Special Attack Rules
Special Attack Components
Name
All Special Attacks have names. Pick something fitting and descriptive.
Lightning Breath · Spore Surprise · Aero Strike · Solar Beam · Lunar Blaster
Equal to the Arcana Beast's Technique score
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.
Neutral Element Arcana Beast must have Neutral Element attacks.
Special Attack Effects
Block-Break
Deal half damage and make the target Vulnerable (Setback on Dodge).
Vulnerable
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.
Healing
Explosive
Deal half damage to main target, plus damage equal to your Stage to all nearby enemies.
Area damage
Heavy Strike
Deal extra damage equal to 1 + Rank on a hit.
Extra damage
Misdirect
Disorient target until your next turn in addition to normal damage.
Disoriented
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.
Versatile
Multi-Hit
Target multiple enemies by spending additional Uses. Single attack roll against highest Dodge. One target per use spent.
Multi-target
Poison Strike
Deal no damage but Poison the target to deal Brawn damage each turn. Lasts until Combat Encounter ends.
Poisoned
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.
Incapacitated (self)
High-risk, high-reward
Power Transfer
Give Boosted condition to multiple nearby allies instead of attacking.
Boosted (allies)
Support
Quick Strike
Gain Boost if the target hasn't acted yet this encounter.
Priority advantage
Sap
Deal half damage and Weaken target (target deals half damage) instead of normal damage.
Weakened
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.
Stunned
Cannot be applied to the same target more than once per Combat Encounter.
Sure Strike
On miss, still deal half damage.
Reliable damage
Backdraft
After the attack resolves, move the user one range band without triggering reactions.
Reposition
Barrier
After attacking, grant one nearby ally +1 Dodge until the user’s next turn.
Defense
Beacon
On a hit, allied attacks against the target gain Boost until the start of your next turn.
Support
Chain
After a hit, deal damage equal to Rank to one different nearby enemy.
Multi-target
Cleanse
Instead of bonus damage, remove one negative condition from the user or a nearby ally.
Recovery
Crater
The target’s space becomes difficult terrain until the end of the encounter.
Terrain
Delayed
Place the attack as a visible trap; it triggers when a creature enters the space.
Control
Disarming
Deal half damage and force the target to drop one held item.
Control
Echoing
If the attack misses, repeat it at the start of your next turn without spending a Use.
Reliable
Feinting
Choose an ally; their next attack against this target gains Boost.
Support
Grasping
Deal half damage and prevent the target from changing range bands until your next turn.
Control
Guarded
Until your next turn, reduce the first damage you take by Rank.
Defense
Launching
On a hit, push the target one range band away.
Forced movement
Lingering
Repeat damage equal to Rank at the start of the target’s next turn.
Damage over time
Merciful
When this attack would reduce a target to 0 HP, leave it at 1 HP and clear one hostile condition.
Narrative
Nullifying
On a hit, end one temporary buff or barrier affecting the target.
Dispel
Resonant
Gain +1 damage for each different allied Element used against this target this round, maximum +3.
Combo
Reversal
If used immediately after taking damage, make the attack with Boost.
Counter
Silencing
Deal half damage; the target cannot use Special Attacks until the end of its next turn.
Control
Tethering
Link the target to a nearby object or creature; moving apart requires a Brawn test.
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
Optional from Stage 1 onward. Recommended from Stage 2+ for dramatic balance.
Can only be used when the Zero Power trigger condition is currently true.
Default once per Scene or Combat Encounter.
A custom name · A clearly written trigger condition · A unique mechanical or narrative effect · GM approval for balance
Zero Power should feel stronger than a normal Special Attack but not automatically end every fight.
Bond Surge is active and user is Stage 3+
Deal triple base damage to one target and remove one negative condition from the user.
User is at or below 25% HP
Attack all nearby enemies with Boost and become Boosted for 1 turn.
An ally was reduced to 0 HP this encounter
Negate incoming damage for one ally until your next turn and immediately Counter with half damage.
An ally within Close range falls below 25% HP
Create a barrier around that ally that negates the next attack against them.
You resist a condition that already affected you this encounter
Reflect that condition onto its source and clear one other condition from yourself.
Three different Special Attacks were used this round
All combatants pause until your next turn; you and your Binder may reposition freely.
Every conscious ally is within Close range
Each ally gains +2 Dodge until the start of your next turn.
You begin your turn at exactly 1 HP
Restore half your maximum HP and immediately take one extra action.
An enemy moves from Far to Close range in one turn
Interrupt its movement, move behind it, and make a basic attack with Boost.
An enemy spends its final Special Attack Use
That enemy cannot regain Uses this encounter and becomes Vulnerable.
You take damage while defending another creature
Return the prevented or received damage to the attacker and become Boosted.
Element advantage and disadvantage apply to the same roll
Treat the roll as Boosted and double the final damage.
Your side has missed three attacks this round
Every ally’s next attack this round automatically achieves one success.
Three enemies occupy the same range band
Pull them together, knock them Prone, and deal your Stage in damage to each.
Your Binder invokes a promise made earlier in the story
Turn one failed roll into a full success and grant Boost on the partner's next roll.
An ally would be removed from the scene
Move to them instantly, keep them at 1 HP, and carry them without movement penalties.
You and an ally use different Elements against one target
Repeat both attacks at half damage without spending additional Uses.
At least three wild Arcana Beasts are present and friendly
They create a safe passage; enemies are pushed to Far range and Rattled.
You have not moved since your previous turn
Your next attack ignores Dodge, resistance, barriers, and cover.
You or an ally is restrained, trapped, or tethered
End every restraint in the scene and deal 2 damage to each source.
The scene is in complete darkness or magical shadow
Fill the scene with revealing light, clear Rattled, and expose every hidden creature.
Terrain has harmed an ally this encounter
Reshape the battlefield: remove all hazardous terrain and create two areas of cover.
An enemy has copied or stolen one of your abilities
Create three echoes; the enemy loses the copied ability and attacks an echo next turn.
A mental effect would make you harm an ally
Cancel the effect, protect every ally from mental conditions for one round, and counterattack.
A Fire attack destroys part of the environment
Restore the damaged area as living terrain and heal every nearby creature 3 HP.
Two opposing Elements collide
Open a gate that redirects both attacks toward a new legal target.
Every ally has successfully helped another ally this encounter
All allies become Boosted and may immediately move one range band.
You have no Special Attack Uses remaining
Use any Special Attack twice now; begin the next encounter with one fewer Use.
Four different Elements have dealt damage this encounter
Choose one target; it becomes Vulnerable to every Element until your next turn.
You could reduce a rival to 0 HP
Leave them at 1 HP; end one hostile effect they created and grant Boost on your next social roll with them.
All five Stats have been tested this encounter
Raise every Stat by 1 until the end of the encounter, ignoring normal caps.
The group is lost, separated, or unable to retreat
Open a safe route to a known sanctuary and allow every willing ally to escape.