📖 Game Rules âš”ī¸ Combat âąī¸ 15 min read ¡ 📝 2878 words

Combat

Complete combat and encounter rules for Arcana Beast. Uses success-pool dice (d6–d12 by Stage).

Combat Overview

Combat in Arcana Beast uses success-pool dice. The core loop is simple roll dice, count successes, compare results. Tactical depth comes from positioning, conditions, stage advantages, combos, beastb
Dice Beast Binders always roll d6. Arcana Beast die size scales with Stage (d6 at Stage 0–1, d8 at 2, d10 at 3, d12 at 4). Success thresholds stay fixed — larger dice succeed more often. See dice mechanics for Normal, Boost, and Setback rolls.

Initiative

All characters involved in a Combat Encounter roll for Initiative.

Roll Opposed Test using the Arcana Beast's Initiative score (equal to Agility).
Modifiers Surprised characters roll with Setback ¡ Relevant Qualities or Talents can add dice to the roll
Turn Order Characters act in order of successes rolled (highest first). Order remains the same throughout the encounter.
Ties GM can declare a tie or call for another roll.
Beast Binder Placement Beast Binders share the same turn as their Arcana Beast partner and use the Arcana Beast's Initiative roll. The beastbinder performs a Command first, then the Arcana Beast performs an Action.

Movement And Range

Arcana Beast uses narrative distance rather than grids or exact measurements. The GM describes the battlefield and judges what is possible.

Close

Within arm's reach. Melee attacks can be made. Characters can interact directly.

Movement

No movement needed — you're already there.

Near

A short dash away. Most of the same battlefield area. Ranged attacks and some abilities work at this distance.

Movement

Can move to Close range as part of your turn without spending your Action.

Far

Across the battlefield or in a different area. Only long-range abilities can reach.

Movement

Moving from Far to Near (or Near to Far) requires spending your Action on a Reposition, unless you have a movement Quality like Flight or Teleport.

Movement Rules On their turn, a character can move from Close to Near (or Near to Close) for free in addition to their Action. ¡ Moving two distance bands in one turn (e.g., Far to Close) requires spending the Action on a Reposition. ¡ Difficult terrain (rubble, mud, dense vegetation) may require an Agility Test to move through at normal speed. ¡ Qualities like Flight, Teleport, or Burrowing can bypass movement restrictions at the GM's discretion.
Note Keep it simple — if a player asks 'Can I reach them?' the GM answers based on what makes sense in the scene. Distances are a guideline, not a grid.

Actions

On each character's turn, they can perform one Action and move one distance band for free.

Attack

Make a melee attack against a Close target, or a ranged attack against a Close or Near target.

Defend

Focus entirely on defense. Grants Boost on all Dodge rolls until next turn.

Use Special Attack

Perform a special ability (costs a Special Attack Use). Range depends on the attack's nature — melee attacks require Close range, ranged attacks work at Near range.

Use Zero Power

Use a conditional ultimate move. Only available when that Arcana Beast's Zero Power trigger is active. Default limit is once per Scene or Combat Encounter.

Assist

Help a Close ally's next roll by granting them +1 die.

Reposition

Move two distance bands or gain a significant positional advantage (e.g., high ground, cover, flanking). GM determines any Boost or benefit gained.

Evolve

Transform to a higher evolutionary stage (Arcana Beast only). Immediate, does not take an Action.

Guard

Protect a Close ally. Until your next turn, any attack targeting that ally targets you instead. You roll Dodge as normal.

Pass

Choose not to act.

Other

Any other reasonable action as determined by the GM.

Beast Binder Commands

Beast Binders don't fight directly — they direct, support, and inspire their Arcana Beast partner from the sidelines. On their shared turn, the beastbinder performs a Command before their Arcana Beast

Direct

Give a clear tactical instruction. The Arcana Beast's next Action this turn gains +1 die.

The most common Command. Simple and reliable.

Roll

No roll required.

Encourage

Inspire the Arcana Beast with words of support. Remove one negative condition from the Arcana Beast, or grant +1 die to a Dodge roll this turn.

Roll

Spirit Test, Difficulty 1 (automatic for most beastbinders).

On Fail

The Arcana Beast is unaffected but appreciates the effort.

Strategize

Analyse the battlefield and identify a weakness or opportunity. On success, the Arcana Beast's next attack this turn ignores one positioning benefit the target has (e.g., Cover, High Ground).

Roll

Technique Test, Difficulty 2.

On Fail

No special insight gained.

Call Back

Urge the Arcana Beast to return to their Wearable Vessel — Devolve safely or retreat from the field. The Arcana Beast can immediately Devolve one Stage (no roll needed) or attempt to Retreat with Boost.

Useful when a fight is going badly or the Arcana Beast is in danger. Requires an accepted Vessel on the Binder.

Roll

No roll required.

Use Item

Use an item from the beastbinder's Stuff (catalog inventory or custom gear) to aid the Arcana Beast or affect the battlefield. The GM determines the effect using the item's listed effect text when available.

Creative item use is encouraged. The GM should reward clever thinking.

Roll

May require a Brawn or Technique Test depending on the item.

Bond Surge

Channel the bond to push the Arcana Beast beyond its limits. The Arcana Beast gains Boost on all rolls this turn, but the beastbinder takes 1 Stamina damage.

Powerful but risky — beastbinders have limited Stamina and can't recover it easily.

Roll

No roll required. Costs 1 Stamina.

Beast Binder In Danger

If an enemy targets the beastbinder directly, the Arcana Beast partner can use a reaction to intercept.

Enemies targeting beastbinders is a powerful dramatic moment — the GM should use it sparingly but meaningfully.

Intercept

The Arcana Beast can move to Close range with the beastbinder (if not already) and take the hit instead. The Arcana Beast rolls Dodge as normal.

Cost

Intercepting uses the Arcana Beast's Action for their next turn.

Attack Mechanics

Steps Choose a target enemy within range (Close for melee, Near for ranged) ¡ Build dice pool: Stat + Quality Ranks (+ Special Attack Rank if applicable) + any modifiers ¡ Make Attack Roll ¡ Target makes a Dodge roll to defend (dice = Agility + defensive Quality Ranks)
Results
Miss

If defender equals or exceeds attacker's successes, attack misses — no damage.

Hit

If attacker has more successes, attack hits — deal damage.

Critical Hit

If the attacker rolls 3 or more faces showing 6 or higher on their attack roll, the attack is a Critical Hit — deal double base Damage before adding extra successes. Critical Hits are rare and dramatic — they are most likely with large dice pools, higher-Stage dice (d8–d12), Boosted attacks, and Special Attacks with many bonus dice.

Damage Resolution

Base Damage Equal to the attacker's Damage score.
Extra Damage +1 damage for each success the attacker rolled beyond the defender's successes.
Critical Damage On a Critical Hit, base Damage is doubled before adding extra successes.
Total Base Damage (doubled on crit) + Extra Successes, subtracted from target's HP.
Damage By Stage
Stage 0

Brawn

Stage 1

Brawn + 1

Stage 2

Brawn + 2

Stage 3

Brawn + 3

Stage 4

Brawn + 4

Combo Attacks

When two or more allied Arcana Beast target the same enemy on consecutive turns, they can perform a Combo Attack for extra impact.

Rules The second attacker (and any subsequent attacker) gains +1 die to their attack roll ¡ If both attacks hit, the second attack deals +1 extra damage ¡ Combos reset if the target acts between the allied attacks ¡ A third consecutive allied attack on the same target deals +2 extra damage instead of +1
Note Combos reward coordination and turn order planning, adding tactical depth without complexity.

Positioning

Where characters are in a fight matters. The GM determines positioning benefits based on the narrative.

High Ground
Effect

Attacker gains +1 die on attack rolls against targets below.

Cover
Effect

Defender gains +1 die on Dodge rolls against ranged attacks.

Flanking
Effect

When two allies are on opposite sides of a target, both gain +1 die on attack rolls.

Cornered
Effect

A cornered target cannot Reposition and rolls Dodge with Setback.

Obscured
Effect

Attacks against an Obscured target (fog, darkness, smoke) are made with Setback.

Note Positioning is narrative, not grid-based. The GM judges what makes sense in the scene.

Stage Differences

One Below Remove 1 die from the attack pool.
One Above Add 1 die to the attack pool.
Two Plus Below Remove 2 dice from the attack pool.
Two Plus Above Add 2 dice to the attack pool.
Note Stage difference is capped at two dice and never changes roll mode or Dodge.

Retreat

A character can attempt to flee from combat.

Rules Retreating requires an Agility Test against Difficulty 2 ¡ On success, the character escapes and is removed from the encounter ¡ On failure, the character loses their Action for the turn and remains in combat ¡ Enemies may choose to pursue at the GM's discretion ¡ A beastbinder using Call Back grants their Arcana Beast Boost on the Retreat roll

Condition Rules

General rules for how combat conditions work.

Application Conditions are applied by Special Attack effects, Qualities, or special circumstances.
Duration
Default

Unless stated otherwise, negative conditions last until the end of the affected character's next turn.

Persistent

Some conditions (like Poisoned) last until the end of the Combat Encounter.

Removed Early

Conditions can be removed early by the Encourage command or specific Qualities (e.g., Healing Touch).

Stacking The same condition cannot be applied to a target more than once at the same time. A new application refreshes the duration instead.
Immunity After Removal After a condition is removed or expires, the target cannot have the same condition reapplied until after their next turn.
Note See conditions.json for the full list of conditions and their specific effects.

Knockout

At 0 Hp

Character is knocked out of the fight (unconscious or totally exhausted).

Pc Effects

Add 1 point to the Critical Gauge ¡ Gain a Harm

Super Plus Devolution

PC Arcana Beast of Stage 2 or higher are forced to Devolve.

Npc Effects

Knocked unconscious or destroyed, depending on circumstances.

Devolution From 0hp:
From Stage 2 Plus:
Test: Endurance Test, Difficulty 3
Pass: Devolve to Stage 1
Fail: Devolve to Stage 0

From Stage 1
Test

Endurance Test, Difficulty 2

Pass

Remain at Stage 1

Fail

Devolve to Stage 0

Critical Gauge

Tracks mounting tension and danger in combat.

Starts At 0
Increases When PCs are reduced to 0 HP/Stamina (+1 point) ¡ When Players roll faces showing 6 or higher (+1 point per such face)
Thresholds 3 Minor Critical Move — the GM introduces a complication (reinforcements arrive, terrain shifts, an NPC is endangered).
Thresholds 6 Major Critical Move — a dramatic escalation (the enemy evolves, a new threat emerges, the environment becomes hazardous).
Thresholds 9 Climactic Critical Move — the stakes reach their peak (a boss enters, a catastrophic event triggers, the scene transforms entirely).
Note Critical Moves are story tools, not punishments. They should make the battle more exciting and memorable.

Evolution In Combat

Action Cost Evolving is immediate and does not take an Action.
Cost Evolving to the highest unlocked Stage is free when its emotional Trigger is true. Lower unlocked Stages cost nothing.
Hp Rules Evolution does not heal HP unless a specific Gift says otherwise.
Duration The highest Stage lasts for one Combat Encounter or Scene.

End Of Combat

When A Combat Encounter ends when there is no longer an active and pressing threat to the PCs.
Catching Your Breath
Hp Recovery

Regain 1 + Endurance score HP.

Special Restore

All Special Attack Uses are restored.

Kid Stamina

Beast Binders cannot restore Stamina this way — requires proper Rest.

Post Combat Characters reduced to 0 HP/Stamina have gained Harm ¡ Critical Gauge resets to 0 ¡ All conditions end ¡ Evolved Arcana Beast must Devolve if in highest Stage for the duration

Extended Action Scenes

Longer version of a Combat Encounter split into sections, or any intense sequence of events in limited time.

Differences PCs don't regain Special Attack Uses until the very end ¡ No healing via 'Catching Your Breath' until the very end ¡ Critical Gauge carries over between sections

Kids In Combat

Beast Binders support their Arcana Beast from the sidelines using Commands (see beastbinder_commands). They rarely participate directly in combat.

Stamina As Hp When a beastbinder is targeted or fights directly, they use Stamina instead of HP.
At 0 Stamina Same consequences as Arcana Beast at 0 HP.
No Breath Recovery Beast Binders cannot 'catch their breath' — they need proper Rest to recover Stamina.
Beast Binder Actions If forced to act independently (e.g., separated from Arcana Beast), beastbinders use BEAST stats + Talents for rolls. They cannot use Special Attacks.

Environmental Factors

The GM can apply Setback or Boost based on various conditions.

Examples Terrain: Difficult ground, elevation advantages, obstacles ¡ Weather: Rain, darkness, extreme temperatures ¡ Positioning: Flanking, cover, range ¡ Equipment: Special items, tools, or weapons ¡ Circumstances: Surprise, preparation time, ally assistance

Npc Combat Behavior

Guidelines for how the GM runs NPC and wild Arcana Beast in combat. Each NPC has a behavior pattern that determines their general approach.

Aggressive

Attacks the nearest or most threatening target relentlessly.

Tactics

Always uses Attack or Special Attack actions ¡ Targets whoever dealt them the most damage ¡ Never Retreats unless at very low HP ¡ Will ignore weaker targets to focus on the biggest threat

Example

A territorial Draco-element Arcana Beast defending its nest.

Defensive

Focuses on protecting something — a location, an ally, or itself.

Tactics

Uses Defend and Guard actions frequently ¡ Only attacks when an enemy is Close ¡ Stays near whatever it is protecting ¡ Will Retreat if the thing it protects is safe

Example

An Arcana Beast guarding its sleeping pack.

Tactical

Uses positioning, conditions, and abilities strategically.

Tactics

Repositions to gain advantages before attacking ¡ Uses Special Attacks with status effects early ¡ Targets the weakest or most vulnerable enemy ¡ Coordinates with allies for Combos and Flanking

Example

A trained Arcana Beast with an experienced beastbinder partner.

Skittish

Avoids direct confrontation and attacks from safety.

Tactics

Stays at Near or Far range when possible · Uses ranged attacks and hit-and-run tactics · Retreats when damaged below half HP · Easily startled — may flee if surprised or facing Stage advantage

Example

A wild Insect-element Arcana Beast that wanders too close to camp.

Pack

Fights as part of a group, using numbers to overwhelm.

Tactics

Always tries to Flank with at least one ally ¡ Focuses fire on a single target to build Combos ¡ Individuals Retreat when isolated from the pack ¡ The pack flees if the leader is defeated

Example

A group of wild Brawl-element Arcana Beast hunting together.

Note These are guidelines, not strict rules. The GM should adapt NPC behavior to fit the story and keep combat interesting.

Encounter Building

Guidelines for the GM to create balanced and engaging combat encounters.

Minor

A quick skirmish that tests the PCs but shouldn't be dangerous.

Guidelines

1-2 NPC Arcana Beast at the same or lower Stage than the PCs. Low stats, simple behavior (Aggressive or Skittish).

Example

A pair of wild Stage 0 Arcana Beast that wander into camp.

Standard

A proper fight that requires tactics and resource use.

Guidelines

2-3 NPC Arcana Beast at the same Stage as the PCs, or 1 NPC at one Stage higher. Mixed behavior patterns.

Example

A territorial Stage 1 Arcana Beast and its two Stage 0 companions.

Tough

A serious challenge that may force evolution, Stamina spending, or retreat.

Guidelines

3-4 NPC Arcana Beast at the PCs' Stage or 1-2 at one Stage higher with Tactical behavior. NPCs should have Special Attacks.

Example

An enemy beastbinder with a Stage 2 Arcana Beast and two Stage 1 bodyguards.

Boss

A climactic encounter against a powerful foe. PCs should need to use everything at their disposal.

Guidelines

1 NPC Arcana Beast at two Stages higher than the PCs, or 1 at one Stage higher with multiple Qualities and strong NPC allies. Consider giving the boss extra HP or a unique ability.

Example

A legendary Stage 3 Arcana Beast guarding an ancient ruin, with the ability to change Elements mid-fight.

Balancing Tips Outnumbered PCs should face weaker individual enemies; outgunned PCs should face fewer but stronger enemies. · Add environmental factors to make simple encounters more interesting — fighting in a storm, on a collapsing bridge, or in a burning building. · If a fight is too easy, use the Critical Gauge to introduce complications. If too hard, allow creative solutions or NPC behavioral shifts. · Boss encounters should have phases — the boss changes behavior, the environment shifts, or reinforcements arrive at Critical Gauge thresholds. · Not every encounter needs to be 'fair.' Sometimes the PCs should face overwhelming odds to encourage creative thinking, negotiation, or retreat.

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