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Combat System

Positioning, teamwork, conditions, and dramatic tactical encounters.

Tactical Combat
Tactical Combat

Combat in Arcana Beast uses success-pool dice. Beast Binders always roll d6; Arcana Beast die size scales with Stage (d6 at 0–1, d8 at 2, d10 at 3, d12 at 4). The core loop: roll dice, count successes, compare results. Tactical depth comes from positioning, conditions, stage advantages, combos, beastbinder commands, and smart use of Special Attacks and Stamina.

Combat uses narrative distance (Close/Near/Far) rather than a grid.

Initiative & Turn Order

Roll Opposed Test using Arcana Beast's Initiative (= Agility).
Turn Order Highest successes first, remains fixed.
Ties GM decides or calls for another roll.
Beast Binder Placement Shares turn with Arcana Beast — command first, then action.

Modifiers

  • • Surprised characters roll with Setback
  • • Relevant Qualities or Talents add dice

Movement & Range

Distance Bands

Close Within arm's reach. Melee attacks. No movement needed.
Near A short dash away. Ranged attacks work. Move to Close for free.
Far Across the battlefield. Only long-range abilities reach. Requires Reposition action to move.

Movement Rules

  • • Move one band for free per turn
  • • Two bands in one turn requires Reposition action
  • • Difficult terrain may require Agility Test
  • • Flight, Teleport, Burrowing bypass restrictions

Actions in Combat

On each turn, perform one Action and move one distance band free.

Available Actions

Attack Melee (Close) or ranged (Close/Near)
Defend Boost on all Dodge rolls until next turn
Use Special Attack Costs a Special Attack Use
Use Zero Power Once per scene when trigger is active
Assist Help a Close ally's next roll (+1 die)
Reposition Move two bands or gain positional advantage
Evolve Transform to higher stage (immediate, free)
Guard Redirect attacks on a Close ally to yourself
Pass Choose not to act

Beast Binder Commands

Beast Binders direct from the sidelines. On their shared turn, the beastbinder Commands before the Arcana Beast acts.

Commands

Direct Arcana Beast's action gains +1 die (no roll)
Encourage Remove 1 condition or +1 Dodge die (Spirit Test, Diff 1)
Strategize Ignore enemy positioning benefit (Technique Test, Diff 2)
Call Back Arcana Beast returns to their Wearable Vessel (Devolve/Retreat with Boost; no roll)
Use Item Spend Stuff from the Binder's inventory (catalog items or custom gear; may need a roll)
Bond Surge Boost on ALL rolls this turn, costs 1 Stamina (no roll)
If beastbinder is targeted Arcana Beast can intercept (uses next Action).

Attack & Damage

Attack Steps

  • • Choose target in range
Build pool Stat + Quality/Attack Ranks + modifiers
  • • Make Attack Roll (die size from Stage)
  • • Target rolls Dodge (Agility + defensive Qualities)

Results

Miss Defender equals/exceeds attacker's successes
Hit: Attacker exceeds deal damage
Critical Hit: 3+ faces showing 6+ double base Damage
Damage Formula Base Damage + extra successes beyond defender
Base Damage by Stage Brawn + Stage (0 to +4)

Combo Attacks

When two or more allied Arcana Beast target the same enemy on consecutive turns

  • • Second attacker gains +1 die
  • • If both hit, second attack deals +1 extra damage
  • • Third consecutive hit deals +2 extra damage
  • • Combos reset if the target acts between allied attacks

Rewards coordination and turn order planning.

Positioning in Combat

Narrative positioning provides tactical benefits

High Ground +1 die on attacks against targets below
Cover +1 die on Dodge vs ranged attacks
Flanking Two allies on opposite sides both gain +1 attack die
Cornered Cannot Reposition, Dodge with Setback
Obscured Attacks against you made with Setback

Positioning is narrative, not grid-based.

Knockout & Devolution

At 0 HP

  • • Add 1 to Critical Gauge
  • • Gain a Harm
  • • Stage 2+ PCs must Devolve

Devolution

From Stage 2+: Endurance Test Diff 3 pass = Stage 1, fail = Stage 0
From Stage 1: Endurance Test Diff 2 pass = stay, fail = Stage 0

Critical Gauge thresholds

3 Minor Critical Move (complication)
6 Major Critical Move (escalation)
9 Climactic Critical Move (peak stakes)

Evolution in Combat

  • • Evolving is immediate — does not take an Action
  • • Highest unlocked Stage is free when its emotional Trigger is true
  • • Lower unlocked Stages cost nothing
  • • Evolution does not heal HP unless a Gift says otherwise
  • • Highest Stage lasts one Combat Encounter or Scene

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