Appendix A: Core Reference Tables
Fate's Edge GM Guide — Appendix A
Story Beat (SB) Spend Menu
- 1 SB: Minor pressure — noise, trace, +1 segment on a relevant timer.
- 2 SB: Moderate setback — alarm raised, lose cover or advantage, lesser foe appears.
- 3 SB: Serious trouble — reinforcements arrive, key gear breaks temporarily, tick a campaign front.
- 4+ SB: Major turn — trap springs, authority arrives, scene shifts dramatically.
Position Descriptions
- Dominant: Act on your terms. Consequences are manageable.
- Controlled: Normal risk and reward. Failure has a real cost.
- Desperate: Odds stacked against you. Failure could be catastrophic.
Boon Economy Quick Guide
- Holding cap: 5 Boons maximum.
- Carryover: At the end of each scene, reduce held Boons to a maximum of 2.
- Conversion: 2 Boons → 1 XP, once per session during downtime (max 2 XP per session via conversion).
- Spending: Re-roll a die, activate an asset, improve Position, or power certain Rites.
Mechanical Constraints
- Assist Max: +3 dice total per roll (Exceptional Coordination allows +4 from one follower).
- Boon Max: 5 total; 2→1 XP conversion once per session (max 2 XP via conversion).
- Follower Independent Action: Once per scene (party-wide).
Range Bands
- Close
- Arm's length, grappling distance.
- Near
- Same room or immediate area.
- Far
- Visible but not immediately reachable.
- Absent
- Off-screen; requires a scene change.
Movement Actions
- Move: Shift one range band (Close ↔ Near or Near ↔ Far).
- Dash: Shift two bands as your full action.
- Disengage: Test to leave an enemy's Close range without provoking an opportunity attack.
- Charge / Skirmish: Full-turn actions that move two bands and attack, costing 1 Fatigue.
Supply Timer States
- Full (0 segments)
- Well-provisioned, no penalty.
- Low (1 segment)
- Minor friction — resource checks at −1 die.
- Dangerous (2 segments)
- Each PC gains Fatigue 1.
- Empty (3 segments)
- Severe penalties — starvation or thirst risk.
Travel Timer Sizes
- 4 segments
- Short, straightforward leg.
- 6 segments
- Standard leg.
- 8 segments
- Extended or complex journey.
- 10 segments
- Epic or highly dangerous passage.
Upkeep (Condensed)
Frequency: Once per downtime period.
- Efficient (higher XP, less time): Upkeep XP = max(1, Acquisition XP ÷ 3).
- Intensive (1 XP, dedicated action): One full downtime action.
- Failure to pay: Follower's Loyalty worsens one step: Faithful → Strained → Broken; Asset becomes Neglected (or Compromised if already Neglected).