Making Checks

in Beast, to make a check, you roll d6+STAT against the opponent, who does the same. The difference between the two results is the STRIKE VALUE. (If there's no opponent, the GM rolls d6+DIFFICULTY.)
If you're in combat, you can add the value shown on the RISK DIE.

If the STRIKE VALUE is 0 or more, that's a HIT - you've forced the opponent to block or yield ground, achieved partial success in your attempt.
If the STRIKE VALUE is 3 or more, that's a CRITICAL STRIKE - you've struck true and achieved a glorious success.

If you have advantage on a check, you can roll your d6 twice, taking the better value.
If you have disadvantage on a check, you must roll your d6 twice, taking the worse value.
If you have advantage and disadvantage at the same time, from any number of sources, they cancel out.

The Five Stats

Each Pilot in Beast has their performance and skill measured with five statistics.

WILD - The ability to brave danger, face risk, and go hot.
COOL - The ability to execute a task with skill, discipline and composure.
TRICKY - The ability to think creatively and outwit the enemy.
TOUGH - The ability to face up to tough odds with guts and endurance.
SMART - The ability to observe, analyze and predict the situation.

Every check, including every attack, uses one of those stats. When someone defends against their attack, they'll use a stat, too. Partner up with team-mates that can cover the stats you're weak on to provide a solid defense, and isolate enemies so that they can't do the same.

Character Creation

To create your pilot, choose their name.
Then, choose a stat to represent them best - they get +2 in that stat.
Then, choose two stats you think are sort of them, too - those are +1.
Then choose a stat you consider their weakness - that stat is at -1.
The other stats is at +0.

Then, create their beast - choose a frame, two weapons, and a shield part. You'll have the opportunity to upgrade your Beast during play.
How do they paint it?

Don't decide their backstory just yet — that'll happen during play.


Combat proceeds with the PCs (representing the Rebellion) and the GM (representing the Empire) taking turns in sequence. Unless the PCs won initiative with a strategy, the GM begins by selecting an enemy and taking an action with them.
Then a PC who hasn't acted yet this round declares that they'll act, and does so.
Then the GM selects an enemy who hasn't acted yet, and takes their turn.
As soon as every combatant on one side has acted, all the other combatants on the other side act.

At the end of the turn, if the Risk Die is active, it is activated and set to "1". At the end of each subsequent turn, the value is increased, to a maximum of 6.

Taking a Turn

Every turn, the pilot drives their Beast by choosing either a basic action or an action associated with one of their Beast's parts. Most actions are attacks. To make an attack, you begin by choosing the strike zone, then find out who is defending against it. You make an opposed check against their defense to see if you hit or critically strike, and then read the action to see what the effects are, which usually involve inflicting damage and always gaining points.

Targets and Defenders

Each attack has a listed strike zone:
Near: The zone the Beast is in.
Far: The zone the beast is in, or an adjacent zone.
Very Far: Any zone.

After you choose the strike zone, announce what defense stat will be used. An enemy in the Strike Zone will choose to become the Defender, and perform the opposing roll - this is the enemy that is doing the best job of evading, stopping, or disrupting your attack. At this point, make the opposed check, known as the Attack Roll.
After hitting, you might be able to choose targets of the attack, also. You can choose any enemy in the Strike Zone as a target.

Hitting and Damage

Most attacks do damage. Damage is applied to a certain location of the struck machine: one box will be marked for each point of damage. When all the "Damaged" boxes are checked, the part is damaged, and its performance is reduced. When all boxes are checked, it becomes Broken, and its function is even more impaired.

On a Hit, the defender gets to choose what location is struck.
On a Critical Strike, the attacker gets to choose what location is struck.

Scoring Points

Damage represents the temporary impairment of an attack. However, your actions in battle also create tactical advantage - by damaging enemy Beasts, breaking the morale of the enemy, and by inflicting collateral damage to Empire resources. This advantage is represented by "points", which are scored with every striking attack.

On a Hit, score 1 point.
On a Critical Strike, score [1 + Risk Die Value] points.

If you're making a skill check that benefits the Rebellion against the Empire during combat, you score points in the same way while making it.

Basic Actions

Move - Move to an adjacent zone.
Retreat - Roll +Tricky. A nearby enemy might oppose with -Wild. On A Hit, award the Empire the Risk die in points and retreat from battle. On a Critical Strike, depart from battle.
Act - Talk to the GM about performing a skill check to complete an objective or other effect. An enemy might oppose, or there might be an associated difficulty.


Beasts are made up of a Frame, which contains the Head, Body and Legs. They can also be equipped with any two weapons, a Shield, and three sub-parts to the Head, Body, and Legs respectively.


Each Beast can equip two weapons, which are separate hit locations. Each weapon contains at least one action. When a weapon is damaged, its actions are made at a disadvantage. When a weapon is broken, its actions cannot be used.


Each Beast has a head, which the pilot drives the Beast from. Damage to the head has a chance of injuring the pilot: if the head is damaged at the end of a battle, the pilot must make an injury save to see if they are wounded and how badly. Additionally, if the Head is broken, the pilot has disadvantage on all checks. The head can equip a part.


The living soul of a Beast, its heart, is contained within the Body. If the Body is damaged, the Beast's Power is weakened. If it is broken, the Power is disabled.


The leg systems represent the mobility used to evade and maneuver against attacks. If the Legs are damaged, the Beast has disadvantage on retreating and defending. If they are broken, the Beast cannot defend.


The Head, Body, and Legs can have sub-parts equipped, which might function as bonus weapons. Those weapons are at a disadvantage if their equipped location is damaged, and are unusable if broken.


Each Beast can equip a shield, which takes damage before all other parts, serving as a buffer layer before damage starts impairing function. Shields are capable of rebooting - when a Shield reboots, erase all damage from it. Shields often automatically reboot when the Risk die first reaches a certain value.

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