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📖 Game Rules 🎲 Core Mechanics ⏱️ 3 min read · 📝 475 words

Core Mechanics

Dice pools, roll modes, difficulty levels, and mechanical fundamentals.

Core Mechanics
Core Mechanics

Arcana Beast uses a success-pool dice system. Roll a pool of dice and count successes. Success thresholds stay fixed; larger dice (higher Stage) succeed more often.

Pool Construction

Beast Binder Stat + Talent Rank + modifiers (always d6)
Arcana Beast Stat + Quality Rank + Special Attack Rank (when applicable) + modifiers; die size from Stage

Stage Die

Stage 0–1 d6
Stage 2 d8
Stage 3 d10
Stage 4 d12
Core Principle Dice never subtract successes. Advantages change the success threshold or add dice, keeping every character able to contribute.

Roll Modes

Normal 4+ succeed (each counts as 1 success)
Boost 3+ succeed (wider success range)
Setback 5+ succeed (narrower success range)
Double Boost 2+ succeed (exceptional advantage)
Double Setback 6+ succeed (exceptional disadvantage)

Modifier Rules

  • One Boost + one Setback cancel each other
  • Two Boosts = Double Boost
  • Two Setbacks = Double Setback
  • Additional sources add/remove one die instead

Tests & Difficulty

Opposed Test Both sides roll. Higher successes wins; ties favour defender.

Difficulty Ratings

1 Routine
2 Challenging
3 Hard
4 Heroic
5 Legendary
Costly Success When a roll misses Difficulty by exactly one, the GM may offer success with a meaningful cost or complication.

Stage & Element Modifiers

Stage Die Size Higher Stage uses a larger die (see Stage Die above).

Stage Difference (±dice, stacks with die size)

1 Stage below -1 die from attack pool
1 Stage above +1 die to attack pool
2+ below -2 dice
2+ above +2 dice
  • Capped at two dice, never changes roll mode

Elemental Matchup

Elemental advantage (strong against) Boost on attack
Elemental disadvantage (weak against) Setback on attack

Conditions

Conditions affect Arcana Beast during combat.

General Rules

Default duration until end of affected character's next turn
  • Same condition can't stack reapplication refreshes duration
  • After removal, immune until after next turn

Removal Methods

  • Encourage command (Beast Binder)
  • Specific Qualities (e.g., Healing Touch)
  • All conditions end when combat ends

Positive Conditions

Boosted Boost on all rolls for 1 turn. Applied by Power Transfer or Bond Surge command.

Negative Conditions

Vulnerable Setback on Dodge rolls (from Block-Break)
Disoriented Setback on Attack rolls (from Misdirect)
Stunned Skip next turn (from Stunning Strike)
Poisoned Take poisoner's Brawn damage end of turn (persistent)
Weakened Deal half damage (from Sap)
Incapacitated Cannot take actions (e.g., Overcharge self-inflict)
Dazed Remove 1 die from next roll
Slowed Cannot move free band; must Reposition
Blinded Setback on sight-based rolls
Limitations Vulnerable, Disoriented, Stunned, Weakened, and Poisoned can only be applied once per Combat Encounter to the same target.

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