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Version 1.25
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  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Combat | Combat Actions
Avoid | Parley and Gauge Reaction | Delay or Ready | Ranged Attacks or Abilities | Move or Manipulate | Melee | Typical Time Requirements | Combat Modifiers | Combat Modifier Tables

Melee

Melee is any situation in which characters are battling each other hand-to-hand, whether with fists, teeth, claws, swords, axes, pikes, or something else. Any creature within/under 1” of an opponent (10 ft.) may attack without penalty or cost in time for movement. Entering melee with other creatures is a major action. (See Entering Melee below.)

Attack Routine

An attack routine is an attack or set of attacks that happen simultaneous to each other (in the same segment). These attacks must target a single creature or object. Normally, a creature can use only one attack routine per round. A fighter or other creature with additional “iterative attacks” may treat each iterative attack as a separate attack routine. (See Iterative Attacks below.)

Immediate Attacks and Free Attacks

These melee attacks are in response to external triggers and may be performed immediately as the trigger occurs. This attack is on the same segment as the trigger and initiative is automatically won (unless the trigger is itself an immediate attack). Both attack forms (immediate or free attacks) use the creature's primary or readied attack mode (e.g. "sword in the hand", "bite", etc. as determined by the DM).

Free or immediate attacks cannot be taken by creatures unable to make a melee attack for any reason (e.g. casting a spell, holding a missile weapon, unarmed, etc.).

An immediate attack normally requires a major action to be used and a free attack is normally a minor action.

Immediate Attack

This allows a creature to use an available attack routine immediately (as a major action that takes no time) as the trigger occurs. This attack is on the same segment as the trigger and initiative is automatically won (unless the trigger is itself an immediate attack). Creatures taking the opportunity to immediately attack must have an attack routine available when the trigger occurs. Thus, a creature that has already attacked in melee and has no iterative attacks cannot take an immediate attack. Likewise, a creature that has already performed a major action cannot take an immediate attack. An exception is a creature with iterative attacks that has taken their first attack but not an iterative attack—in this case, the creature may use the iterative attack as the immediate attack. (See Iterative Attacks below.)

Immediate Attacks and Iterative Attacks. An iterative attack (if not yet used) may be used as an immediate attack. If an immediate attack is taken and the creature has an "unused" iterative attack (declared) it may then take the iterative attack but only at the normal speed factor (as opposed to the +3 segments for the attack; this may end up actually being faster for fast weapons!). If the iterative attack is being used against a target not declared at the beginning of the round, this is treated as changing an action (and will suffer a delay).

Free Attack

This allows a creature to use an available attack routine immediately (as a minor action that takes no time) as the trigger occurs. This attack is on the same segment as the trigger and initiative is automatically won.

As minor actions, free attacks taken never alter a creature's ability to perform other actions during the round. A character may only take one free attack routine per segment. Only one free attack routine per opponent per round is granted.

Thus, if, on segment 1, an opponent flees melee, you can take a free attack as they do so. If their ally then also flees melee with you on segment 3, you can take another free attack on them as well. However, if both flee melee with you on the same segment, you must choose which one to attack. In any case, you will only be able to attack the same opponent with one free attack routine per round.

Combat Procedure for Melee

  1. Creatures declare actions and roll their initiative die. The initiative die is used only when simultaneous action occurs.
  2. Creatures enter melee range with each other. A creature may charge into melee.
  3. Creatures in melee attack according to weapon speed factor. Multiple melee weapon use or iterative attacks may adjust the speed factor of the attack.
  4. Certain special actions may be used in place of a melee weapon attack (disarm, parry, grab, etc.).
  5. Successful attacks roll the damage dice (or other effect) and the appropriate adjustments are made.

Initiative Ties. If action occurs simultaneously and Initiative dice are also tied, the DM may have the weapons strike simultaneously or, at their option, use weapon speed factor to determine order (fastest first).

Entering Melee

Melee attacks can only be made against opponents that begin the round in melee range (at the beginning of segment 1, the opponents are within 1" of each other) unless there is a special circumstance. Thus, barring special circumstances, if a creature moves into melee range of another creature neither creature can make a melee attack on the other until the next round.

Special Circumstances While Entering Melee

Charge Attacks. If a defender who is not moving has a longer weapon, they are granted an immediate attack against the charging opponent. (See Move or Manipulate, Charge.)

Ready Action to Melee Attack. A defender may, before the round begins, declare to "ready a melee attack" against an opponent entering melee range. (See Delay or Ready.)

Aiming a Missile Weapon. A defender may "aim" a missile weapon to gain an immediate attack against an opponent who enters melee. (See Ranged Attacks or Abilities, Aiming a Missile Weapon.)

Number of Opponents per Figure

Physical size and space will dictate the limitation upon the number of opponents able to engage a single figure in melee.

Melee Attack Forms

Melee Weapon Attack

This is an attack with a melee weapon. These are “hand-held” manufactured or improvised weapons used to attack others within melee range. Creatures without a character class that use weapons not listed in their entry in the Monster Manual will have a non-proficiency penalty of -2 or that equal to a suitable class as determined by the DM. A melee weapon attack is a major action.

Time Required. This attack normally occurs on the segment indicated by it’s weapon speed factor. A creature may move and attack with the resultant effect on the timing of their attack as well as considerations for entering into melee. (See Entering Melee.)

Improvised Melee Weapons. Just about anything that can be picked up and swung or stabbed may be a weapon. Non-proficiency penalties apply and the DM will assign damage and a speed factor based on the unwieldiness of the item.

Natural Weapon Attacks

These are the bodily weapons of creatures such as teeth, fangs, tusks, claws, nails, talons, paws, etc. Weapons also included are humanoids trained in using their limbs for lethal combat such as a monk’s open hand attack or a fighter trained in pummeling. Natural weapon attacks are a major action.

Time Required. If using only one natural weapon, unless the creature is large and/or slow, the attack will take 1 segment. If using a combination of attacks (e.g. claw/claw/bite), the attack will add 2 segments to the natural attack (for a total of 3 segments). All of these natural attacks occur on the same segment unless treated as iterative attacks (this will be listed in the creature’s statistics). Very large and/or slow creatures will take more time to attack. This will be listed in the monster’s statistics or the DM will assign the time required. A creature may move and attack with all of its attacks. (See Entering Melee above.)

Iterative Attacks

High level fighters and their sub-classes will be able to execute a melee attack more than once per round with the same weapon. This gives the fighter an additional attack routine as well as the attack (see Attack Routine above). Normally, the first attack routine taken is the major action and the iterative attack is a minor action (it's not possible to make an iterative attack without the normal attack happening first in some way).

Any odd number of attacks per round (e.g. 3/2 or 5/2) due to iterative attacks will come on each odd numbered round. Thus, a fighter with 3 attacks per 2 rounds will attack twice in the 1st round and once in the 2nd, then twice in the 3rd and so on.

Time Required. An iterative attack will come 3 segments after the normal attack routine. Weapon speed factor is not considered for any iterative attack. An iterative attack taken before a normal attack routine in any combat round precludes the use of a normal attack routine that round.

For example, a 7th level dwarf fighter with a war hammer with 1 additional iterative attack in the round will, assuming no additional delay, attack in segment 4 and again in segment 7.

Slow Weapons. Some weapons have a speed factor so long as to preclude their ability to attack multiple times in a round (e.g. bardiche).

Whirlwind Attack

When a fighter or sub-class is in melee with creatures with less than a full hit die (HD less than 1d8), the fighter may declare a "whirlwind attack" which is a major action and allows one melee attack for each level of experience the fighter has (e.g. a 3rd level fighter will get 3 melee attacks). This method of attack supersedes and replaces any normal melee attacks or iterative attacks. This is a melee attack action and cannot be used with missile weapons. This attack action must be declared and announced, and cannot be used when changing an action during the round. More than one attack per opponent is allowed.

Time Required. This “whirlwind” attack adds 3 segments to the standard attack mode and all attacks resolve in the same segment. This attack is considered one attack routine but allows attacking more than one opponent of less than one hit die.

Two-weapon Fighting. If a fighter is using two-weapons, the fighter may choose to attack with either weapon for any of the attacks. The fighter also does not add the +2 segment delay for fighting with two weapons when striking with a whirlwind attack (i.e. the whirlwind attack's +3 segment delay supersedes the two-weapon fighting delay).

Mixed Groups. If fighting a mixed group, this special attack mode does not allow any attacks against the higher hit die opponents and makes the fighter more vulnerable to attacks by higher hit die opponents. If a whirlwind attack is declared and a higher hit die opponent is or comes within melee range, they will be granted an immediate attack as if attacking the fighter's rear or rear flank (+2 to-hit, and no Dexterity modifiers or shield benefits to armor class). In certain situations, the fighter may not know there are higher hit die opponents present. The fact that there are, should become quickly apparent once the whirlwind attack form is declared...

Two-weapon Fighting

Any character may choose to wield one weapon per hand provided the weapons are suitable based upon size or race. (See Weapon Table III.) This two-weapon attack is considered one attack routine (and thus must target the same opponent). Like most melee attacks this is a major action.

However, employment of two weapons will come at a penalty which is normally based on the wielder’s Dexterity. Creatures with ambidexterity or like abilities may lessen or disregard the penalties. Any Strength bonuses to attack and damage are applied to attacks made with either hand.

Time Required. A two-weapon wielder will use the weapon speed factor for the slowest weapon wielded and must add 2 to that factor. Each attack occurs in the same segment.

Any iterative attack will come 3 segments after the two-weapon strike. Iterative attacks may only come from the primary hand (although ambidextrous creatures may select).

Thus, the dwarf in the example above wielding a war hammer and dagger will attack first on segment 6 with their hammer and dagger and then again with the hammer on segment 9.

Defensive Maneuvers

Parry

During any melee in a standard combat round, each combatant using a manufactured or improvised melee weapon is assumed to be blocking attacks as part of their actions. However, a character may choose to forgo any attack or movement and simply focus on defense. In this case, a character, during the declaration phase of the round will announce their intent to parry, and will give up all other activity to gain a bonus of +2 on armor class. This activity is considered to be a major action.

Time Required. While no time is required and the armor class bonus is given immediately, a character may not change their action once this action is declared.

Fall Back

If a figure is in melee and wants to move outside of melee range without drawing a free attack, they will announce a “fall back” maneuver during the declaration phase of combat. The figure must parry (and is required) and then, as a special action, they may move just outside of the 1" melee range. This use of parry precludes the AC bonus normally given. This maneuver is considered a major action and, once executed, no other action (including additional movement or other minor actions) may be taken that round.

Time Required. Timing for the action is the same as the melee weapon being used to parry. No additional time for movement is required.

Opponents may re-engage in melee without penalty by moving and attacking the one falling back (i.e. Entering melee rules do not apply; Does not require a charge to move and attack, They will not get hit by an immediate attack due to a longer weapon.) However, the movement to reengage may cause the attacker to move away from melee with other opponents, drawing free attacks. Of course, if such is the case, the attacker may choose instead to fall back in the same direction as their retreating opponent!

Special Attacks

Assassinate

Any intelligent creature can choose to immediately kill another creature if that creature is sleeping. This must be a normal sleep condition, not one magically induced. No attack roll is necessary. This is a major action.

Assuming surprise conditions exist, during the declaration phase, the attacker will describe the activity in detail to the DM who will set the chance for success using the Assassination table as a guide. (See Character Classes, The Assassin, Assassin’s Table for Assassinations.)

If the attempt is unsuccessful, maximum damage by the weapon is dealt and the creature, if it survives, wakes.

Time Required. The time required is normal for the movement, other actions, and weapon type.

Coup de Grâce

If announced by the attacker during the declaration phase of combat, helpless opponents can be automatically hit with a melee weapon. A helpless creature is one that is paralyzed (due to a condition, poison, etc.), magically held, unconscious (or in a coma), or under the effects of sleep magic.

These coup de grâce attacks are considered a major action and are aimed at the immediate killing of the helpless creature.

Tire Required. If no active opponents are present, helpless creatures in melee range may be killed at a rate of one helpless creature per 6 segments and each killing represents one major action per round (thus, a maximum of one killed per round per killer). If combat conditions exist, attacks (in terms of weapon speed factors and movement) against creatures in melee range must be made, but each attack will automatically hit and the attacker will benefit from double the normal attack routines—with each attack doing the maximum damage possible of a normal attack. Each extra attack routine operates as an iterative attack, adding 3 segments before the routine. (But no additional delay for weapon speed factor; See Iterative Attacks.)

For example, a 7th level dwarf fighter with a war hammer with 1 additional iterative attack in the round and attacking a held orc will, assuming no additional delay, attack once in segment 4, twice in segment 7, and once in segment 10. Each attack hitting automatically for maximum damage.

Disarm

A disarm attack is an attempt to knock something out of the grasp of another. The attack must be announced during the declaration phase of combat. Only one disarm attempt may be made per round and it takes the place of a single attack routine (and, thus, part of a major action). A character fighting with two-weapons can choose to disarm with either (although normal secondary weapon attack penalties will apply). Note that a two-weapon attack is a single attack routine (so the two-weapon wielder must choose between disarming or attacking unless they are high enough level to have an iterative attack.

The attacker must score a hit against defenders AC and, to use the disarm attack mode, a number of special requirements must be met.

Requirements. Only certain melee weapons may be used to disarm and most are only usable for disarming by a proficient fighter or fighter sub-class. (See Weapon Table IV.) The weapon or item to be disarmed must the be the same length as the disarming weapon or less. Any weapon used by a defender that is held in two hands can never be disarmed. Regardless of the armor class of the defender, the attacker must always hit an AC 8 at a minimum to disarm. A disarming attack is made at -4 to-hit.

If the attack is successful, the opponent must make a Dexterity save vs. Petrify or the item will be knocked from their grasp, landing at their feet if the same size as the disarming weapon or 1d10 feet away if the disarming weapon is longer.

Tire Required. A disarm attack uses the speed factor of the weapon used for the attack.

Using Natural Weapons to Disarm. Unless a creature has a special ability, natural weapons may not be used to disarm an opponent. If the DM allows, a roll of natural 20 will allow such a creature to grab an item away from an opponent (see Grapple or Grab).

Grapple or Grab

This melee attack form is aimed at grabbing or holding the opponent and then rendering the creature helpless. It must be executed within melee range of the foe to be grappled. Any grapple or grab maneuver made is a major action including breaking a hold.

Attempting to grab an item in melee from another creature is generally not possible but the DM may create an “on the fly” ruling if favorable circumstances permit. (e.g. "roll a natural 20 on the attack to succeed.")

Time Required. A grapple or grab is a major action that requires 3 segments to execute. Especially large and/or slow creatures may take more time to attack in this fashion. Dropping a hold is a minor action.

Iterative or Whirlwind Attacks. A grapple attempt (the initial to-hit roll) or changing a hold (rolling a new grapple die) can be part of an iterative attack (with the normal +3 segments added before the additional attack). Fighters and their sub-classes can grapple as part of a whirlwind attack (similar to the iterative attack) although fighting mixed groups (lower level with higher level) carry the normal risks on top of the grapple effects to AC (noted below).

Free Attack. A creature attempting to grab or grapple an armed and unsurprised opponent without having this attack mode as a special ability will be subject to a free attack. An "armed" opponent is one with natural attacks or wielding a melee weapon. This free attack is against the grappler’s normal armor class. If the free attack is successful and deals damage, the grapple immediately fails. Unlike other free attacks, this free attack is limited to a single attack even if multiple attacks due to multiple weapons or natural weapons are normally available (although the defender may choose which weapon to use).

Grapple Procedure

  1. Grappler declares intent to grapple a particular opponent/defender.
  2. If armed, the opponent takes a free attack and, if the attack deals damage, the grapple attempt fails.
  3. The grappler rolls to-hit the defender’s normal armor class (with no Weapon vs. AC modifier).
  4. If successful, the grappler then rolls a grapple die (d20) with circumstantial modifiers to determine the effects of a hold including any indicated damage.
  5. If the defender still has an action that round, they may attack with a short melee weapon (or natural weapons) or attempt to break the hold or counter-grapple.
  6. Each round at least one of the opponents has a hold, grapple damage (based on the results of the grapple die) will occur on segment 3 unless the grappler attempts another hold by rolling the grapple die.

Effects of Grappling on AC. Assuming one creature has a hold established, all grapplers are +4 to be hit by others and gain no Dexterity or shield modifiers to AC. In normal circumstances, when grappling, creatures are immobile.

Non-Grapplers Attacking a Grappler. Non-grappling attackers attacking one of the creatures engaged in a grapple will have equal chances to hit one of the grapplers. (The DM may adjust this based on the size of the grappler or other circumstances.) If attempting a grapple, the initial to-hit roll is still random but the grappler can select not to roll the grapple die (to establish a hold) if the dice indicate they grab an ally.

Defender Attacks. If grappled, a defender may attack the grappler with a short melee weapon if it was in hand when grappled. A short weapon is ~2 ft. in length or shorter (the DM will adjust for large creatures). The defender gains the standard bonuses to hit a grappling creature as described above. A hit does damage to the grappler, but does not otherwise affect the hold. A grappled defender may spend 10 segments drawing a sheathed weapon (to allow an attack in the following round). A defender may also pummel although they are not considered armed with respect to free attacks.

Defender Attempts to Break the Hold. A defender may attempt to break a hold by rolling a grapple die (as an attacker with modifiers) and comparing the result to the grapple die that established the hold. If the result is the same or higher, the hold is broken. This is a major action that requires 3 segments. A roll to attempt to break a hold that is 5 under the number needed or more will cause all grapplers to fall prone. If grappled by multiple opponents, each hold must be broken separately.

Defender Attempts to Counter-Grapple. The defender may choose to ignore the grapple and instead counter grapple by establishing their own hold. This requires no “to-hit” roll—the defender just rolls the grapple die (as the grappler with modifiers) for the results of their hold.

Strangle Hold. If this hold is established, there is a 5% cumulative chance each round the defender will lose consciousness for 1 round. If a strangle hold is maintained on an unconscious defender, death by suffocation will occur in 1d4+1 rounds.

Stunned. The creature is stunned for 10 segments.

Multiple Grapplers. More than one grappler may attack, and if a hold is established, each successive grapple die against the defender is at +1 per grappler with a successful hold. If the defender has a weapon in hand or natural weapons, they may gain a free attack to negate the grapple (see Free Attack above).

Size Differences. If there is a large difference in size (for example a stirge grappling/attaching-to a human), the larger creature does not suffer any effects of grappling on AC noted above. The larger creature may also move normally. The DM will determine the effects related to size.

Moving and Grappling. This is normally difficult to achieve and the DM will rule based upon circumstances. If one creature is significantly larger and/or stronger than the other, the DM may simply require an adjusted grapple die roll (10+) once a hold has been established. In other circumstances, a free Break Grapple roll may be granted to the defender.

Mounted Combat

Mounts used in combat must be trained for such conditions. Otherwise, they will flee or throw their rider. Riders should also be trained (or the DM may assign negative modifiers for actions). Mounted combatants fighting those on foot will gain a +1 “to hit” for height advantage.

Any melee attack with a weapon of over 3 ft. in length that rolls a natural 20 will dismount a rider.

If a mounted attacker is hit by an immediate attack for entering melee with a defender wielding a weapon with the dismount quality, the rider must save vs. Breath or be dismounted.

Dismounted. A rider that is dismounted falls prone and takes 1d6 damage.

Missile Weapon Use. Thrown weapons, shortbows, composite shortbows, and light crossbows may be used by riding characters at half their rate of fire. If used from a moving mount, penalties will apply: Less than ½ normal move: -1 to hit. From ½ to ¾ normal move: -3 to hit. From ¾ normal move to maximum speed: -5 to hit.

Overbear or Rush

This attack form aims at quickly taking the opponent to a prone position through collision or trampling and incidentally inflicting damage. This is a major action. Attackers using this form can only overrun an opponent under 5 feet taller or under double their weight. Creatures with four or more legs may be unaffected by this attack (as determined by the DM).

This attack must be done at the end of a charge, replacing the standard attack routine. Thus all charging rules apply. However, because the charging creature is not using a weapon, the defender is always granted an immediate attack if they have the means to attack (in melee). If this attack is successful and causes damage, the overbear attack will fail, the charge will end in melee range of the defender, and the attacker cannot take normal combat actions until the next round.

Time Required. This is a major attack that is treated like a charge attack (so no time added to the time required to charge into melee).

Overbear Procedure

  1. The attacker declares an overbear attack and notes the target.
  2. The attacker, from outside of melee range, charges the defender.
  3. This draws an immediate attack by the defender if they are armed (the charging creature suffers the standard penalty for charging). If the attack causes damage, the overbear attack fails and the attacker ends their movement in melee range and can take no other action that round.
  4. If the immediate attack is not successful, the attacker rolls “to hit” the defender’s armor class with the standard charging bonus.
  5. If the overbear attack is successful, the defender must roll a Dexterity save vs. Breath or be overborne. If a natural 20 is rolled on this attack, the defender will also be stunned for 10 segments.

Overbear/Rush Save Modifiers. A defender will have the following modifiers to the save versus the overbear attack (some determined by the DM): The attacker is larger (-1 to -4); The defender is larger (+2 to +8); The defender is using a shield (+2). The DM may adjust for terrain (slippery, narrow ledge, etc. -1 to -4).

A successful overbear attempt allows the attacker to choose from the following effects on the defender:

  • Knock Prone. The defender is knocked prone.
  • Pushed. The defender is pushed 5 feet. Compare the “to hit” roll vs. the minimum required for a successful attack. For every 5 by which the attack exceeds the minimum roll required, the defender will be pushed back an additional 5 feet. The attacker can move with the target if desired but must have the available movement remaining to do so (note the charge effects on movement rate). Defenders pushed beyond melee range do not draw free attacks from foes (although overbearing attackers do). Defenders cannot normally be pushed through barriers or other creatures, simply stopping movement. In extreme circumstances, the DM will stipulate the effect of such things (e.g. Another overbear attempt with modifiers, etc.).

Pummel

This attack form is aimed at battering an opponent into unconsciousness. It can be used with limbs (fists, feet, or other appendages) or a weapon pommel (as in “pummel”) as weapons. This attack is a major action and may be used in place of a melee attack (including two-weapon fighting). Any character may take “pummeling” in place of a weapon proficiency otherwise this attack incurs the character’s non-proficiency penalty.

Creatures without a character class over 1 hit dice do not have a proficiency penalty for this attack. Otherwise, they will incur a -2 proficiency penalty to their to-hit roll. Only intelligent creatures (above Semi-) will even consider the attack and even then would normally prefer other attack modes. Using multiple limbs to attack is the same as using multiple weapons. (See Two-Weapon Fighting.)

Time Required. A pummel attack is a major action that uses the weapon's weapon speed or is treated as a natural attack. (Normally a natural weapon requires 1 segment to execute. Especially large and/or slow creatures will take more time to attack.)

Armored Creatures. Creatures wearing plate-type armor including a helm or with tough hide will be immune to pummel attacks (Base Armor Rating 4 or better).

Pummel Procedure

  1. The attacker declares a pummel attack and notes the target.
  2. The attacker attacks the defender, rolling a “to hit” roll. The roll is modified by proficiency as per above, any adjustments for Strength, and Weapon Type vs. Armor Rating (use "fist" on the table for non-weapon pummeling by humanoids).
  3. If a natural 20 is rolled, the opponent is stunned for 10 segments.
  4. If the attacker hits, the defender takes 1d2 damage (or more if the pummeler is larger than man-sized, 1d4, 1d8, and so on) with any adjustments for Strength.

Striking to Subdue

This type of attack is effective against some monsters (primarily dragons, through a procedure indicated in the Monster Manual) or creatures of humanoid size and type. In any event, subdual tactics never apply to PCs. Subdual attacks are major actions.

Subdual Damage. Such attacks use the flat, butt, haft, pommel, or otherwise non-lethal parts of the weapons concerned but are otherwise the same as regular attacks. Unless expressly stated otherwise, all subduing damage is 75% temporary, but 25% of such damage is actually damaging to the creature being subdued. Once a creature reaches zero hit points (due to total subdual damage, temporary and real), it is considered subdued and must surrender.

Length of Subdual. A creature remains subdued for an indefinite period, but if the creature is not strongly held, well treated, given ample rewards, and allowed ample freedom, it will seek to kill its captor and/or escape. Alignment will also play a role with major differences causing conflict and/or escape sooner. A subdued creature may be passed from the original subduing creature (or group) to another. (See also Non-Player Characters, Loyalty.)

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