Appendix A: Core Reference Tables

Fate's Edge GM Guide — Appendix A

Outcome Matrix
CaseNameGuidance
S ≥ DV, SB = 0Clean SuccessDeliver the intent crisply.
S ≥ DV, SB > 0Success with SBGrant intent; spend or bank SB for complications.
0 < S < DVPartialProgress; award 1 Boon.
S = 0MissNo progress; award 2 Boons; spend or bank SB.

Story Beat (SB) Spend Menu

Position Descriptions

Difficulty Ladder
DVNameWhen to Use
2RoutineClear intent, modest stakes, controlled environment.
3PressuredTime pressure, mild opposition, partial information.
4HardHostile conditions, active opposition, precise timing.
5+ExtremeMultiple constraints, high stakes, dramatic failure.

Boon Economy Quick Guide

Mechanical Constraints

Harm Levels and Effects
LevelSB GenerationPenaltyRecovery
Harm 11 SB (next 2 rolls)−1 die on related actionsRest or basic care
Harm 21 SB (next roll)−1 die on most actions until treatedMedical treatment
Harm 32 SB (next roll)Incapacitated or dyingMajor intervention

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

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.
XP Costs
ImprovementCostDowntime
Attribute increasenew rating × 3 XPnew rating days
Skill increasenew level × 2 XPnew level days
On-Screen FollowerCap² XP1–3 days
Minor Asset4 XP1 day
Standard Asset8 XP1 week
Major Asset12 XP1 month

Upkeep (Condensed)

Frequency: Once per downtime period.