📖 Game Rules 🐾 Arcana Beast ⏱️ 11 min read · 📝 2147 words

Special Attacks

Arcana Beast Special Attack rules and all available effects in Arcana Beast.

Special Attack Rules

Availability Every Arcana Beast of Stage 1 or higher has a Special Attack. Stage 0 Arcana Beast have no Special Attack.
Uses Per Encounter Number of Uses equals the Arcana Beast's Technique score per Combat Encounter.
Extra Use Arcana Beast who run out of Uses may spend 1 Stamina to get one extra use per encounter, or use one extra use for free once per scene.
Restoration All Uses are restored when the Combat Encounter ends (Catching Your Breath).
Neutral Rule Neutral Element Arcana Beast must have Neutral Element Special Attacks.

Special Attack Components

Name

All Special Attacks have names. Pick something fitting and descriptive.

Examples

Lightning Breath · Spore Surprise · Aero Strike · Solar Beam · Lunar Blaster

Uses
Formula

Equal to the Arcana Beast's Technique score

Note

Restored at end of Combat Encounter

Element

Special Attacks have an affinity to a particular Element (Attack Element). Often the same as the Arcana Beast's Element, but can be different.

Exception

Neutral Element Arcana Beast must have Neutral Element attacks.

Rank
Starting Rank 1
Description Rank equals the number of dice added to the attack pool when using the Special Attack.
Per Stage
Stage 1 1
Stage 2 2
Stage 3 3
Stage 4 4
Note Can be increased through character advancement.
Effect Description: Choose one effect for the Special Attack, or work with GM to create custom effects.

Special Attack Effects

Block-Break

Deal half damage and make the target Vulnerable (Setback on Dodge).

Condition Applied

Vulnerable

Limitation

Cannot be applied to the same target more than once per Combat Encounter.

Efficient

First use each Combat Encounter doesn't consume a use.

Effectively gives one free use per encounter.

Energy Drain

Heal HP equal to the target's Stage when dealing damage.

Effect Type

Healing

Explosive

Deal half damage to main target, plus damage equal to your Stage to all nearby enemies.

Effect Type

Area damage

Heavy Strike

Deal extra damage equal to 1 + Rank on a hit.

Effect Type

Extra damage

Misdirect

Disorient target until your next turn in addition to normal damage.

Condition Applied

Disoriented

Limitation

Cannot be applied to the same target more than once per Combat Encounter.

Multi-Element

Choose which Element the attack uses each time it is used. Can be taken multiple times for additional elements.

Effect Type

Versatile

Multi-Hit

Target multiple enemies by spending additional Uses. Single attack roll against highest Dodge. One target per use spent.

Effect Type

Multi-target

Poison Strike

Deal no damage but Poison the target to deal Brawn damage each turn. Lasts until Combat Encounter ends.

Condition Applied

Poisoned

Limitation

Can only be applied to one target per Combat Encounter.

Overcharge

Spend multiple Uses to multiply Damage by Uses spent. Become Incapacitated if this leaves you with 0 Uses.

Condition Applied

Incapacitated (self)

Effect Type

High-risk, high-reward

Power Transfer

Give Boosted condition to multiple nearby allies instead of attacking.

Condition Applied

Boosted (allies)

Effect Type

Support

Quick Strike

Gain Boost if the target hasn't acted yet this encounter.

Effect Type

Priority advantage

Sap

Deal half damage and Weaken target (target deals half damage) instead of normal damage.

Condition Applied

Weakened

Limitation

Cannot be applied to the same target more than once per Combat Encounter.

Stunning Strike

Deal no damage but Stun the target, making them skip their next turn.

Condition Applied

Stunned

Limitation

Cannot be applied to the same target more than once per Combat Encounter.

Sure Strike

On miss, still deal half damage.

Effect Type

Reliable damage

Backdraft

After the attack resolves, move the user one range band without triggering reactions.

Effect Type

Reposition

Barrier

After attacking, grant one nearby ally +1 Dodge until the user’s next turn.

Effect Type

Defense

Beacon

On a hit, allied attacks against the target gain Boost until the start of your next turn.

Effect Type

Support

Chain

After a hit, deal damage equal to Rank to one different nearby enemy.

Effect Type

Multi-target

Cleanse

Instead of bonus damage, remove one negative condition from the user or a nearby ally.

Effect Type

Recovery

Crater

The target’s space becomes difficult terrain until the end of the encounter.

Effect Type

Terrain

Delayed

Place the attack as a visible trap; it triggers when a creature enters the space.

Effect Type

Control

Disarming

Deal half damage and force the target to drop one held item.

Effect Type

Control

Echoing

If the attack misses, repeat it at the start of your next turn without spending a Use.

Effect Type

Reliable

Feinting

Choose an ally; their next attack against this target gains Boost.

Effect Type

Support

Grasping

Deal half damage and prevent the target from changing range bands until your next turn.

Effect Type

Control

Guarded

Until your next turn, reduce the first damage you take by Rank.

Effect Type

Defense

Launching

On a hit, push the target one range band away.

Effect Type

Forced movement

Lingering

Repeat damage equal to Rank at the start of the target’s next turn.

Effect Type

Damage over time

Merciful

When this attack would reduce a target to 0 HP, leave it at 1 HP and clear one hostile condition.

Effect Type

Narrative

Nullifying

On a hit, end one temporary buff or barrier affecting the target.

Effect Type

Dispel

Resonant

Gain +1 damage for each different allied Element used against this target this round, maximum +3.

Effect Type

Combo

Reversal

If used immediately after taking damage, make the attack with Boost.

Effect Type

Counter

Silencing

Deal half damage; the target cannot use Special Attacks until the end of its next turn.

Effect Type

Control

Tethering

Link the target to a nearby object or creature; moving apart requires a Brawn test.

Effect Type

Control

Core Book Effects

Accurate

Attack is made with Boost.

Area

Attack hits multiple targets.

Brutal

Attack deals +1 Damage.

Defensive

Grants +1 Dodge until next turn.

Draining

Restores 1 HP when attack hits.

Empowering

Grants +1 to all Stats until next turn.

Hindering

Target gets -1 to all Stats until next turn.

Piercing

Ignores 1 point of Dodge.

Reliable

Minimum 1 success guaranteed.

Stunning

Target loses their next action if hit.

Zero Power

Rules
Availability

Optional from Stage 1 onward. Recommended from Stage 2+ for dramatic balance.

Activation

Can only be used when the Zero Power trigger condition is currently true.

Frequency

Default once per Scene or Combat Encounter.

Build Requirements

A custom name · A clearly written trigger condition · A unique mechanical or narrative effect · GM approval for balance

Balance Guideline

Zero Power should feel stronger than a normal Special Attack but not automatically end every fight.

Example Triggers Bond Surge is active · Arcana Beast is at or below 25% HP · An ally was knocked to 0 HP this round · Elemental terrain matches the user's innate element · The Arcana Beast has at least 2 active conditions
Celestial Breaker
Trigger

Bond Surge is active and user is Stage 3+

Effect

Deal triple base damage to one target and remove one negative condition from the user.

Last Ember Oath
Trigger

User is at or below 25% HP

Effect

Attack all nearby enemies with Boost and become Boosted for 1 turn.

Aegis of the Pact
Trigger

An ally was reduced to 0 HP this encounter

Effect

Negate incoming damage for one ally until your next turn and immediately Counter with half damage.

Sanctuary Pulse
Trigger

An ally within Close range falls below 25% HP

Effect

Create a barrier around that ally that negates the next attack against them.

Mirror of Resolve
Trigger

You resist a condition that already affected you this encounter

Effect

Reflect that condition onto its source and clear one other condition from yourself.

Storm Before Silence
Trigger

Three different Special Attacks were used this round

Effect

All combatants pause until your next turn; you and your Binder may reposition freely.

Unbroken Formation
Trigger

Every conscious ally is within Close range

Effect

Each ally gains +2 Dodge until the start of your next turn.

Second Sunrise
Trigger

You begin your turn at exactly 1 HP

Effect

Restore half your maximum HP and immediately take one extra action.

Hunter’s Reversal
Trigger

An enemy moves from Far to Close range in one turn

Effect

Interrupt its movement, move behind it, and make a basic attack with Boost.

Aether Lock
Trigger

An enemy spends its final Special Attack Use

Effect

That enemy cannot regain Uses this encounter and becomes Vulnerable.

Shared Burden
Trigger

Two or more allies have a negative condition

Effect

Move every negative condition from allies onto yourself, then heal 2 HP per condition taken.

Crown of Thorns
Trigger

You take damage while defending another creature

Effect

Return the prevented or received damage to the attacker and become Boosted.

Flashpoint
Trigger

Element advantage and disadvantage apply to the same roll

Effect

Treat the roll as Boosted and double the final damage.

Tide Turned
Trigger

Your side has missed three attacks this round

Effect

Every ally’s next attack this round automatically achieves one success.

Gravity Well
Trigger

Three enemies occupy the same range band

Effect

Pull them together, knock them Prone, and deal your Stage in damage to each.

Echoed Promise
Trigger

Your Binder invokes a promise made earlier in the story

Effect

Turn one failed roll into a full success and grant Boost on the partner's next roll.

No One Left Behind
Trigger

An ally would be removed from the scene

Effect

Move to them instantly, keep them at 1 HP, and carry them without movement penalties.

Perfect Counterpoint
Trigger

You and an ally use different Elements against one target

Effect

Repeat both attacks at half damage without spending additional Uses.

Wildheart Stampede
Trigger

At least three wild Arcana Beasts are present and friendly

Effect

They create a safe passage; enemies are pushed to Far range and Rattled.

Stillpoint
Trigger

You have not moved since your previous turn

Effect

Your next attack ignores Dodge, resistance, barriers, and cover.

Chainbreaker
Trigger

You or an ally is restrained, trapped, or tethered

Effect

End every restraint in the scene and deal 2 damage to each source.

Last Light
Trigger

The scene is in complete darkness or magical shadow

Effect

Fill the scene with revealing light, clear Rattled, and expose every hidden creature.

Faultline Oath
Trigger

Terrain has harmed an ally this encounter

Effect

Reshape the battlefield: remove all hazardous terrain and create two areas of cover.

Phantom Chorus
Trigger

An enemy has copied or stolen one of your abilities

Effect

Create three echoes; the enemy loses the copied ability and attacks an echo next turn.

Iron Will
Trigger

A mental effect would make you harm an ally

Effect

Cancel the effect, protect every ally from mental conditions for one round, and counterattack.

Bloom After Fire
Trigger

A Fire attack destroys part of the environment

Effect

Restore the damaged area as living terrain and heal every nearby creature 3 HP.

Tempest Gate
Trigger

Two opposing Elements collide

Effect

Open a gate that redirects both attacks toward a new legal target.

Pack Ascendant
Trigger

Every ally has successfully helped another ally this encounter

Effect

All allies become Boosted and may immediately move one range band.

Borrowed Tomorrow
Trigger

You have no Special Attack Uses remaining

Effect

Use any Special Attack twice now; begin the next encounter with one fewer Use.

Elemental Convergence
Trigger

Four different Elements have dealt damage this encounter

Effect

Choose one target; it becomes Vulnerable to every Element until your next turn.

Mercy’s Edge
Trigger

You could reduce a rival to 0 HP

Effect

Leave them at 1 HP; end one hostile effect they created and grant Boost on your next social roll with them.

Shatter the Limit
Trigger

All five Stats have been tested this encounter

Effect

Raise every Stat by 1 until the end of the encounter, ignoring normal caps.

Homeward Beacon
Trigger

The group is lost, separated, or unable to retreat

Effect

Open a safe route to a known sanctuary and allow every willing ally to escape.

Random Name Generation

Prefixes Lightning · Thunder · Solar · Lunar · Shadow · Flame · Frost · Wind · Earth · Crystal · Steel · Mystic · Phantom · Blazing · Freezing · Shocking · Radiant · Umbral · Verdant · Aqua · Magma · Glacier · Storm · Seismic · Toxic · Draconic · Fey · Striking · Rocky · Ethereal · Swarm · Iron
Suffixes Strike · Blast · Beam · Burst · Breath · Slash · Crush · Wave · Pulse · Bolt · Barrage · Cannon · Lance · Hammer · Claw · Fang · Spear · Arrow · Missile · Tornado · Earthquake · Explosion · Shower · Storm

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