Combat Overview
Initiative
All characters involved in a Combat Encounter roll for Initiative.
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.
No movement needed â you're already there.
Near
A short dash away. Most of the same battlefield area. Ranged attacks and some abilities work at this distance.
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.
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.
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 â 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 â 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.
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.
Spirit Test, Difficulty 1 (automatic for most beastbinders).
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).
Technique Test, Difficulty 2.
No special insight gained.
Call Back
Urge the Arcana Beast to return to their Wearable Vessel â 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.
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.
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 â beastbinders have limited Stamina and can't recover it easily.
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 â the GM should use it sparingly but meaningfully.
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.
Intercepting uses the Arcana Beast's Action for their next turn.
Attack Mechanics
If defender equals or exceeds attacker's successes, attack misses â no damage.
If attacker has more successes, attack hits â deal damage.
If the attacker rolls 3 or more faces showing 6 or higher on their attack roll, the attack is a Critical Hit â deal double base Damage before adding extra successes. Critical Hits are rare and dramatic â they are most likely with large dice pools, higher-Stage dice (d8âd12), Boosted attacks, and Special Attacks with many bonus dice.
Damage Resolution
Brawn
Brawn + 1
Brawn + 2
Brawn + 3
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.
Positioning
Where characters are in a fight matters. The GM determines positioning benefits based on the narrative.
Attacker gains +1 die on attack rolls against targets below.
Defender gains +1 die on Dodge rolls against ranged attacks.
When two allies are on opposite sides of a target, both gain +1 die on attack rolls.
A cornered target cannot Reposition and rolls Dodge with Setback.
Attacks against an Obscured target (fog, darkness, smoke) are made with Setback.
Stage Differences
Retreat
A character can attempt to flee from combat.
Condition Rules
General rules for how combat conditions work.
Unless stated otherwise, negative conditions last until the end of the affected character's next turn.
Some conditions (like Poisoned) last until the end of the Combat Encounter.
Conditions can be removed early by the Encourage command or specific Qualities (e.g., Healing Touch).
Knockout
At 0 Hp
Character is knocked out of the fight (unconscious or totally exhausted).
Add 1 point to the Critical Gauge ¡ Gain a Harm
PC Arcana Beast of Stage 2 or higher are forced to Devolve.
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
Endurance Test, Difficulty 2
Remain at Stage 1
Devolve to Stage 0
Critical Gauge
Tracks mounting tension and danger in combat.
Evolution In Combat
End Of Combat
Regain 1 + Endurance score HP.
All Special Attack Uses are restored.
Beast Binders cannot restore Stamina this way â requires proper Rest.
Extended Action Scenes
Longer version of a Combat Encounter split into sections, or any intense sequence of events in limited time.
Kids In Combat
Beast Binders support their Arcana Beast from the sidelines using Commands (see beastbinder_commands). They rarely participate directly in combat.
Environmental Factors
The GM can apply Setback or Boost based on various conditions.
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.
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
A territorial Draco-element Arcana Beast defending its nest.
Defensive
Focuses on protecting something â a location, an ally, or itself.
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
An Arcana Beast guarding its sleeping pack.
Tactical
Uses positioning, conditions, and abilities strategically.
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
A trained Arcana Beast with an experienced beastbinder partner.
Skittish
Avoids direct confrontation and attacks from safety.
Stays at Near or Far range when possible ¡ Uses ranged attacks and hit-and-run tactics ¡ Retreats when damaged below half HP ¡ Easily startled â may flee if surprised or facing Stage advantage
A wild Insect-element Arcana Beast that wanders too close to camp.
Pack
Fights as part of a group, using numbers to overwhelm.
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
A group of wild Brawl-element Arcana Beast hunting together.
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.
1-2 NPC Arcana Beast at the same or lower Stage than the PCs. Low stats, simple behavior (Aggressive or Skittish).
A pair of wild Stage 0 Arcana Beast that wander into camp.
Standard
A proper fight that requires tactics and resource use.
2-3 NPC Arcana Beast at the same Stage as the PCs, or 1 NPC at one Stage higher. Mixed behavior patterns.
A territorial Stage 1 Arcana Beast and its two Stage 0 companions.
Tough
A serious challenge that may force evolution, Stamina spending, or retreat.
3-4 NPC Arcana Beast at the PCs' Stage or 1-2 at one Stage higher with Tactical behavior. NPCs should have Special Attacks.
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.
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.
A legendary Stage 3 Arcana Beast guarding an ancient ruin, with the ability to change Elements mid-fight.