๐ฒDice Mechanics
Dice Pool
Beast Binders always roll d6. Arcana Beast: Stage 0โ1 d6, Stage 2 d8, Stage 3 d10, Stage 4 d12. Pool = Stat + Quality/Talent Ranks + modifiers.
Normal Roll
4+ = 1 success.
Boost Roll
3+ = 1 success.
Setback Roll
5+ = 1 success.
Double Boost
2+ = 1 success.
Double Setback
6+ = 1 success.
Opposed Test
Both sides roll and compare total successes. Higher wins. Ties favour the defender.
Difficulty Rating
Some tests have a fixed number of successes required to pass.
โฌ๏ธBoost Sources
Type Feature
Beast Binder type feature applies to the situation.
Elemental Advantage
Attacking with an element strong against the defender.
Stage Advantage
Higher Stage uses a larger die (d8/d10/d12) and adds 1 attack die per stage above the target, capped at +2 dice.
Defend Action
Boost on all Dodge rolls until your next turn.
Quick Strike
Target hasn't acted yet this encounter.
Positioning
High ground, flanking, cover, or GM-determined advantage.
Direct Command
Beast Binder uses Direct: +1 die to next Action.
Assist Action
An ally assists you: +1 die to your next roll.
โฌ๏ธSetback Sources
Flaw Applies
Beast Binder's Flaw is relevant to the situation.
Elemental Disadvantage
Defending against an element strong against you.
Stage Disadvantage
Lower Stage uses a smaller die and removes 1 attack die per stage below the target, capped at โ2 dice.
Surprised
Setback on Initiative rolls when caught off-guard.
Disoriented
Condition: Setback on all Attack rolls.
Vulnerable
Condition: Setback on all Dodge rolls.
Cornered
Cannot Reposition; Setback on Dodge rolls.
Obscured
Attacks into fog, darkness, or smoke are made with Setback.
โ๏ธCombat Turn
Initiative
Roll Arcana Beast Agility (opposed). Surprised = Setback. Highest first; order is fixed for the encounter.
Turn Structure
Beast Binder Command first โ then Arcana Beast Action. Move one distance band free in addition to your Action.
Attack
Melee = Close range. Ranged = Close or Near. Pool: Stat + Quality Ranks vs target Dodge (Agility + defensive Qualities).
Hit
Attacker successes > defender successes. Damage = Base Damage + extra successes beyond defender.
Miss
Defender successes โฅ attacker successes. No damage.
Critical Hit
3+ faces showing 6+ on the attack roll: double base damage before adding extra successes.
Defend
Spend your action to gain Boost on all Dodge rolls until your next turn.
Reposition
Move two distance bands or gain a positional advantage (high ground, cover, flanking).
Guard
Attacks targeting a Close ally target you instead until your next turn.
Assist
Grant a Close ally +1 die on their next roll.
Retreat
Agility Test Diff 2. Pass = escape. Fail = lose Action, stay in combat.
๐Stats & Derived Values
Brawn (BRN)
Governs Damage.
Endurance (END)
Governs HP.
Agility (AGI)
Governs Dodge / Initiative.
Spirit (SPR)
Governs Social Influence.
Technique (TEC)
Governs Special Attack Uses.
HP
Stage 0: 2รEND ยท Stage 1+: 4 + 3รStage + 2รEND.
Damage
Brawn + Stage.
Dodge / Initiative
Equal to Agility at all stages.
Special Attack Uses
Equal to Technique (0 at Stage 0). Restored after every Combat Encounter.
๐ฃBeast Binder Commands
Direct
No roll. Arcana Beast's next Action gains +1 die.
Encourage
Spirit Test Diff 1. Remove one negative condition, or +1 die to a Dodge roll this turn.
Strategize
Technique Test Diff 2. Arcana Beast's next attack ignores one positional benefit the target has.
Call Back
No roll. Arcana Beast can immediately Devolve one Stage, or Retreat with Boost.
Use Item
Use Stuff to aid the encounter. GM determines effect and any roll required.
Bond Surge
No roll. Costs 1 Stamina. Arcana Beast gains Boost on all rolls this turn.
๐บ๏ธCombos & Positioning
Combo (2nd attacker)
Second allied attack on the same target on consecutive turns: +1 die. If both hit: +1 extra damage. Combos reset if the target acts between attacks.
Combo (3rd attacker)
Third consecutive allied attack on same target: +2 extra damage instead of +1.
High Ground
Attacker gains +1 die on attacks against targets below.
Cover
Defender gains +1 die on Dodge vs ranged attacks.
Flanking
Two allies on opposite sides of a target: both gain +1 die on attacks.
Cornered
Cannot Reposition; Setback on Dodge.
Obscured
Attacks made with Setback (fog, darkness, smoke).
๐ก๏ธCritical Gauge
Gains +1
When a PC is reduced to 0 HP/Stamina.
Gains +1 per 6+
For every face showing 6 or higher rolled by players on any roll.
Threshold 3
Minor Critical Move โ complication: reinforcements, terrain shift, NPC endangered.
Threshold 6
Major Critical Move โ escalation: enemy evolves, new threat, hazardous environment.
Threshold 9
Climactic Critical Move โ peak stakes: boss arrives, catastrophic event, scene transforms.
Reset
Resets to 0 at the end of each Combat Encounter.
๐ฉธConditions
Boosted โ
Boost on all rolls for 1 turn. From Bond Surge or certain Special Attacks.
Vulnerable
Setback on Dodge rolls. From Block-Break attacks. Cannot stack; ends after target's next turn.
Disoriented
Setback on Attack rolls. From Misdirect attacks. Cannot stack; ends after target's next turn.
Stunned
Miss your entire next turn. From Stunning Strike. Cannot stack.
Poisoned ๐
Take damage = poisoner's Brawn at end of each of your turns. Persistent โ lasts the whole encounter.
Weakened
Deal half damage. From Sap attacks. Cannot stack; ends after target's next turn.
Incapacitated
Cannot take actions. From Overcharge (self-inflicted). Ends after your next turn.
Removing
Encourage command ยท Specific Qualities ยท All conditions end when the encounter ends.
๐End of Combat
Catching Your Breath
Regain 1 + Endurance HP. All Special Attack Uses restored. Beast Binder Stamina not recovered this way.
Knocked Out (0 HP)
+1 Critical Gauge. Gain a Harm. Stage 2+ PC Arcana Beast are forced to Devolve.
Devolve Test (Stage 2+)
Endurance Diff 3 โ pass: Devolve to Stage 1. Fail: Devolve to Stage 0.
Devolve Test (Stage 1)
Endurance Diff 2 โ pass: stay Stage 1. Fail: Devolve to Stage 0.
Cleanup
Critical Gauge resets. All conditions end. Arcana Beast must Devolve if in highest Stage.
๐Evolution
Unlocking Stages
Stages unlock through play milestones and emotional breakthroughs unique to the duo.
Evolving is Instant
Does not cost an Action. Can happen at any point on the shared turn.
HP on Evolution
First time reaching a new Stage restores HP to maximum. Later evolutions do not.
Duration
Can only stay in highest Stage for one Combat Encounter or Scene.
Form Stats
Evolved forms use Stage 1 stats, then assign two +1 Form Boosts. Maximum stat 6.
Breakthrough
Each new Stage requires a unique emotional breakthrough in play.
๐ฎElement Chart
Strong vs: Nature, Frost, Insect, Iron. Weak vs: Aqua, Earth, Stone.
Strong vs: Flame, Earth, Stone. Weak vs: Nature, Volt.
Strong vs: Aqua, Earth, Stone. Weak vs: Flame, Frost, Venom, Wind, Insect.
Strong vs: Aqua, Wind. Weak vs: Earth.
Strong vs: Flame, Volt, Venom, Stone, Iron. Weak vs: Aqua, Nature, Frost.
Strong vs: Nature, Earth, Wind, Draco. Weak vs: Flame, Brawl, Stone, Iron.
Strong vs: Nature, Brawl, Insect. Weak vs: Volt, Frost, Stone.
Strong vs: Shadow, Spectral. Weak vs: Shadow, Iron.
Strong vs: Mirage, Spectral, Light. Weak vs: Brawl, Insect, Fae, Light.
Strong vs: Brawl, Venom. Weak vs: Insect, Spectral, Shadow.
Strong vs: Neutral, Frost, Stone, Shadow, Iron. Weak vs: Wind, Mirage, Fae.
Strong vs: Nature, Fae. Weak vs: Earth, Mirage.
Strong vs: Nature, Mirage, Shadow. Weak vs: Flame, Wind, Stone.
Strong vs: Flame, Frost, Wind, Insect. Weak vs: Aqua, Nature, Brawl, Earth, Iron.
Strong vs: Mirage, Spectral. Weak vs: Spectral, Shadow, Light.
Strong vs: Draco. Weak vs: Frost, Draco, Fae.
Strong vs: Frost, Stone, Fae, Light. Weak vs: Flame, Brawl, Earth.
Strong vs: Brawl, Draco, Shadow. Weak vs: Venom, Iron.
No strengths. Weak vs: Brawl. Must use Neutral Special Attacks.