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Chapter 3: Managing Resources

Fate's Edge GM Guide — Chapter 3

Philosophy of Resources

Resources are not there to hoard — they are tools to create drama.

The most memorable sessions come from characters spending their last Boon on a desperate re-roll, staggering forward under three Fatigue, or accepting a Patron's demand that changes everything.

In Fate's Edge, resources are narrative levers, not inventory lists. From the last sip of water in sun-scorched wastes to the fragile loyalty of a Ykrul war-band, every resource tells a story, and every story demands its price. As GM, you are the keeper of these threads—the weaver of scarcity and abundance. This chapter shows how to manage the systems that fuel mortal ambitions and epic campaigns.

Supply Timer: The Pulse of Survival

The Supply Timer tracks the party's access to essentials: food, water, gear, and logistical support. It is a shared party resource—a narrative lever that tightens tension when characters are isolated, pursued, or cut off from civilization.

Supply Timer States

Segments FilledNarrative Effects
0 (Full)Well-equipped and prepared; no penalty.
1 (Low)Minor complications: bland rations, damaged arrows, thinning waterskins.
2 (Dangerous)Each character gains Fatigue 1 as scarcity takes its toll.
3 (Empty)Severe penalties: starvation, dehydration, equipment failure imminent.

When to Advance the Supply Timer

The Supply Timer advances when the world turns against the party's preparations:

Clearing Supply Segments

The timer recedes when the party finds respite:

Example. A week-long sea passage with uncertain winds. A failed Navigation roll causes the GM to spend 2 SB — filling two segments as supplies spoil. The party is now at Low Supply. A second failed roll fills another segment — Dangerously Low. Fatigue sets in. The sea gnaws at their endurance.

Fatigue: The Weight of the World

Fatigue represents the cumulative toll of journeying through a world that rarely offers comfort: exhaustion that seeps into bones, hunger that hollows cheeks, strain that clouds judgment.

The Roller-Coaster Effect

Taking Harm clears Fatigue temporarily — the shock of a wound can jolt a character back into action. This creates a natural "roller coaster" of tension:

Example: Henry is at Fatigue 3 (Desperate, −2 dice). A goblin stabs him for Harm 1. The Harm conversion procedure: first convert Harm → Fatigue (none, light armor), then apply remaining Harm — which clears all Fatigue. Henry's Fatigue drops to 0, but his Harm increases to 1. He is wounded but suddenly clear-headed, ready to fight back.

Use this effect to create dramatic swings: a character near collapse who takes a wound and finds a second wind. It keeps combat unpredictable and rewards players who embrace risk.

Fatigue Effects

Each point of Fatigue worsens the character's Position by one step (Dominant → Controlled → Desperate). If already Desperate, each additional Fatigue instead imposes a −1 die penalty on all rolls. Penalties from Fatigue and Harm stack.

Fatigue LevelEffect
1Position worsens one step (Dominant → Controlled → Desperate)
2If already Desperate, −1 die; otherwise Position worsens
3−2 dice (if already Desperate from Fatigue)
4+Collapse, KO, or spiritual break (incapacitated)

Clearing Fatigue

Recovery requires genuine respite:

Narrative note: Fatigue is not only physical — it can reflect mental strain, grief, or spiritual exhaustion. A failed ritual might leave a caster at Fatigue 2 from metaphysical backlash alone.

Fatigue → Harm Conversion

Each character has a Fatigue track equal to their Body attribute. When the track fills:

  1. Increase Harm by one level (0→Harm 1, Harm 1→Harm 2, Harm 2→Harm 3).
  2. Clear all Fatigue.

This conversion can occur multiple times in a scene. (See the Player's Guide for full Harm rules.)

Obligation: The Weight of Oaths

"The debt that is never called is the one that compounds in silence. The road remembers. The Hollow collects." — The Gray Wanderer

What Is Obligation?

Obligation is the mechanical representation of a character's debts—the weight of promises made, favors accepted, and powers borrowed. It is not a punishment. It is a promise of future story.

In Fate's Edge, power is never free. When you invoke a Patron's Rite, accept a terrestrial patron's favor, or swear an oath that binds your fate, you mark Obligation. This debt is not a penalty—it is narrative fuel. It ensures that every gain has a cost, every alliance has a price, and every choice has consequences.

The Philosophy of Debt

Why Obligation Matters:

What Obligation Represents

Obligation is the currency of being owed. It represents:

Important: Obligation is not a resource to hoard. It is a narrative lever. When your Obligation is high, your GM has hooks to pull. Embrace it—those hooks lead to adventure.

Tracking Obligation

Capacity

A character's Obligation Capacity is:

Capacity = Spirit + Presence

This represents the total Obligation a character can carry across all Patrons, terrestrial patrons, and other debts before the ledger begins to creak.

Obligation Capacity Examples
SpiritPresenceCapacityNotes
112Minimal—one Rite and you're at capacity
213Can invoke three Low Rites before strain
325A dedicated Runekeeper's typical capacity
437A seasoned invoker with social connections
5510A legendary figure with immense will and influence

Marking Obligation

When a character takes on a debt, they mark Obligation in one of several ways:

Example: Kestra's Obligation

Kestra (Spirit 3, Presence 1, Capacity 4) invokes a Low Rite of the Traveler (Obligation: 1). She now has 1 Obligation. She later pushes a Rite (additional +1), bringing her to 2. She still has capacity for two more Rites. Later, she invokes a Standard Rite (Obligation: 2), bringing her to 4—exactly at capacity. If she invokes one more Rite, she will exceed capacity and mark Fatigue.

Exceeding Capacity

When a character's total Obligation exceeds their Capacity:

  1. Mark Fatigue: For each segment over Capacity, the character marks 1 Fatigue.
  2. No Further Rites: The character cannot invoke additional Rites or accept additional favors until Obligation is reduced.
  3. Patron Intrusion (Double Capacity): If the character exceeds double their Capacity, clear all Fatigue, mark Harm 1, and trigger a Patron Intrusion—a narrative demand from the Patron.
Obligation Overflow Example

Example: Kestra has Capacity 4 and currently has 4 Obligation. She invokes another Rite, bringing her to 5. She marks 1 Fatigue (the strain of exceeding her capacity). If she later invokes a third Rite beyond capacity, bringing her to 6 (double her Capacity of 4 is 8, so she's not at double yet), she marks another Fatigue. If she reaches 8, she triggers a Patron Intrusion—the Traveler demands a task.

Clearing Obligation

Obligation is cleared through meaningful engagement with the Patron or faction to whom the debt is owed. This is not accounting—it is story.

Acts of Service

A character may clear Obligation by performing an Act of Service for their Patron or terrestrial patron. The Act must align with the Patron's themes.

Acts of Service by Patron
PatronThemeExample Act of Service
The TravelerWays, JourneysGuide a lost traveler to safety; repair a broken milestone; leave an offering at a crossroads.
Oath of Flame & LightDawn, Vows, ProtectionSwear a public vow; consecrate a threshold; defend the innocent.
InaeaWebs, Mercy, ConnectionMend a broken relationship; tie a red thread at a threshold; offer comfort to the grieving.
The WitnessTruth, Memory, RevelationExpose a lie; record a forgotten truth; correct an error in a record.
IkashaShadow, Secrets, ThresholdsHide a secret; protect a fugitive; leave no trace of your passing.
The Carrion KingDecay, RenewalTend to the dying; bury the dead; compost something that others discard.
GrimmirSeasons, Nature, SacrificePlant a tree; make an offering of blood; honor the turning of the seasons.
MykkielLaw, Covenant, ZealEnforce a just law; witness an oath; correct an injustice.
MalachaiCurses, CorruptionLay a curse on a deserving target; accept a cursed gift; break a chain.

Downtime Clearing

During downtime (see Chapter 9), a character may clear Obligation through one of the following methods:

Focused Devotion (Talent)

The Focused Devotion talent (3-5 XP) allows a character to clear 1 segment of Obligation by spending 1 Boon during a scene. This represents a moment of focused prayer, meditation, or devotion to the Patron.

Patron Intrusions

When a character's Obligation reaches critical mass (exceeding double Capacity), or when the GM spends SB on a narrative twist, a Patron Intrusion occurs. This is not a punishment—it is a story hook.

What a Patron Intrusion Looks Like

Example: Patron Intrusion in Play

The Scenario: Kestra (Traveler's Runekeeper) has been invoking Rites recklessly. Her Obligation is at 8, which is double her Capacity of 4. The GM triggers a Patron Intrusion.

The GM says: "The Traveler appears in a dream. The road to Highpass is washed out, and a pilgrim family is trapped. Guide them safely, and clear 2 Obligation. Refuse, and mark Fatigue 2—the road will not open for you again until you do."

Kestra's Player: "I accept. The road has never failed me. I'll guide them."

The Result: Kestra gains a new adventure hook, a chance to clear Obligation, and a deeper relationship with her Patron.

Refusing an Intrusion

A character may refuse a Patron Intrusion. The consequences vary:

Terrestrial Patrons: Mortal Obligation

Not all Obligation flows to cosmic entities. Terrestrial patrons—noble houses, crime syndicates, merchant leagues—also collect debts.

How Terrestrial Obligation Works

Example: Terrestrial Patron Obligation

The Scenario: The party owes Obligation to House Contarini (Vilikari nobility). They have accepted a safehouse (Minor Asset, 1 Obligation) and a forged charter (Standard Asset, 2 Obligation). Total: 3 Obligation to House Contarini.

The Demand: That is 3 Obligation against a Capacity of 3 — full, but not yet over. One more favour tips it, and House Contarini would rather collect first. The GM triggers a terrestrial patron intrusion: "A Contarini factor arrives with a demand. The house needs a message delivered to the Valvano Ford—by dawn. Refuse, and the safehouse is reclaimed."

The Choice: The party can accept the task (clearing 2 Obligation if successful) or refuse (losing the safehouse and gaining a Black Mark with the house).

Obligation in the Blood and Silk Trilogy

Obligation is a central theme in the Blood and Silk campaign arc.

The Velvet War

In the prequel, Old Kes's betrayal is driven by Obligation—Livaea's Unrefusable Offer compelled him to betray the Silk Coin. The player characters inherit this debt: the exiles carry the weight of Kes's broken oath into the main campaign.

Blood and Silk

In Millhaven, the party gains Obligation to the villagers through their actions—and the village gains Obligation to the party. This mutual debt is the foundation of community.

Beyond Millhaven

At the Valvano Ford, Obligation becomes a currency of peace. The three factions cannot move forward until their debts are acknowledged and paid. The party's success comes not from force, but from balancing ledgers.

The Bronze Gate

The Iron Seal of Varus is a broken Obligation made solid. The Ninth Legion's commander swore an oath and broke it—and the curse is the interest. Breaking the curse requires either fulfilling the oath or forgiving the debt.

Player-Facing Obligation

As a player, Obligation is your guide to story. When you mark Obligation, you are not being penalized—you are inviting adventure.

What to Do With Obligation

Intent: How to Approach Obligation

"Obligation is not a tax. It is a door. Walk through it."

When you invoke a Rite or accept a favor, consider:

GM-Facing Obligation

As a GM, Obligation is your primary tool for ensuring that power has weight and choices have consequences.

How to Use Obligation

Obligation as Story Engine

"The debt that is never called is the one that compounds in silence."

When your players have Obligation, you have hooks. Use them:

The Ninth Taboo and Obligation

In Acasia and beyond, the Ninth Taboo is a form of Obligation—a debt to the land itself.

The Hollow's Attention

The Hollow's Attention timer (Chapter 10) is a form of Obligation to the Curse of Acasia. When the timer fills, the Hollow manifests as an Oath-Keeper and demands payment.

Breaking Customs

When a character knowingly breaks an Acasian custom (pours a ninth cup, takes a ninth step, speaks a ninth name), they mark Obligation to the Hollow. This is not a separate track—it is a narrative debt. The Hollow will collect.

Summary: Obligation at a Glance

Obligation Quick Reference
ConceptMechanics
CapacitySpirit + Presence
MarkingInvoke Rite (+1), Push (+1), Crack the Seal (+2), Accept Favor (+1)
Exceeding Capacity1 Fatigue per segment over
Double CapacityClear Fatigue, mark Harm 1, trigger Patron Intrusion
Clearing (Service)Act of Service (1-3 segments)
Clearing (Downtime)Off-screen (1), On-screen (1-2), XP (2 segments for 2 XP)
Clearing (Talent)Focused Devotion: 1 Boon for 1 segment
Patron IntrusionQuest, demand, rival, or omen
Terrestrial PatronsSame mechanics, narrative consequences
The Ninth TabooBreaking customs marks Obligation to the Hollow

Final Thought

Obligation is the heartbeat of Fate's Edge. It is the weight that makes choices matter, the thread that connects characters to the world, and the promise of story yet to come.

Do not fear it. Embrace it. When your Obligation is high, your story is rich.

"The road is long. The debt is patient. Walk true."

Boons: The Currency of Resilience

Boons are narrative tokens earned by embracing risk. They reward failure with opportunity — the silver lining in clouds of defeat.

Why You Should Spend Boons — The Math of Fun

Hoarding Boons for XP conversion leads to less engagement and lower fun scores.

Every Boon you hold is a dramatic moment waiting to happen:

XP from Boons is a trickle (max 2 per session). The real reward is agency. The player who spends Boons shapes the story; the player who hoards them watches from the sidelines.

As GM, remind players: "You have 3 Boons. What will you spend them on?" When a player sits on 5 Boons, gently suggest they use one before the scene ends. A spent Boon is a moment of player power. An unspent Boon is wasted potential.

Earning Boons (GM Reminders)

Limit: At most 2 Boons from failures per character per scene. Repetition of the same approach with the same stakes does not award additional Boons.

Boon Economy (Quick Reference)

Spending Boons (Player Options)

Players may spend 1 Boon to:

Substituting Fatigue for Boons (Optional)

If a player has no Boons remaining, they may substitute 1 Fatigue for 1 Boon once per scene. This represents pushing through exhaustion for a last chance. The GM may veto if the fiction does not support it.

Anti-Fishing Measures (GM Guidance)

Design note: Boons reward narrative risk, not repeated failure.

Followers and Assets: Power Beyond the Self

Players can invest XP in Followers (on-screen allies) and Assets (off-screen resources). These are story agents with their own motivations and risks. The following sections present simplified, low-bookkeeping systems that avoid numeric timers while preserving meaningful consequences.

Followers: On-Screen Allies

Followers are bought with XP and tracked by a Cap (maximum assist bonus). Cost = Cap² XP; downtime 1–3 days to recruit.

Follower States

Instead of numeric timers, track a follower's Loyalty and Fitness as one of three states each.

Follower Loyalty and Fitness states
StateMechanical Effect
Loyalty
FaithfulNormal assist, independent actions available
StrainedAssist at −1 die; may refuse risky orders
BrokenFollower leaves or becomes hostile
Fitness
ReadyFull function
HurtAssist at −1 die; no independent actions
DownIncapacitated; requires rescue or medical care

Change states when the fiction demands it (e.g., after a failed mission, a moral compromise, or taking damage). No rolls required.

Assisting in Scenes

Follower Independent Actions

Once per scene, one follower may take a small independent action (party-wide limit). Examples:

Cost: Mark Exposure +1 or worsen Fitness one step (Ready → Hurt → Down) on that follower.

Followers as Successors

A Follower (Cap 3+) can become a successor if the player's main character retires, dies, or ascends. This is the core of the Legacy Engine (see the Epic Play chapter of the full GM Guide).

Follower Upkeep and Risk

Assets: Off-Screen Influence

Assets are titles, safehouses, spy rings, charters. They do not act in scenes directly but change the fiction between sessions.

Asset tiers, acquisition cost, and representative examples
TierCost and Examples
Minor4 XP (1 day) — safehouse, small shop, local contact
Standard8 XP (1 week) — noble title, spy ring, workshop
Major12 XP (1 month) — city license, fortress lease, regional network

Asset Status

Assets have a single unified Status that describes their overall health and usability.

Asset Status levels and their effects
StatusEffect
Flourishing+1 die on rolls involving the asset, +1 Yield
StableNo modifier
Strained−1 die on asset-related rolls, no Yield
CollapsedNon-functional; requires quest or major downtime to restore

The Status worsens when the asset is neglected, attacked, or suffers a public failure. It improves through dedicated downtime actions or successful missions that benefit the asset.

Using Assets

Asset Upkeep

Each downtime:

Terrestrial Patrons: Favors and Obligation

Not every patron is a cosmic entity. Powerful mortals—nobles, crime lords, generals, merchant princes, and the old families of the Vilikari—can act as terrestrial patrons. They offer tangible aid (escorts, legal protection, supplies, even ongoing Assets) in exchange for favors and loyalty.

How Terrestrial Patrons Work

When a character accepts a favor from a terrestrial patron, start an Obligation Timer with the patron's name (e.g., "Prefect Marcellus's Obligation [4]"). Mark one segment each time the character accepts a significant favor. When the timer fills, the patron calls in the debt — a mission, a political favor, or a direct demand.

The party also tracks a separate Obligation tally for each terrestrial patron, exactly as they would for a supernatural Patron (see the Managing Obligation and Corruption section). Each accepted favor adds +1 Obligation. Exceeding Obligation Capacity (Spirit + Presence) causes Fatigue exactly as with cosmic Patrons.

Refusing to honor the debt turns the patron into an enemy. The GM may advance associated Crisis timers or introduce complications.

Use Obligation Timers Aggressively

Obligation timers are story fuel. Call them in at the worst possible moment:

Obligation that is never called is wasted potential.

Clearing Terrestrial Obligation

Obligation to a terrestrial patron is cleared by performing tasks for the patron. The GM sets the scope:

Each task becomes a story hook.

Rank: What a Patron Can Reach

A terrestrial patron's Rank says how far their arm goes: how many Assets they can carry for you, how large those Assets may be, and how much debt they will let you run up before they come collecting.

Terrestrial Patron Rank
RankReachDebt CeilingAsset SlotsLargest Asset
Street (a guild steward, a local crime boss, a hedge-court judge)A neighbourhood, a hall, one canton3–4 segments2Minor (4 XP)
City (a noble house factor, a syndicate capo, a temple prefect)One city and what feeds it5–6 segments4Standard (8 XP)
Regional (a duchy spymaster, a merchant prince, a coven leader)Several provinces7–8 segments6Major (12 XP)
Imperial (an archduke, a syndicate master, a high priest)Across the Amaranthine8+ segments8Major, or something unique

Debt Ceiling is how much this patron will let accumulate before they collect — a measure of their reach, not of you. Your own Obligation Capacity is Spirit + Presence, always, exactly as for a supernatural Patron; exceeding it costs 1 Fatigue per segment over.

What an Asset Costs in Obligation

When a patron grants an Asset or a Follower for Obligation rather than XP, the cost is the thing's tier: Minor 1, Standard 2, Major 3, unique 4. Followers ride the same ladder — a Cap 2 counts as Minor, a Cap 3 as Standard.

One modifier, and it is the interesting one. If what you are asking for sits at the very top of what that patron's Rank can provide, add 1. It costs them, so it costs you. A Street patron scraping together a safehouse is spending real credit; a Regional one hands over the same safehouse without breaking eye contact.

No patron can grant an Asset larger than their Rank allows, at any price. That is not a cost question — their arm does not reach.

Example Terrestrial Patrons

Sample Terrestrial Patrons
PatronRank / Assets / Debt Trigger
Prefect Marcellus (Ecktorian commander)City (4 slots). Safe passage, food, guards. Debt: dangerous mission behind enemy lines.
Censor Cassia (judicial authority)Street (2 slots). Legal immunity, archive access. Debt: expose a political rival.
Khatun Sarnai (Ykrul chieftain)City (4 slots). Remounts, safe camp, guides. Debt: blood-price or raid on a rival clan.
Mistress Ilvar (Silkstrand crime lord)Street (2 slots). Black Bazaar access, cutpurses. Debt: public assassination.
House Contarini (Vilikari Archivolt)City (4 slots). Forged charters, legal immunity. Debt: retrieve a lost seal from a rival.
The Ragman (Silkstrand underworld)Regional (6 slots). Smuggling routes, night-boats, stolen goods. Debt: a favor that cannot be named.

Running Terrestrial Patrons

More Examples, by Rank
RankExample PatronDebt CeilingTypical Assets
StreetThe Coin That Never Spends (brothel madam)3–4Safe house, blackmail file (minor), one fence contact
CityMadam Serafine (Velvet Court capo)5–6Spy network, forgery workshop, two safe houses
RegionalThe Ragman (Silkstrand underworld)7–8Smuggling routes, night-boats, stolen goods network
ImperialThe Matron of Silkstrand9+Blue Ledger (all bribed officials), Maze of Whispers (city-wide passages), Ghost Crew (urchin army)

Each Obligation segment is cleared by performing tasks for the patron (minor task = 1 segment, significant = 2, major = 3+).

Player Trusts: Shared Legacy

A Trust is a shared pool of XP that players contribute to, used to acquire and maintain party-owned Assets and Followers. Trusts represent a collective enterprise—a mercenary company, a trading guild, a spy network, a religious order.

Forming a Trust

Any player may contribute XP to the Trust pool. Contributions are voluntary and cannot be withdrawn. The Trust has no individual owner; spending from the pool requires majority agreement.

Tiered Buy-In for Trust Slots

A Trust is not a single Asset — it is a container that can hold multiple Assets and Followers. The Trust's capacity is determined by its Tier, which players purchase collectively.

Trust Tiers and Capacity
Trust TierCost (Total XP)Asset SlotsMax Asset Size
Tier I (Local)8 XP2 slotsStandard Asset (8 XP)
Tier II (Regional)16 XP4 slotsMajor Asset (12 XP)
Tier III (International)32 XP6 slotsMajor Asset (12 XP)

Upgrading a Trust

Players may upgrade a Trust to the next Tier by paying the difference in XP (e.g., from Tier I to Tier II costs an additional 8 XP, contributed collectively). Upgrading requires a downtime scene where the Trust formalizes its new charter, expands its operations, or absorbs a rival organization.

What a Trust Can Buy

Once the Trust has capacity, players may spend XP from the Trust pool to acquire Assets and Followers that belong to the Trust as a whole.

Trust Expenditures
CostBenefit
4 XPMinor Asset (shared safehouse, workshop, contact network)
8 XPStandard Asset (guild charter, spy ring, fortress lease)
9 XPFollower (Cap 3, loyal to the Trust, not any single PC)

Each Asset or Follower consumes one Asset Slot. A Trust cannot exceed its slot capacity.

Upkeep and Delegation

Each downtime, the Trust must pay upkeep for its Assets and Followers using the standard rules (Efficient upkeep in XP, or 1 XP and a scene, per asset or follower).

Alternatively, the Trust may delegate upkeep to a Cap 5 Follower:

Trust Assets in Play

Assets and Followers acquired through a Trust belong to the party as a whole. Any member may activate them by spending their own Boons, following the normal Asset rules.

Trusts and Terrestrial Patrons

A Trust is a natural counterpart to a terrestrial patron relationship. A party that owes Obligation to House Contarini might form a Trust to manage the safehouses and informants the House provides. Conversely, a party that builds a Trust independently may eventually become a terrestrial patron themselves — a Minor patron with 2 Asset slots, offering favors to lesser allies.

The GM may allow a Trust to absorb a terrestrial patron relationship: if the party retires their individual Obligation to a patron by paying XP from the Trust pool, the patron becomes a Trust Asset rather than a personal debt. The patron's Obligation Timer continues, but the obligation is now collective.

Dissolving a Trust

If the party disbands, remaining XP in the pool is lost. Assets may be transferred to individual characters who pay the XP cost (or accept Obligation to a Terrestrial Patron to cover the difference). Followers loyal to the Trust may scatter, become independent NPCs, or be absorbed by a patron.

Trust Quick Reference

Trusts Summary

Forming:

Capacity by Tier:

Upgrading:

Spending:

Upkeep:

Activation:

Mandate Timer (0–6)

Tracks the party's public legitimacy.

Advance the timer when the party gains renown (clean victories, public accolades) or loses face (scandals, broken oaths).

Crisis Timer (0–6)

Tracks the opposition's growing strength.

Advance the timer when the party fails key objectives, ignores looming threats, or the GM spends SB on faction escalation.

Example. If the party brokers a peace treaty, advance Mandate by 1. If they assassinate a rival leader but leave evidence, advance Crisis by 1. When either timer reaches 6, trigger a major faction response (a summons, an assassination attempt, a public trial).

Combat Resource Management

In combat, resource management takes on desperate urgency.

Supply in Combat

Fatigue in Combat

Follower Combat Integration

Narrative First: The Fiction Is the Ledger

In Fate's Edge, arrows, rations, and waterskins are tracked only in the fiction that surrounds them. Mechanics engage only when those resources become scarce enough to matter. The focus remains always on narrative tension — the gnawing hunger, the fading light, the last arrow — not sterile bookkeeping.

Abstracting Coin and Time. Routine expenses and petty bribes are handled narratively ("You have enough coin from past jobs to cover a week's stay"). For major expenses (bribing a corrupt official, outfitting an expedition, buying a rare magical component), players may spend XP in place of coin (1 XP = a substantial sum). Use the "XP as currency" rule sparingly; it should feel like a meaningful sacrifice, not a tax.

GM Reminder. When a player asks "Do I have enough arrows?" the answer is almost always "yes" until it becomes dramatically interesting to say "no." Similarly, track Supply only when the party is isolated, pursued, or in a hostile environment. Let the world breathe with its own needs and abundances. And when the dice say the world pushes back against mortal plans — listen to what they tell you about the price of ambition.

Echo Characters: Managing Multi-Character Switching

Players may choose to temporarily step away from their current character and play another, while their first character continues to act offscreen. This is called an Echo Character. The optional rules in the Player's Guide give the player-facing procedure; this section provides the GM's mechanical framework for tracking offscreen characters, applying consequences, and maintaining narrative continuity.

Core Principles

The Downtime Log

Each session a character is offscreen, the player completes a simple Downtime Log. The GM records the outcomes and may introduce one consequence per log.

Log Structure

The player declares:

  1. Resource Action: How the character maintains connections or standing (e.g., sends a letter, pays a retainer, visits a contact offscreen).
  2. Project Action: One goal or project advanced (e.g., researches a ritual, trains a follower, builds a contacts list).
  3. Event Response: How the character reacts to unseen events or threats (e.g., avoids a patrol, hides from a rival, investigates a rumor).

Tier-Based Project Limits

Players may advance up to a certain number of projects per downtime based on their character's Tier:

GM Response

For each Downtime Log, the GM:

Consequences should be specific and story-driven, not punitive. Examples:

Crisis Timer for Offscreen Characters

Each offscreen character tracks a private Crisis Timer [6]. This timer represents mounting pressure, danger, or narrative trouble that accumulates while the character is away.

When to Tick the Crisis Timer

Tick the Crisis Timer +1 when:

When the Crisis Timer Fills

At 6 segments, the character faces a major offscreen crisis. The GM describes what happens, and the player must address it upon return. Examples:

After the crisis, reset the Crisis Timer to 0. The crisis should create a story hook, not remove the character from play.

Reducing the Crisis Timer

Players may reduce the Crisis Timer by:

The GM may also reduce the timer by 1 if the player's Downtime Log shows proactive risk management.

Return Mechanics

When a player brings an Echo Character back to active play:

  1. The returning character gains 2 Boons for narrative re-entry (a burst of momentum).
  2. The player rolls Wits + Spirit (DV 3) to reestablish presence. On a success, they reintegrate smoothly. On a failure, the GM applies one additional consequence (e.g., they arrive off-balance, or a complication follows them).
  3. The GM reveals any Consequences accumulated during absence, and the player must address unresolved plot threads.

Optional: Buddy System

If multiple players have offscreen characters, they may nominate a Buddy (another player with an active character) to help track Downtime Logs and Crisis Timers. The Buddy gains +1 additional Boon for the session for this support role (this Boon does not count toward the session cap).

Player Guidelines (for GM to communicate)

Share these with players who wish to use the system:

Full Cross-Reference

For player-facing rules on Echo Characters (how to declare absence, what a Downtime Log is, and the benefits of returning), see the Player's Guide chapter on Followers and Assets. The player version omits Crisis Timers and GM consequence mechanics; those are your tools as GM.