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:
- Entering an enemy's Zone of Control ends your movement — you are engaged.
- You cannot move through an enemy's ZoC.
- Leaving a ZoC requires the Disengage action (DV 4) or spending 1 Boon.
- Flank: +1 die to attack. Rear: +1 die and +1 Effect.
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.
- Supply Timer [6] or [8]: starts full and empties through use. When empty, the army suffers severe penalties — every roll it assists is one Position step worse.
- Morale Timer [6] or [8]: starts empty and fills through loss. When full, the army routs.
- Sway rolls (Presence + Sway or Wits + Insight) advance objective timers (e.g., Break Their Line [6]).
- Battle's Edge: Story Beats generated by command rolls can be spent on fog-of-war complications — false orders, broken supply wagons, or a messenger's death.
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)
- Bandit Skirmisher: Body 2, Wits 2. Melee 2, Stealth 1.
- Ykrul Rider: Body 4, Wits 3. Athletics 3, Melee 3.
- Street Bravo: Presence 3, Body 2. Melee 3.
Foils & Rivals (TL 4–6)
- Ambitious Scribe: Wits 3, Presence 3. Deception 3, Lore 2.
- Mercenary Captain: Body 4, Spirit 3. Sway 3, Melee 4.
- Flame Preacher: Presence 4, Spirit 3. Performance 4, Lore 3.
Prestige NPCs (TL 7–9)
- High Elf Loremaster: Wits 5, Spirit 4. Lore 5, Arcana 4.
- Dwarven Forge-Patriarch: Body 5, Spirit 4. Craft 5, Sway 4.
- Ykrul Warglord: Body 5, Presence 4. Sway 4, Melee 5.
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:
- Locks & Traps: Mechanical = Attribute + Craft; Arcane = Attribute + Arcana.
- People vs. Mechanisms: Deception for social infiltration; Stealth to avoid detection; Craft or Arcana to bypass a physical or magical barrier.
- Formal vs. Informal: both are Sway — Presence+Sway for courts and treaties, Wits+Sway for bargaining and personal persuasion. The register is the attribute, not the skill.