Appendix B: Optional Rules and Tactical Tools

Fate's Edge GM Guide — Appendix B

Grid-Based Combat (Optional)

Use a square or hex grid with Zones of Control (ZoC).

ZoC rules:

Push-Through: Roll Body+Athletics vs. DV 4. Choose a cost on success: Position worsens by one step, −1 die on the action, or the enemy gets a free opportunity attack. A tougher enemy does not raise the DV — it worsens your Position, as everywhere else in the game.

Detailed Warfare (Mass Combat)

Treat an army as a Follower with a high Capability and its own timers. It assists at min(Cap, the relevant Skill) like any other Follower, and no roll takes more than +3 dice from all sources combined.

Worked example. The Forge of Souls is built entirely on this section plus Miniatures Mode below — forces as Followers with Supply and Morale, command rolls filling objective timers, and one module-specific consequence layered on top. Read it if you want to see the warfare rules carrying a whole adventure rather than a single battle.

Hex-Based Exploration

Map a region in 6-mile hexes. Entering a hex requires a Wits + Lore roll (DV set by terrain). Outcomes determine discovery (find a point of interest), danger (ambush, hazard), or becoming lost (add a timer segment to find the way out).

Miniatures Mode — Speed Defaults

Base DV: start at DV 3 and add 1 per complicating keyword (elevation, [WARD]), to a maximum of DV 5. Disengage is DV 4. A tougher opponent does not raise the DV — it worsens your Position, which is what Position is for.

Tens: a 10 is 2 successes, as everywhere else. In miniatures mode you may spend the surplus success to Push or Pull the target 1 hex.

Zone of Control (ZoC): Entering or leaving a hex adjacent to an enemy provokes one Reaction (Free Strike or Shove 1 hex).

Heat: On a critical hit, the GM may spend 1 Heat (a resource tracked per scene) to degrade Position or trigger a terrain hazard.

Hex Keywords

Difficult: Costs 2 movement points per hex. Elevation: Attacks from lower ground suffer +1 DV. ZoC: Provokes a Reaction on crossing.

Altar [WARD]: −1 die to attacks (or attacker may spend 2 Fatigue to ignore).

Incorporeal: Ignores Difficult terrain; can pass through occupied hexes but cannot end movement in one.

Sample NPCs

Encounters (TL 2–4)

Foils & Rivals (TL 4–6)

Prestige NPCs (TL 7–9)

Common Rolls (GM Screen Reference)

Melee: break a guard (Body+Melee), bind a blade (Wits+Melee), grapple (Body+Melee), feint (Wits+Melee)

Ranged: a leading shot (Wits+Ranged), loose in a squall (Spirit+Ranged)

Athletics: climb (Body+Athletics), time a leap (Wits+Athletics), keep your feet on a heaving deck (Wits+Athletics)

Stealth: shadow a patrol (Wits+Stealth), hold still (Spirit+Stealth)

Endurance: resist cold (Spirit+Endurance), push through pain (Body+Endurance)

Craft: read a blueprint (Wits+Craft), brace a door (Body+Craft), field-rig a pump (Body+Craft), stabilize a wound (Wits+Craft), cut away rot (Body+Craft)

Sway: haggle (Presence+Sway), rally allies (Presence+Sway), hold the line with your voice (Spirit+Sway)

Deception: lie under scrutiny (Presence+Deception), misdirect a guard (Wits+Deception), talk past a checkpoint (Presence+Deception), case a routine (Wits+Deception), find a fence (Presence+Deception)

Performance: captivate a crowd (Presence+Performance), mimic a voice (Wits+Performance)

Insight: read a room (Wits+Insight), pick the ambush lane (Wits+Insight), spot the tell (Spirit+Insight), reconstruct a scene (Wits+Insight), interview a witness (Presence+Insight)

Lore: cite local custom (Presence+Lore), read the weather (Wits+Lore), perform a rite (Spirit+Lore)

Arcana: read a ward anchor (Wits+Arcana), hold a rite steady (Spirit+Arcana)

Fast Boundaries: