Sundering the Gods

Come Heavens or come Hells,
upon the Eve of Snows,
war will rage.

Defining Bind & Clear

When two combatants Clash and the results of their rolls are within 20 of each other, they are said to have entered a "Bind/Clear" opportunity. But what exactly are these states? First we will define Clear, which is the simpler of the two.

To Clear in a melee fight means to step far enough back (essentially at the outermost of onset range) in order to keep your distance from the opponent. Mechanically, to Clear means that there are no additional Combat Maneuvers in that Clash and that another Clash is upcoming if the fight is to continue. This nullifies any Advantage gained by one combatant in the preceding Clash and Combat, but generally does not give enough time to recover Balance. If both opponents Clear, then the Clear is automatic and both parties regain one Beat of Balance or more if they decide they take their time to Clash again. At any time a Character can call a Maneuver, they can call to Clear, not just at the start of a Clash, but if only one combatant calls the Clear, then the Clear is opposed by whatever Maneuver the opponent is attempting. For more info on this, read below, where you will find info on Clear and Bind maneuvers.

Those with an interest in fencing might recognize the term Bind, but in the context of the SCRPG the term is used in a broader sense than in many fencing manuals. Here the term Bind means any time two or more weapons sustain contact (and remember that a shield is a weapon) for the purpose of attempting to redirect their opponent's weapon to their advantage and following it up to defeat their opponent. When two combatants enter a Bind they are both able to perform Maneuvers (all those available at Tight Range) with Advantage equal to that of the Clash per normal attacks. A Bind situation can result in a change of fighting styles, such as if wielding a halberd, the Character would typically shift to Half-Pole in order to fight more effectively, while a combatant with a longsword could remain Longsword or switch to Half-Sword depending on their approach. Shield techniques can also come into play, as well as grappling. The Bind is considered to be Tight Range, and persists for so long as the Clash remains at this range.  

Clear - When faced with a Bind/Clear situation this maneuver attempts to keep the Character from a Bind situation. If the opponent calls a Bind or other maneuver from this tactical position, Clear adds the d100 roll to defending that maneuver, and if the Clear roll defeats the opponents maneuver, it was a successful Clear and the Combat is “reset” for a new Clash. 

  • Geir and Hauk Clash, result Geir +10 for a Bind/Clear situation with both in Offensive Disposition. Hauk declares Clear while Geir declares Bind. Hauk rolls 65 + 50 = 115, while Geir rolls 33 + 60 +10 (advantage from Clash) = 102. Even with his +10 Advantage from the Clash, Geir is unable to keep contact with Hauk and bring him into the Bind. Hauk steps back to Onset Range, and the two men prepare to Clash again.

Bind - This Maneuver attempts to bring the weapons (including shields) of the two combatants into close contact, and the combatants into Tight Range, with the direct purpose of displacing the opponent's weapon in such a way to make them vulnerable to attack. 

  • Geir and Hauk Clash, result Geir +10 for a Bind/Clear situation with both in Offensive Disposition. Hauk declares Clear while Geir declares Bind. Hauk rolls 65 + 50 = 115, while Geir rolls 83 + 60 +10 (advantage from Clash) = 153, winning the Bind by 38. Geir is at the Advantage and calls a Slip-Thrust Maneuver at +38, while Hauk switches gears and attempts a Grapple: Throw. 

Background Art by Jon Gibbons

© 2018 L. James Rice