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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 Action | Intent + Attribute + Skill |
| 2. Set DV | 2=Routine, 3=Pressured, 4=Hard, 5+=Extreme |
| 3. Set Position | Dominant (re-roll failure), Controlled (normal), Desperate (re-roll success) |
| 4. Roll | Count successes (6+) and 1s (SB for GM) |
| 5. Outcome | Clean Success, Success with SB, Partial (1 Boon), Miss (2 Boons) |
| 6. Spend SB | 1=minor, 2=moderate, 3+=major complication |
Combat Quick Ref
| Move | Shift one band (Close ↔ Near ↔ Reach ↔ Far) |
| Dash | Move two bands; no defence penalty (that is Charge/Skirmish) |
| Charge/Skirmish | Move two bands + attack, cost 1 Fatigue, requires open ground |
| Opportunity Attack | Leaving Close without Disengage = free melee attack |
| Fatigue | Each Fatigue worsens Position; fill → Harm +1, clear Fatigue |
| Harm | 1 = −1 die on related actions • 2 = −1 die on most actions until treated • 3 = incapacitated or dying |
Magic Shortcuts
| Free Caster | DV = 1 + number of [TAGS] (dangerous +2); backlash on 1s |
| Runekeeper | Invoke Rite (1 action) +1 Obligation; Push It: +1 Obligation |
| Invoker | Ritual (DV+1 rounds) +1 Obligation; Crack the Seal: instant, +2 Obligation, Symbol Compromised |
| Cantor | Song (1 action, resolves next turn) +Corruption timer; Push: resolve immediately |
| Summoning | Call (1 action) + Bind (1 Boon or Fatigue); Leash = Cap + Spirit segments |
SB Spend Quick
| 1 SB | Noise, trace, tick a timer +1 |
| 2 SB | Alarm raised, lose advantage, lesser foe appears |
| 3 SB | Reinforcements, key gear break, campaign front tick |
| 4+ SB | Trap springs, authority arrives, scene shift |
Clocks & Difficulty
| Timer Size | 4=short, 6=standard, 8=long, 10=epic |
| Default DV | 3 (pressured, mild opposition) |
| DV 2 | Routine, trivial stakes |
| DV 4 | Hard, active opposition |
| DV 5 | Extreme, high drama |
Golden Rule: When in doubt, make a ruling that keeps the story moving.