Actions

BIND Core Rules

Dangerous & Difficult Actions

Roll the dice to determine the state of the world. The dice roll remains fixed, so anyone attempting the same action receives the same result.
  1. The Judge states the Tie Number (TN):
    • 7 for difficult actions,
    • 12 for professional actions,
    • 16 for extreme.
  2. The player rolls 2D6, and adds:
    • Attribute Bonus,
    • Skill Bonus,
    • Equipment Bonus.
  3. The Judge interprets the results:
    • If the roll exceeds the TN, the action was a success.
    • If the roll falls below the TN, the action fails, and the danger occurs.
    • If the roll equals the TN, the result is a tie.
    • If success and failure conditions could occur at the same time, the character may choose to accept both, or neither.
    • Otherwise, the result is a partial success.

Difficulty at Rest

When characters can try something again and again, set one die to a '6' and roll as normal.

Resisted Actions

The player rolls at TN 7 plus the opponent's Bonuses.
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