Adventure Book · b0.5
Adventure Book
Everything you need to play and run the game: actions, the four playbooks, exploration, the Great Cycle, combat, and the GM's chapters.
Download PDF 4.1 MB
Playtest edition · free
Exploration, discovery and danger across two worlds
Look up. Hanging in the sky is another world. Some nights she is a pale coin you could cover with your thumb. Some nights she fills half the heavens. And when she comes near, the sea rises to meet her. Whole coastlines drown in warm green water, then give it back again, laying bare reefs, caves and doors that no one alive has ever opened.
This is the Binary: two worlds, Tareth and Veyr, turning around each other as they always have. You live on Tareth. Your world is old, beautiful and crowded with things your people didn't build. You are about to go and find out what's out there.
An open map, a sea that comes and goes, and ruins that are only reachable for part of the year.
A conversation at heart. One d12 and a few d6s when the outcome matters.
Hex-grid fights where position and teamwork decide who walks away.
The playtest books
Free PDFs. These are working drafts: rules will change, art is placeholder in places, and your feedback shapes what comes next.
Adventure Book · b0.5
Everything you need to play and run the game: actions, the four playbooks, exploration, the Great Cycle, combat, and the GM's chapters.
Download PDF 4.1 MB
World Book · b0.6
Tareth, Port City, Temple Island and the Shallows: lore, rumours, the Powers that run the coast, and secrets for the GM.
Download PDF 12.2 MB
Module S1 · v0.6
The first adventure, for 3–5 new characters. Built to teach the game, and it holds every creature you'll need.
Download PDF 2.3 MB
Character sheets · Workbook v1.3
One sheet per playbook: actions and proficiency tracks, Health, Armour and Fatigue, abilities by tier, treasure and kit. The Aevist sheet adds a Forms reference page. Print one for each player.
All four playbooks 1.5 MBRather fill one in on screen? Open the fillable workbook. It saves in your browser and prints from there.
The Creature Book is still in progress. Not sure yet? Read the two-page Quick Play guide first.
Quick Play
The broad strokes for players and Game Masters. Download the printable PDF 0.2 MB
A quick look for players and Game Masters
Look up. Hanging in the sky is another world. When Veyr comes near, the sea rises to meet her and whole coastlines drown. When she draws away, the water gives it all back: reefs, caves and doors no one alive has opened.
BINARY is a science-fantasy roleplaying game of exploration, discovery and danger. It takes the open map and sharp teeth of old-school play, adds hex-grid tactical combat, and keeps the table talking. You live on Tareth, a world that is old, beautiful and full of things your people didn't build. You're about to go and find out what's out there.
The game is a conversation. The GM describes the world. You say what your character does and how. Most of the time the GM just tells you what happens. The dice come out only when the outcome is uncertain and it matters.
Roll 1d12, plus a d6 for each level of training in the action. Meet or beat the difficulty. You'll usually know the difficulty and the risk before you roll.
| Training | Dice | Difficulty | Target | |
|---|---|---|---|---|
| Untrained | d12 only | Easy | 6 | |
| Proficient | +1d6 | Standard | 8 | |
| Expert | +2d6 | Hard | 12 | |
| Master | +3d6 | Very Hard | 16 |
A miss doesn't stop the story; it changes it. It costs time, draws attention or forces a new choice.
Sixes count. Roll a 6 on a proficiency die and add a bonus d6. If that shows a 6 too, it's an Epic Success: something extraordinary happens.
Attributes. Might, Agility, Wits and Spirit. Outside a fight, the GM may add one when it clearly helps.
Say what you're doing; the way you do it picks the action.
| Knowledge | Exploration | Social | Combat |
|---|---|---|---|
| Lore | Navigate | Persuade | Melee |
| Investigate | Traverse | Deceive | Ranged |
| Aevum | Survive | Command | Finesse |
The worlds turn and the water follows: Far → Rising → Near → Falling. At Far the sea draws back and ruins open up. At Near the Shallows flood and sea lanes return. The same cave is a different place in a different month. Knowing when to go is half the trick.
Between the two worlds runs Aevum, a force that swells and ebbs as Tareth and Veyr draw near and far. It comes in three humours: Earth, Water and Aether.
Fights move onto a hex grid. There's no initiative: players go first, in any order, then the GM acts for the creatures.
At zero Health you fall. Put a d3 in a cup, shake it and turn it over without looking. That's how many rounds your friends have to reach you. Nobody knows until they do.
Fights aren't balanced in your favour. Planning, bargaining and running away are all good ideas.
A GM, a few players, a character sheet each, a d12, a handful of d6s, pencils and a hex grid.
So. Look up. Then go and see.
Join in
Play it, run it, break it, then tell us what happened. Leave your details and you'll hear when new builds and playtest questions go out.
With gratitude
Thank you for looking up. Every playtester who sits down at the table, rolls the dice and tells me what broke is helping build the Binary. Your games, your questions and your stories make it better.