A cloaked figure under gold-lined arches looks out over a lamplit harbour city, with a great second world hanging in the night sky.

Playtest edition · free

B I N A R Y R P G

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.

Go and see

An open map, a sea that comes and goes, and ruins that are only reachable for part of the year.

Talk first, roll later

A conversation at heart. One d12 and a few d6s when the outcome matters.

Danger has teeth

Hex-grid fights where position and teamwork decide who walks away.

The playtest books

Downloads

Free PDFs. These are working drafts: rules will change, art is placeholder in places, and your feedback shapes what comes next.

Adventure Book cover

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
World Book cover

World Book · b0.6

World Book

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
S1 A Cave Beneath the Shallows cover

Module S1 · v0.6

A Cave Beneath the Shallows

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
Vanguard playbook character sheet

Character sheets · Workbook v1.3

Printable Playbooks

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 MB

Rather 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

BINARY in two pages

The broad strokes for players and Game Masters. Download the printable PDF 0.2 MB

BINARY IN TWO PAGES

A quick look for players and Game Masters

PAGE ONE: PLAYING

WHAT IS BINARY?

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.

TALK FIRST, ROLL LATER

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.

THE CORE ROLL

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.

TWELVE ACTIONS

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

FOUR PLAYBOOKS

  • Vanguard. Heavy armour, front line. Stands between friends and whatever wants them dead.
  • Scoundrel. Speed, nerve and every advantage going. Always knows another way in.
  • Aevist. Shapes Aevum, the force between the worlds, into Forms, and wakes the old machines.
  • Nymari. A rare four-armed, feline-eyed people of Tareth, attuned to Aevum and defined by what they choose to become.

PAGE TWO: THE WORLD, FIGHTING, RUNNING

THE GREAT CYCLE

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.

AEVUM AND AEVIC DEVICES

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.

  • Everyday Aevum. Lanterns, lifts and trams that glide by themselves. Anyone can use an ordinary Aevic device without a roll.
  • Old works. The Vael built on a scale no one does now, and much of what they left is still a mystery. Sensing, studying or waking an unfamiliar device uses the Aevum action.
  • Aevists shape Aevum into Forms: heal, ward, push, light the dark. The Nymari simply feel it.
  • The Cycle matters. At Far, Earth Forms gain +1. At Near, Water Forms gain +1.

WHEN IT COMES TO BLOWS

Fights move onto a hex grid. There's no initiative: players go first, in any order, then the GM acts for the creatures.

  • Two actions a turn. Move (3 hexes), Attack, Defend (+1 AC), or a manoeuvre: Shove, Trip, Grapple, Disarm, Pass Through.
  • Attack: d12 + proficiency d6s against the target's Armour Class (AC). On a hit, roll the weapon die and add +1 for every d6 you rolled.
  • Epic Success in a fight: roll the weapon damage twice.
  • Flanking: two allies with a hex between them put an enemy on the Back Foot (−1 AC).
  • Damage comes off Armour first, then Health.

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.

REST AND FATIGUE

  • Breather (ten minutes): repair Armour, heal yourself, or heal an ally. Stay longer for more, but the odds of being interrupted climb.
  • Camp (a night): succeed and you're restored to full Health and Armour. Fail and you gain Fatigue.
  • Fatigue wears you down in four steps, from Tired to Incapacitated. Each good Camp removes one.

FOR THE GAME MASTER

  • Say what's there. Start with what the characters see, hear and know. Be generous; they live here.
  • Ask intent and approach. What do they want, and how are they doing it? Then: it just works, it can't work, or roll.
  • Set the difficulty by the situation, not the character, and say it before they roll.
  • Make misses interesting. Cost time, raise the water, draw eyes, change the plan.
  • Let the world move. Its people have their own plans. The Cycle turns whether anyone is ready or not.

WHAT YOU NEED

A GM, a few players, a character sheet each, a d12, a handful of d6s, pencils and a hex grid.

IN THE PLAYTEST

  • Adventure Book: the rules for playing and running the game.
  • World Book: Tareth, Port City and the Shallows, and the secrets beneath.
  • S1 A Cave Beneath the Shallows: the first adventure, built to teach the game.

So. Look up. Then go and see.

Join in

Sign up for the playtest

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

Thanks & Inspirations

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.

Games

  • Mothership: the blind death save comes straight from here.
  • The One Ring: the d12 + d6 roll, taken somewhere quite different.
  • Pathfinder: a broad influence, Mucklings included.
  • Apocalypse World and the Powered by the Apocalypse games: clocks, playbooks and general design awesomeness.
  • Blades in the Dark: voice, layout and brevity.
  • Call of Cthulhu: clues you find your own way.
  • AD&D and the old modules, and the wider OSR.

Books, screen & comics

  • William Gibson
  • Iain M. Banks: the Culture novels.
  • The Expanse
  • Star Wars: Tatooine, especially.
  • Lawrence of Arabia
  • Tank Girl comics
  • Jules Verne

Created by

Jones Von Jacques

Game design, writing and BINARY world-building.