punch damage), punch, power punch, Hook Punch (special: opponent is -2 to parry. Damage is standard punch damage).
Foot Attacks: Tripping/Leg Hooks (this is illegal in sanctioned bouts. On the street, anything goes).
Leap Attacks: None
Special Attacks: (Note: many of these are illegal in competition) Elbow, Forearm, Low-Blow (special: opponent is -2 to parry. Damage is +2 to punch, and will stun on Natural 19 or 20 1d4 rds).
Holds/Locks: Clinch( opponent is -4 to all defensive actions until freed. Attacker cannot parry, strike or dodge while clinching, but is +4 to Maintain Balance. Maintaining a Clinch will inflict 1d4 SDC per round, not so much from damage, but from forcing the opponent to support the dead weight and restricting his breathing).
Weapons Katas: None
Modifiers to Attack: Pull punch, Knockout/Stun, Critical Strike, Critical Strike from Rear.
Skills Included in Training:
Martial Arts Powers: none at level one. Select Dam Sum Sing at level three.
Physical Skills: Sports, Body building. At level 2 select Aerobic Fitness. At level five select either General Athletics, Climbing or Running if not already in possession of these skills.
Philosophical Skills: None other than sportsmanship.
Other Skills: Diet and Nutrition (however these are reflected in your campaigns). Boxing History (or Lore).
Level Advancement Bonuses:
1)+2 to initiative, +2 to parry, +1 to Strike
2)+3 to Roll w/P/F/I, +2 to Maintain Balance, +2 to Pull Punch
3)add one attack per melee, Knockout on Natural 19 or 20.
4)Add 1d4 to Hit Points. +2 to dodge, +1 to Clinch, +2 to Shuffle/Sidestep
5) +2 to Damage. Critical Strike on Natural 18, 19, 20.
6) +1 to Strike, +1 to Parry. +2 to Strrike with all Special Attacks(elbow, forearm, Low Blow)+2 to Pull Punch
7) Add +2d6 to SDC. +2 to Initiative.
Add Shoulder/Knockdown attack: does Body Block/Tackle damage, cannot be parried and knockdown applies.
9) +2 to Damage. Add one attack per melee. +3 to Roll w/P/F/I
10) +2 to Strike with Uppercut and Power Punch. Knockout on Natural 17 or better
11) +1 to parry/dodge, +1d4 to Hit Points, +1 to Clinch
12) Add one attack per Melee, +1 to Shuffle/Sidestep. Add Death Blow on Natural 19 or 20 (does not have to be declared).
13) +2 to Maintain Balance, +2 to Strike with Shoulder/Knockdown
14) +2 to Parry and dodge, +2 to Strike
15) +1 to initiative, +1d6 to SDC, add one attack per melee.