Combat

BIND Core Rules

Action Points

  1. Everyone in the room sets their Action Points (AP) to 3 + Speed.
  2. Every action costs at least 1 AP.
  3. Circle round the table, with each player taking their turn.
  4. However, if any character wants to jump in, use this order:
    1. The character who has the most AP goes first.
    2. The character doing the action which requires the least AP to spend.
    3. The character with the highest Speed.
    4. The character with the shortest name.

Spending Action Points

Characters can spend AP on the following:
  • Guarding someone costs 1 AP.
  • Anyone attacking the target must successfully attack you first (without dealing Damage).
  • They can then spend AP to attack the target immediately.
  • Movement costs 1 AP and allows people to move 3 steps + their Speed Bonus.
  • Punching or pushing costs 1 AP.
  • The cost to attack depends upon the weapon.
  • Taking out a weapon which has been placed to-hand costs 1 AP.
  • Using items (such as drinking potions or reading books) costs 3 AP.

Attacking

The characters rolls a resisted action.
  • Weapons require Dexterity + Combat.
  • Grabbing employs Dexterity + Brawl.
  • Running away uses Speed + Athletics.

Damage

Characters have 6 HP, plus their Strength Bonus.
  • Fists deal 1D4 Damage.
  • Weapons each have their own die-type.
  • The character's Strength Bonus adds to the result.

Weapons

Weapons add to a character's Attack and Damage. Heavier weapons have some 'Heft', which costs more AP.
NameAttack BonusDamage BonusAP CostWeight
Dagger021-1
Javelin2121
Longsword2221
Shortsword1110

Armour

Armour provides Damage Resistance (DR), which can protect against Damage, but only if the PC rolls high enough.
  • If PCs fail an Attack roll by a number equal to the armour's Covering, the attack is a Vitals Shot, and the armour provides no DR.
  • When attack rolls fail by a number less than the armour's Covering, the Damage is reduced by the armour's DR.
  • When PCs succeed in an Attack roll by more than their opponent's Covering, they inflict a Vitals Shot, and ignore the opponent's DR.
ArmourDRCoveringWeight
Leather330
Chain431

Projectiles

  • Players roll Dexterity + Projectiles against TN 5 to hit stationary targets.
  • Every 5 steps adds +1 to the TN.
  • Moving targets increase the TN with their Speed + Athletics total.
  • When a player hits the TN precisely, they miss their first target, but any other target behind.

Spells

  • Casters can store a number of Mana Points (MP) equal to the number of spheres they have times three.
  • Casters can spend a number of MP equal to the highest sphere they are using to cast a spell.
  • Casters without MP lose Fatigue Points instead.
  • A failed spell rips double the normal MP from the caster.
Miscellaneous Contact
Deploys by Netlify This site is powered by Netlify