OMG too complicated

Offensive or Defensive Maneuver

Winding and Binding is a deadly game that results from the clash of two weapons “sticking” together for a time. It is a subtle art that involves feeling out even subtler changes in pressure, direction, and leverage. Any time weapons make contact with one another (only evasions and shield blocks prevent weapon-on-weapon contact, generally) either the attacker or defender can attempt to initiate a contest of Winding, so long as they know this maneuver. The defender, however, doesn't need to know this maneuver in order to try and defend himself from a winding opponent, though he will be at a disadvantage. This throws the entire encounter into a new form of conflict—a fight within a fight. As a general rule, both weapons must be medium length or longer, and must be within 1 reach category of one another (e.g. medium can Wind & Bind with Long, but not with Very Long; see TROS p. 78 for reach rules). Time passes in normal exchanges and rounds, as with all combat.

This specialized and subtle-in-fight game can take place whenever the Margin of Success is 2 dice or less (including ties)—regardless of who won—and either fighter declares the intention to go to Winding and Binding (note that the initiator still needs to know the maneuver). Additionally, because Winding and Binding relies on weapon-on-weapon contact, no one can initiate it in the case of any evasion or other defensive maneuvers that rely on non-contact between weapons.

At the beginning of the next exchange, the Winding and Binding initiator pays the maneuver activation cost (determined by Proficiency), and attacks with a thrust “running along the bind” to either the face or torso (Zones X through XIII). This has an activation cost of 2 dice. The defender has one of five options (the numbers in parenthesis are the activation cost that the defender must pay to attempt any of these options; the value to the left of the / is for defenders with the Winding and Binding maneuver in their repertoire, whereas the value on the right of the / is for defenders that do not know this maneuver):

1. Close range and grapple defensively (using the Grapple maneuver). (0/1) Due to the sudden clash involved in Binding any reach, penalties are negated, allowing a sudden powerful advantage over longer-reaching weapons. Any activation cost for the Grapple maneuver must still be paid. If this attempt at a grapple fails, you've disarmed yourself!

2. “Run off,” by withdrawing your weapon from the bind in an attempt to set up for a normal strike. (1/3) This is simply an attempt to get out of the bind, but stay in the fight. If this is successful, the bind is broken and you begin the next exchange with initiative. In addition, any successes the attacker had in the previous (unsuccessful) attack become bonus dice on your follow-up cut or bash (no thrusts), much as if you had performed a Counter — but you get to choose your target! Any range penalties that existed before the Winding and Binding still apply to this follow-up attack.

3. Maintain the bind and wind into a position advantage. (2/4) This is very difficult for the untrained. If successful, you gain initiative next exchange just as if you had parried, and gain +3 CP for immediate use in any of the four offensive options outlined below.

4. Half-sword (2/3) This is identical to using the Half-Sword Maneuver to perform a Counter. The price for transition into Half-Sword from a normal grip must still be paid. (Half-Sword Stats: ATN 5, DTN 6, +3 DR vs. armor.) This breaks the bind if successful.

5. Get the hell out (3/4) Easier said than done! This is a standard Full Evasion (TROS p. 84), but with a huge activation cost. If successful, the flow of combat is interrupted, sending it back to the initiative phase. In addition, you didn’t get hit.

If the attacker’s thrust lands, damage is calculated as usual, but none of the defender's successes count for determining the Margin of Success (thus 4 successes is effectively a Margin of 4, so long as the defender had anything less than 4), and the fight continues normally with the initiative staying in the hands of the victor. If the defender is successful in any of the previous five options, then follow the guidelines there. Should the defender have chosen the third option (maintaining the bind and maneuvering for advantage), he takes the initiative (now becoming the attacker), and has four options:

1. Close range and grapple offensively (using the Grapple maneuver from p. 33 or TROS p. 62). (0/0) As above, all reach penalties are negated, allowing a sudden powerful advantage over longer-reaching weapons. Any activation cost for the Grapple maneuver must still be paid. The downside? If it fails, you’ve disarmed yourself!

2. “Snap off,” by making a sudden strike to the other side of the opponent’s weapon/body. (1/2) This is the first instinct for many fighters — especially those who hang on to a desire to kill with a tool instead of bare hands. The attacker must declare a target on the other side of the opponent’s body (opposite the side that the initial binding attack came from). The attack is carried out normally after spending the activation cost. If successful, the bind is broken, but you struck your opponent. The disadvantage? If you fail, your opponent can thrust to your face or body (Zones XII and XIII) using each of your successes from the failed attack as bonus dice on the next exchange—just as if he had performed a Counter maneuver instead of his declared defense (TROS p. 65).

3. Thrust from the bind. This is the most lethal option, but also the most difficult. (2/4). Here thrust to the face or body (Zones XII and XIII) as normal, after spending the activation cost. If this fails, the bind continues for another exchange, unless the defender’s action has broken it. If the thrust is successful then all defending successes are ignored for determining the Margin of Success (that means that if the attacker has 5 successes and the defender has 4, the attackers Margin of Success is effectively 5, not 1!).

4. Half-sword (2/3) Make a thrusting attack using the Half-Sword rules on TROS p. 62 (ATN 5, DTN 6, +3 DR vs. armor). This option is only available if you know the Half-Sword maneuver. If successful, do damage as normal. If you fail, the bind is broken, and you are still in Half-sword position. The above activation costs do not take into account the 1 CP cost and Reflex/TN 6 roll to change into Half-Sword mid-exchange, but that doesn't make the requirement go away! The primary advantages to this are a sudden closing of range (as with Grappling, no range penalties apply for this in Winding and Binding) and a lower ATN.

The defender may respond with the previous fi ve options for defenders, and so the contest can continue indefi nitely, until someone gets a hit in (ending the bind), or otherwise breaks contact (either through a breakaway attack or defense of some kind).

It is important to note that characters don’t move about as much when Winding and Binding: no flamboyant uses of Terrain rolls (p. 54) or attempting to manage multiple opponents (either by splitting the CP or using Terrain rules from p. 49 and TROS p. 77).

These techniques are considered highly advanced, making this maneuver available at Proficiency level 7.

SUMMARY

CP dice costs are formatted as follows: (Knows wind and bind/does not know wind and bind)

Conditions for a wind and bind

  1. Weapon to weapon contact
  2. MoS of 2 or less
  3. Initiator knows wind and bind (Proficiency level 7)

Initiation of a wind and bind

  1. Initiator pays 2 dice
  2. Initiator thrusts to Zone V, VI, VII or VIII

Defending in a wind and bind

  1. Grapple (0/1) do not consider range, pay any other grapple activation costs, failure results in being disarmed. Enter grapple on success
  2. Run Off (1/3) if successful you make a cut or bash with bonus dice equal to the number of successes of the initiator's (failed) thrust on the next exchange. End wind and bind on success
  3. Half-Sword and Counter (3/4) identical to half-sword and counter outside a wind and bind, so roll a Reflex/TN6 (+1 activation for half-swording included in cost). End wind and bind on success
  4. Full Evasion (3/4) Send combat back to initiative phase on success
  5. Gain Initiative (2/4) if successful gain initiative and +3 CP on next offensive exchange. Continue to stolen initiative phase of wind and bind

Determine success of attack and defense

  • If the defender succeeds follow the instructions in bold after the chosen defensive manuver
  • If the attacker succeeds determine the results of the thrust without subtracting the defender's successes from the MoS. The wind and bind ends.

Wind and bind stolen initiative phase
The defender uses the same 5 defense options as above
The following are for the attacker who just took initiative

  1. Grapple (0/0) do not consider range, pay any other grapple activation costs, failure results in being disarmed. Enter grapple on success
  2. “Snap Off” (1/2) declare an attack on the opposite side of the body than the wind and bind attack initially targeted. Failure results in defender getting a to thrust to Zone XII or XIII using the attacker's successes as bonus dice. End wind and bind on success
  3. Half-Sword and Thrust (3/4) identical to half-sword and thrust outside a wind and bind, so roll a Reflex/TN6 (+1 activation for half-swording included in cost). End wind and bind on success
  4. Thrust from bind (2/4) Make a thrust to Zone XII or XIII as normal without subtracting the defender's successes from the MoS on success. End wind and bind on success
rules/winding_binding.txt · Last modified: 2014/01/03 23:30 (external edit)
 
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