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Appendix G: One-Page GM Screen Summary

Fate's Edge GM Guide — Appendix G

Fate's Edge — GM Screen

Core Resolution

1. Declare ActionIntent + Attribute + Skill
2. Set DV2=Routine, 3=Pressured, 4=Hard, 5+=Extreme
3. Set PositionDominant (re-roll failure), Controlled (normal), Desperate (re-roll success)
4. RollCount successes (6+) and 1s (SB for GM)
5. OutcomeClean Success, Success with SB, Partial (1 Boon), Miss (2 Boons)
6. Spend SB1=minor, 2=moderate, 3+=major complication

Combat Quick Ref

MoveShift one band (Close ↔ Near ↔ Reach ↔ Far)
DashMove two bands; no defence penalty (that is Charge/Skirmish)
Charge/SkirmishMove two bands + attack, cost 1 Fatigue, requires open ground
Opportunity AttackLeaving Close without Disengage = free melee attack
FatigueEach Fatigue worsens Position; fill → Harm +1, clear Fatigue
Harm1 = −1 die on related actions • 2 = −1 die on most actions until treated • 3 = incapacitated or dying

Magic Shortcuts

Free CasterDV = 1 + number of [TAGS] (dangerous +2); backlash on 1s
RunekeeperInvoke Rite (1 action) +1 Obligation; Push It: +1 Obligation
InvokerRitual (DV+1 rounds) +1 Obligation; Crack the Seal: instant, +2 Obligation, Symbol Compromised
CantorSong (1 action, resolves next turn) +Corruption timer; Push: resolve immediately
SummoningCall (1 action) + Bind (1 Boon or Fatigue); Leash = Cap + Spirit segments

SB Spend Quick

1 SBNoise, trace, tick a timer +1
2 SBAlarm raised, lose advantage, lesser foe appears
3 SBReinforcements, key gear break, campaign front tick
4+ SBTrap springs, authority arrives, scene shift

Clocks & Difficulty

Timer Size4=short, 6=standard, 8=long, 10=epic
Default DV3 (pressured, mild opposition)
DV 2Routine, trivial stakes
DV 4Hard, active opposition
DV 5Extreme, high drama

Golden Rule: When in doubt, make a ruling that keeps the story moving.