Combat
BIND Core Rules
- Everyone in the room sets their Action Points (AP) to 3 + Speed.
- Every action costs at least 1 AP.
- Circle round the table, with each player taking their turn.
- However, if any character wants to jump in, use this order:
- The character who has the most AP goes first.
- The character doing the action which requires the least AP to spend.
- The character with the highest Speed.
- The character with the shortest name.
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.
The characters rolls a resisted action.
- Weapons require Dexterity + Combat.
- Grabbing employs Dexterity + Brawl.
- Running away uses Speed + Athletics.
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 add to a character's Attack and Damage.
Heavier weapons have some 'Heft', which costs more AP.
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.
- 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.
- 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.