BOUND WORLD
In Bound World, players take on the role of individuals physically transported from Earth into a massive high fantasy world shaped by game-like systems and supernatural laws. Characters may originate from any time period on Earth, or even from alternate timelines and histories depending on the campaign. Upon arriving in Bound World, players quickly discover that reality itself operates differently. Strength can be measured, classes can be unlocked, abilities can be learned instantly through experience, and mysterious system-like phenomena shape everyday life.
Bound World is an open-ended sandbox inspired by MMORPGs and fantasy adventure games. Players may explore dangerous dungeons, join guilds, hunt monsters, master professions, trade rare goods, craft powerful equipment, or pursue political and military influence across kingdoms. Characters are not restricted to a single class and may equip up to three classes at once, combining abilities and passives to create unique builds. New classes are unlocked through actions performed in the world rather than chosen from a fixed list, and there is no limit to how many classes a player may eventually discover.
While the people of Bound World understand concepts such as mana, classes, and abilities, most natives do not perceive them as “game mechanics.” Players, however, experience strange advantages that separate them from ordinary inhabitants, including inventory subspaces, system notifications, accelerated growth, and the ability to rapidly master abilities through XP. Most native warriors and mages spend decades reaching higher-ranked techniques, while players can rise from weak adventurers into world-shaking figures in a fraction of the time. Some players dedicate themselves to finding a way back home, while others choose to build entirely new lives within Bound World itself.
Quick Rules Summary
- All checks use 2 Attribute Dice.
- Meet or beat the Target Number (TN) to succeed.
- Critical Success = matching dice results of 6+.
- TN range is usually 4 to 16.
- Players can build their characters by combining up to 3 classes.
- With each class getting up to 10 unique abilites.
- There is also no limit to the nymber of classes a player can unlock.
CHARACTER CREATION
Attributes Overview
Attributes measure various qualities your character possesses. There are eight attributes in total and all attributes start at a d8. Players may adjust their starting attributes by increasing one die at the cost of decreasing another. No attribute can be raised above d12 or lowered below d4.
For example, if a player chooses to increase their MIG to d12, they may choose to reduce their AGI to a d4. If they chose to raise a stat to d10 they must reduce another to a d6.
Suggested Quick Builds
- Generalist: 8d8
- Min/Max: 4d12, 4d4
- V Spread: 3d10, 2d8, 3d6
- Specialist: 1d12, 2d10, 2d8, 2d6, 1d4
- Slight Edge: 1d10, 6d8, 1d6
Total Die Value must equal 64.
ATTRIBUTE DEFINITIONS
Might (MGT)
Might measures a character’s raw physical power, muscle control, and the ability to exert force on the world.
Might Checks: Used for lifting, pushing, breaking objects, overpowering opponents, and resisting forced movement.
Combat Applications: Governs melee combat relying on physical force.
Agility (AGI)
Agility measures speed, balance, reflexes, and fine motor coordination.
Agility Checks: Dodging hazards, stealth, acrobatics, climbing with finesse, and precision actions.
Combat Applications: Governs ranged combat and finesse melee fighting.
Vitality (VIT)
Vitality represents physical durability, stamina, and resistance to harm.
Vitality Checks: Resisting poison, exhaustion, extreme conditions, and injury.
Combat Applications: Influences endurance and survivability.
Awareness (AWA)
Awareness measures perception, alertness, and situational understanding.
Awareness Checks: Spotting threats, detecting hidden details, tracking movement.
Combat Applications: Helps avoid surprise and improves battlefield reaction.
Intelligence (INT)
Intelligence measures reasoning ability, memory, learning, and analytical thought.
Intelligence Checks: Solving puzzles, recalling knowledge, analyzing tactics.
System Mastery: Governs crafting, spell theory, and research.
Will (WIL)
Will represents mental strength, discipline, and inner resolve.
Will Checks: Resisting fear, mental manipulation, emotional stress, magical interference.
Combat Applications: Resists morale-breaking and mind-affecting effects.
Presence (PRE)
Presence measures charisma, confidence, and the strength of a character’s aura.
Presence Checks: Persuasion, deception, intimidation, leadership, performance.
Combat Applications: Inspiring allies or demoralizing enemies.
Luck (LUK)
Luck represents the subtle pull of fortune that surrounds a character.
Luck Checks: Used when no other attribute clearly applies and fate decides the outcome.
Combat/Narrative: Impacts rare events, close calls, unexpected success.
THE CORE MECHANIC
Skill Checks
There is no set list of skills in Bound World. Any time a DM requests a roll from a player they will always use two attribute dice for the check. If a situation calls for it, the same attribute can be rolled twice.
Below are some skill examples that a GM might call for.
Skill Examples
| Attribute Combo | Example Use |
|---|---|
| Agility + Awareness | Reacting to ambush, catching falling object, dodging surprise hazard |
| Might + Agility | Climbing sheer surface, powerful leap, forceful precise attack |
| Awareness + Intelligence | Investigating crime scene, analyzing puzzle, predicting tactics |
| Presence + Will | Inspiring allies, resisting manipulation, intimidation |
| Might + Presence | Leading a charge, showing dominance, feat of strength |
| Agility + Intelligence | Disarming traps, hacking systems, solving puzzles under pressure |
| Intelligence + Will | Resisting mental intrusion, focusing under stress |
| Awareness + Presence | Reading body language, sensing lies, detecting social tension |
TARGET NUMBERS
All checks are resolved by rolling two attribute dice and comparing the result to a Target Number (TN). A roll that meets or exceeds the TN succeeds. Below is a table of TN difficulities with some examples for early game play. GM's should adjust these numbers accordingly to how strong their players are.
| Difficulty | TN | Example |
|---|---|---|
| Very Easy | 4 | Lighting a torch in a dry cave, finding a food vendor in a market, |
| Easy | 6 | Calming a skittish horse |
| Normal | 8 | Sneaking past a guard at night |
| Hard | 10 | Disarming a pressure trap while your allies fight, |
| Very Hard | 12 | Convincing a suspicious noble |
| Extreme | 14 | Holding an armored ally over a cliff, |
| Legendary | 16 | Sealing a demon with a forgotten language |
Note: If a player’s attributes require them to roll 2d4, they will struggle with normal tasks and may be unable to succeed at hard tasks without help. Recommended: only one attribute at d4.
FLAT BONUSES
Flat bonues give a static number to a certain attribute when rolled. Flat bonuses are obtained both by leveling up and aquiring abilites. Be sure though we changing out abilities you remove the flat bonuses if they are no longer equipped. When making a roll that uses two attributes, if both attributes are the same (for example MIG + MIG or AGI + AGI), you only apply that attribute’s flat bonus once to the roll. If the roll uses two different attributes, each attribute applies its normal flat bonus as usual. This rule only affects rolls where both attributes are identical. It does not apply to mixed-attribute rolls.
CRITICAL SUCCESSES
Rolling a Critical Success requires matching numbers that are 6 or higher. This means a character rolling a d4 cannot crit unless their crit range is lowered.
Critical Success Effects
- Attack automatically succeeds even if it fails to beat defense.
- Damage is doubled.
- May trigger other bonuses depending on class abilities.
CLASSES
In Bound World, a Class represents a discipline that defines a character’s abilities and passive traits. Classes range from combat roles such as Warrior, Wizard, and Archer, as well as noncombat professions including Merchant, Chef, and Blacksmith. Characters may learn any number of classes throughout play.
Players are given access to one class at the start of the game. The classes available to them are determined by what weapon they choose at the start of the game. For the rest of the game classes are obtained by performing certain unlocking actions. This encourages experimentation and discovery. The GM Class Guide contains a full list of unlock conditions.
Equipping Classes
A character may equip one to three classes at a time. Equipped classes determine which abilities and passive bonuses are active. Players can only equip classes in designated safe zones (usually Adventurer Guild halls).
The only exception is when a player discovers a new class. They may immediately equip the newly acquired class, replacing an equipped class if desired.
Character Level
A player’s level is determined by the total of their equipped combat classes. Maximum level is 30. Minimum level is 1.
Class Passives
All passive abilities granted by equipped classes are active simultaneously and stack unless a passive explicitly states otherwise.
Class Actives
All active abilities cost a certain amount of MP (Mana Points) and AP (Action Points)to activate.
MANA - MP
Mana is an additional source of energy that can be channeled into abilities. While mana is often associated with magic, in Bound World it is not purely magical in nature. Mana is better understood as a universal energy that empowers techniques, martial arts, spells, weapon arts, and supernatural abilities alike.
Within the world of Bound World, most people use the terms mana and magic interchangeably. However, this is not entirely accurate. A character may channel mana without producing a magical effect. For example, an Archer using mana to empower a weapon technique is still expending mana, even if the attack targets Defense instead of Magic Defense.
All active abilities consume Mana Points (MP) unless otherwise stated. Passive abilities do not consume MP unless specifically noted.
Starting Mana
A character’s starting MP is determined by the following formula:
Starting MP = WIL Die × 5
Because most characters begin with a d8 in Will, the average starting MP for an individual is 40 MP.
Increasing Maximum MP
A character’s maximum MP can be increased through:
- Class abilities
- Character leveling
- Equipment and relics
- Passive effects
- Consumable items
Mana Recovery
Mana recovery is typically handled through rest, consumable items, passive effects, class features, or special abilities that restore MP.
Action Points
Action Points are used to govern how many actions a player can take on any given turn.
Characters start the game with 6 AP
Action Point Examples
- Attack Action = 3AP
- First Move Action = 0AP
- Dash Action = 2AP
- Object Interaction = 1-3AP
Class Availability
There is no limit to the total number of classes a character may learn.
EXPERIENCE AND LEVELING
Professions
Profession classes gain XP through specific tasks and quests. If you have both Blacksmith and Fisherman equipped, only Fisherman gains XP when fishing.
XP Eligibility
If a class is not eligible for the type of XP earned, that class is ignored when dividing XP. Ineligible classes do not receive XP and do not reduce the amount awarded to eligible classes.
Class Rotation
At designated safe zones, players may change which classes are equipped. Only currently equipped classes contribute abilities and level progression.
In this world, Class Cards are not held like objects—they manifest directly from the user’s body. When summoned, the card appears hovering above the left hand, displaying the equipped classes, the character’s name, and their age.
Guards and city officials rely on these visible Class Cards as a security measure. Equipped classes, level, and identity are visible at a glance.
World Lore: The Meaning of Class Cards
In the world’s understanding, Class Cards are not inventions—they are manifestations. Ordinary citizens accept their existence like gravity or magic.
Theological belief teaches that the gods impressed sacred sigils onto mortals. When someone meets the conditions to awaken a discipline, the imprint condenses into a visible Class Card.
Scholars debate whether the card is physical, mana-based, or a reflection of the soul. No consensus exists.
A small number of archivists and heretics believe the system behaves like dungeon drops—appearing instantly, vanishing cleanly, never degrading.
Guild Crystals
The Adventurers Guild has developed specialized crystals that allow adventurers to swap equipped classes at will. Outside these crystals, a player cannot change classes, except when unlocking a new class.
Class Limit
Players are restricted to three equipped classes at any time. This forces strategic planning and specialization.
CLASS MAXING
All classes can be leveled up to level 20. Once two classes reach level 10, the player may gain access to a Prestige Class.
Prestige Warning
Prestige classes remove access to the two base classes that created them. If you prestige using Warrior, you permanently lose access to Warrior in its base form.
Class Types
| Class Type | Description |
|---|---|
| Combat | Solely focused on fighting. Abilities and passives improve combat performance. |
| Non Combat | Focused mainly on crafting and gathering. Can level safely but may need protection for rare materials. |
| Hybrid | Mix of combat and noncombat. Useful utility abilities that can still impact combat. |
| Prestige | Advanced merged classes formed by combining two classes. Powerful, but permanently replaces the base classes. |
QUESTS
Quests reward players with items, XP shards, or both.
XP Shards
XP shards are gems containing stored XP. They can be consumed at any chosen time. When consumed, all currently equipped classes gain XP.
Players can save shards and use them at safe zones to ensure they level the class they want. XP shards cannot unlock new classes—they only affect already discovered and equipped classes.
COMBAT
Combat in Bound World follows the same core mechanic as all other checks. Weapons determine how attacks are rolled and how damage is calculated.
Initiative
At the start of combat, all participants roll initiative using: Agility + Awareness.
- Highest total acts first.
- If tied, higher Agility die acts first.
- If still tied, reroll between tied participants.
Initiative is rolled once at the start of combat unless a class ability states otherwise.
COMBAT ACTION TYPESCombat abilities in Bound World are divided into several different action types. Some abilities require weapons, some use magical spell attacks, and others create effects without making attacks at all.
Weapon Attacks
A Weapon Attack is a physical attack made using an equipped weapon. Weapon attacks use the attribute pair listed on the weapon being used.
Weapon attacks normally target a creature’s Defense (DEF), unless an ability states otherwise.
Weapon Attack Examples
- Longbow: Agility + Awareness
- Greatsword: Might + Might
- Rapier: Agility + Agility
- Spear: Might + Agility
Weapon Abilities
Some class abilities instruct a player to make a weapon attack as part of the ability’s effect. These are known as Weapon Abilities.
Weapon abilities count as both:
- An Ability
- A Weapon Attack
Weapon abilities benefit from all applicable weapon bonuses, passive effects, critical bonuses, and attack modifiers unless stated otherwise.
Weapon Ability Example
“Make a ranged weapon attack against a target’s DEF. On hit, deal (HR + 2) damage and inflict Crippled 1.”
Spell Attacks
A Spell Attack is a magical attack created through a class ability, spell, or magical technique.
Spell attacks use the casting attributes specified by the class or ability being used.
Spell attacks normally target a creature’s Magic Defense (MDF).
Class Casting Disciplines
- Wizard: Intelligence + Will
- Bard: Presence + Will
- Priest: Presence + Will
- Druid: Awareness + Will
Casting Rolls
Some magical abilities do not make attacks and instead use a Casting Roll. Casting rolls are used to determine the strength, duration, healing, barrier health, or effectiveness of an ability.
Casting rolls do not target DEF or MDF unless explicitly stated by the ability.
Casting Roll Examples
- Healing abilities
- Protective barriers
- Buffs and blessings
- Summoning abilities
- Terrain manipulation
Offensive Actions
Any action that directly damages, debuffs, hinders, or attacks an enemy is considered an Offensive Action.
Offensive Actions include:
- Weapon Attacks
- Weapon Abilities
- Spell Attacks
- Damaging or hostile abilities
Some abilities and reactions may specifically trigger from Offensive Actions instead of only attacks.
- Defense (physical weapons)
- Magic Defense (magical weapons)
If the roll meets or exceeds the target value, the attack hits.
Attack Roll Formula
Attack Roll = (Attr A + Flat A) + (Attr B + Flat B) + Weapon Bonus
- Attr A / Attr B = attribute dice rolled for the attack
- Flat A / Flat B = flat bonuses from gear, levels, passives, buffs
- Weapon Bonus = weapon accuracy modifier
Damage
Damage is determined by the weapon used and the highest roll from the attack dice. The highest single die rolled is called the High Roll.
Damage Formula
Damage = (((High Roll × Damage Multiplier) + Weapon Damage + Weapon Damage Bonus) × Crit Multiplier)
- High Roll = highest single die result
- Damage Multiplier = non-critical scaling bonuses (buffs, passives, abilities)
- Weapon Damage = weapon base damage
- Weapon Damage Bonus = extra modifiers
- Crit Multiplier = normally ×2
All damage modifiers apply before critical effects. Critical effects resolve last.
Critical Successes in Combat
A Critical Success occurs when both attack dice roll the same number and that number is 6 or higher.
- Attack automatically hits, regardless of Defense/Magic Defense.
- Damage is doubled after normal damage calculation.
- Additional class or weapon effects may trigger.
Attributes at d4 cannot produce Critical Successes unless modified by passives lowering the threshold.
DEFENSE AND MAGIC DEFENSE
Defense and Magic Defense are static values.
- Defense protects against melee and ranged weapon attacks.
- Magic Defense protects against magical attacks.
These values are determined by armor, equipped classes, passives, and temporary effects. Characters do not normally roll defense unless a class ability grants a reaction.
ARMOR MATERIALS (METAL INTERSECTION TABLE)
This table defines how different metals interact with Medium and Heavy armor types. Each cell shows: Defense / Magic Defense / Movement Penalty / Weight. Lower movement penalty is better. Chain-based heavy armor is intentionally weaker than Full Plate in protection.
| Metal | Medium Armor (Chain) | Medium Armor (Scale) | Heavy Armor (Half Plate) | Heavy Armor (Full Plate) |
|---|---|---|---|---|
| Iron | 6 / 2 / -1 / 3 | 7 / 2 / -2 / 4 | 9 / 3 / -3 / 6 | 11 / 4 / -4 / 8 |
| Steel | 7 / 3 / -1 / 3 | 8 / 3 / -2 / 4 | 11 / 4 / -3 / 6 | 13 / 5 / -4 / 8 |
| Mithril | 8 / 5 / 0 / 2 | 9 / 5 / -1 / 3 | 12 / 6 / -2 / 5 | 14 / 7 / -3 / 6 |
| Adamant | 10 / 6 / 0 / 3 | 11 / 6 / -1 / 4 | 14 / 8 / -2 / 6 | 16 / 9 / -3 / 8 |
| Obsidian Alloy | 11 / 7 / 0 / 4 | 12 / 7 / -1 / 5 | 15 / 9 / -2 / 7 | 18 / 10 / -3 / 9 |
Note: Chain-based heavy armor variants are intentionally less protective than Full Plate but impose slightly lower movement penalties. Tower Plate has been removed from the system.
BATTLE POINTS (BP)
Battle Points are the resource used to activate techniques and spells. All active class abilities have a BP cost.
If a character does not have sufficient BP, they cannot activate the ability. BP recovery is handled through class passives, rest, items, or GM rules.
CONDITIONS
Conditions are buffs and debuffs applied to players and NPCs during combat. Each condition follows a specific ruleset depending on its type. Conditions are usually written as the condition name followed by its rank, such as Edge 1, Ablaze 4, or Rooted 2. Unless otherwise stated, conditions end at the end of the affected target’s next turn. Conditions are not resisted through saving throws. In Bound World, conditions are attached directly to attacks and abilities. If an attack surpasses a target’s DEF or MDF, the attached condition is successfully applied. Resisting Conditions Because there are no saving throws, characters may take the Resist action during their turn. Resisting an effect costs 3AP (action points). This reduces the rank of one condition affecting you by 3. If reducing the condition lowers its rank to 0 or below, the condition immediately ends. Example: A character was inflicted with Ablaze 4. At the start of that character's turn they take 4 fire damage. They then take the resist action to the Ablaze condition. The condition is reduced to Ablaze 1. The character is still burning, but they now only take 1 fire damage at the start of their next turn instead of 4. Edge and Trouble The two most common conditions in Bound World are Edge and Trouble. Edge allows a character to re-roll their lowest die during a check and keep the higher result. Trouble forces a character to reroll their highest die during a check and keep the lower result. Stacking Rules Unlike other conditions in Bound World Edge and Trouble can each stack up to 5 times. With each instance of one cancelling out the other. Example: A character with Edge 4 and Trouble 3 rolls with Edge 1. Damage Over Time (DoT) Conditions Damage over time conditions deal damage at the start of the affected target’s turn. The rank of the condition determines how much damage is dealt. Example: Ablaze 2 deals 2 fire damage at the start of the target’s turn. Different DoT conditions can affect a target simultaneously. For example: a target may suffer from both Ablaze and Poison at the same time, taking damage from each condition separately at the start of their turn. However, identical DoT conditions do not stack their rank. Instead, applying the same DoT adds its duration to the existing effect. For example: A target suffering from (Poison 2) for 2 turns is hit by another (Poison 2) effect lasting 3 turns. The target continues to suffer Poisoned 2, but the duration becomes 5 turns total. Movement Conditions Movement conditions alter a character’s movement or positioning. Their rank determines the number of spaces affected. For example: (Knockback 2) pushes a character back 2 spaces. (Crippled 3) reduces movement speed by 3 spaces. (Hasted 3) increases movement speed by 3 spaces. Opposing movement conditions naturally offset one another. Persistent Conditions Some conditions use rank to determine how difficult they are to remove rather than increasing the strength of the effect itself. Example: Rooted reduces a character’s speed to 0 regardless of rank. Rooted 3 and Rooted 6 both completely prevent movement. However, Rooted 6 requires two Resist actions to fully remove, while Rooted 3 only requires one. If multiple versions of the same persistent condition are applied, only the highest rank takes effect. So a target affected by Rooted 6 and Rooted 3 is treated as Rooted 6. These conditions are typically used for stronger crowd control effects or long-lasting status effects.
Negative Conditions List
- Ablaze: The character is actievly on fire and will take fire damage equal to the Ablaze effect at the start of their turn.
- Bleeding: The character is actievly bleeding and will take damage equal to the bleeding effect at the start of their turn.
- Blinded: The character cannot see and has trouble on attacks can not crit.
- Charmed: The character cannot target the source of their charm with hostile actions.
- Crippled: The character's movement is reduced to 1 space per turn.
- Cursed: The character has an attribute die reduced by one size.
- Dazed: The character can not take reactions.
- Disarmed: The character's weapon has been knocked away and they can no longer use weapon-based abilities or make weapon attacks.
- Disrupted: The character has become Spellcasting may fail or backfire
- Downed: The character has reached 0 hit points and is making death saving throws. When a down character is healed they can return to combat.
- Exposed: The character's defenses have been lowered and all attack against them have Edge.
- Feared: The character can not move towards their source of fear and have trouble on attacks against the source.
- Fractured: Defense reduced; physical attacks deal bonus damage
- Frozen: The character Cannot act; takes increased physical damage
- Hexed: The character loses all flat bonuses to an attribute.
- Mana Burn: The character's mana has become distablized. They will take BP damage equal to the Mana burn effect at the start of each round
- Mana Locked: The character can not regain BP.
- Marked: The character takes bonus damage from the marker
- Paralyzed: The character's AP is reduced to zero and they cannot move
- Poisoned: The character is actievly poisoned and will take poison damage equal to the Poison effect at the start of thier turn. Poisoned character only recieve half of any healing.
- Rooted: The character cannot move but can act normally.
- Shocked: The character is acteivly being electrocuted. They take electric damage equal to teh Shocked effect at the start of their turn.
- Sleep: The character has fallen asleep and will remain asleep for the duration equal to the sleep effect. All attacks against sleeping character's has Edge. Once a sleeping character is attacked they wake up.
- Silenced: The character cannot cast spells or use magic abilities.
- Slowed: The character has their movement and AP reduced equal to the Slowed Effect.
- Stunned: The character Lose your next action.
- Unconscious: The character has been knocked out and can take no actions. Attacks against unconsicious character's have Edge and damage is considered a critical hit.
- Vulnerable: The character All damage taken increased.
- Weakened: The character can only deal low-roll (LR) damage instead of high-roll(HR) damage.
Downed, Death, and Instant Death
When a character’s HP is reduced to 0, they are Downed and incapacitated. They can no longer take actions.
Additional damage while downed may result in death. Allies may stabilize a downed character using abilities, items, or spells.
Instant Death: If a character takes damage from a single source equal to or greater than twice their maximum HP, they die immediately and cannot be stabilized by normal means.
COMBAT EXPERIENCE
Combat experience is awarded when enemies are defeated.