๐Ÿ“œ Rules Cheatsheet

Quick reference guide for Arcana Beast mechanics, dice pools, actions, conditions, and elemental match-ups.

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๐ŸŽฒDice Mechanics

Dice Pool

Beast Binders always roll d6. Arcana Beast: Stage 0โ€“1 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†๏ธBoost 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‡๏ธSetback 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 โˆ’2 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.

โš”๏ธCombat 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 โ‰ฅ 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.

๐Ÿ“ŠStats & Derived Values

B BRN
E END
A AGI
S SPR
T TEC

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: 2ร—END ยท Stage 1+: 4 + 3ร—Stage + 2ร—END.

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.

๐Ÿ“ฃBeast 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.

๐Ÿ—บ๏ธCombos & 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).

๐ŸŒก๏ธCritical 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.

๐ŸฉธConditions

Boosted โœ…

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 ๐Ÿ”

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.

๐ŸEnd 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.

๐ŸŒŸEvolution

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.

๐Ÿ”ฎElement Chart

Flame Flame

Strong vs: Nature, Frost, Insect, Iron. Weak vs: Aqua, Earth, Stone.

Aqua Aqua

Strong vs: Flame, Earth, Stone. Weak vs: Nature, Volt.

Nature Nature

Strong vs: Aqua, Earth, Stone. Weak vs: Flame, Frost, Venom, Wind, Insect.

Volt Volt

Strong vs: Aqua, Wind. Weak vs: Earth.

Earth Earth

Strong vs: Flame, Volt, Venom, Stone, Iron. Weak vs: Aqua, Nature, Frost.

Frost Frost

Strong vs: Nature, Earth, Wind, Draco. Weak vs: Flame, Brawl, Stone, Iron.

Wind Wind

Strong vs: Nature, Brawl, Insect. Weak vs: Volt, Frost, Stone.

Light Light

Strong vs: Shadow, Spectral. Weak vs: Shadow, Iron.

Shadow Shadow

Strong vs: Mirage, Spectral, Light. Weak vs: Brawl, Insect, Fae, Light.

Mirage Mirage

Strong vs: Brawl, Venom. Weak vs: Insect, Spectral, Shadow.

Brawl Brawl

Strong vs: Neutral, Frost, Stone, Shadow, Iron. Weak vs: Wind, Mirage, Fae.

Venom Venom

Strong vs: Nature, Fae. Weak vs: Earth, Mirage.

Insect Insect

Strong vs: Nature, Mirage, Shadow. Weak vs: Flame, Wind, Stone.

Stone Stone

Strong vs: Flame, Frost, Wind, Insect. Weak vs: Aqua, Nature, Brawl, Earth, Iron.

Spectral Spectral

Strong vs: Mirage, Spectral. Weak vs: Spectral, Shadow, Light.

Draco Draco

Strong vs: Draco. Weak vs: Frost, Draco, Fae.

Iron Iron

Strong vs: Frost, Stone, Fae, Light. Weak vs: Flame, Brawl, Earth.

Fae Fae

Strong vs: Brawl, Draco, Shadow. Weak vs: Venom, Iron.

Neutral Neutral

No strengths. Weak vs: Brawl. Must use Neutral Special Attacks.

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