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.