This is from Man Hunt, and at issue here is women in Hideouts & Hoodlums. I had suggested some time ago about statting women as a separate race in H&H -- not because women are a separate race, but because they are treated differently in comic books, in ways that could impact game mechanics. This ability to be constantly underestimated could be a real advantage for players needing to, say, sneak guns into a jail.
This is from Rod Rian of the Sky Police. I share it because that temple shaped like a giant skull is just begging to be the entrance to a hideout.
Saber-tooth dogs -- because if they were saber-tooth cats this would seem to much like Earth! They look tough; I would probably give them...oh, let's say 3+2 Hit Dice (one pip per saber).
This is a well-choreographed fight scene, but remember that feints and aiming for the solar plexus are all just flavor text -- this battle is being resolved by slow hit point loss.
Here's an example of a brigand (explained in Book II as Chaotic bandits).
When grappling, you can either maintain the pin automatically each turn until your opponent succeeds at a save vs. science to escape the hold or you can do damage (like by strangling), but then have to roll to hit again the following turn. As long the grappling hold remains unbroken (no made saves or no missed attack rolls), then I guess there's no reason the attacker could not switch back and forth between the two.
Of course, the head clubbing is done at +4 to hit because the brigand is prone. Attacking the prone brigand from behind does not stack additional pluses.
I think these two are pretty funny.
(Scans courtesy of Comic Book Plus)
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