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Quick Start

Fate's Edge Player's Guide — Chapter 1

What You Need to Play

Fate's Edge is a game where you tell stories together. You need:

The Core Loop in 60 Seconds

Every important action follows this simple loop:

  1. Declare what you do. Say what you want to achieve and how.
  2. The GM sets the stakes. They tell you the Difficulty (DV) and Position.
  3. Roll dice. Your dice pool is Attribute + Skill d10s.
  4. Count successes. Each 6+ is a success. Each 10 counts as 2 successes.
  5. The GM tells you what happens. Based on your result.

Your Character

Your character has:

Your dice pool is always Attribute + Skill.

The Core Skills

You have twelve core skills to choose from:

These skills cover broad areas of training. See the skill descriptions in Advancement. Psionics is an optional expansion skill, not a thirteenth core skill.

The Dice

Roll your dice pool. Each die that shows:

Die ResultWhat It Means
6-91 Success
102 Successes (critical!)
11 Story Beat (SB) for the GM
2-5Nothing

Difficulty (DV)

The GM sets a target number you need to hit:

DVWhat It Means
2Routine — almost guaranteed
3Default — a real challenge
4Hard — serious resistance
5+Extreme — a dramatic gamble

Position

Position is not how likely you are to succeed — that is the DV. Position is how much it costs you if you don't. It has three rungs, and things move up and down them constantly:

PositionHow You ActMechanical Effect
DominantYou have the advantageRe-roll one failure
ControlledNormal riskNo re-rolls
DesperateYou're in serious dangerRe-roll one success

Good description, a smart approach, an ally's help, and your heritage all move you up the ladder; danger, haste, and your heritage's Limit move you down. Nothing goes above Dominant or below Desperate — the ladder simply ends. (Heritage is Chapter 2, Step 1.)

The Outcome

Compare your successes to the DV:

ResultOutcomeWhat Happens
S ≥ DV, SB=0Clean SuccessYou get what you want, no cost
S ≥ DV, SB>0Success with SBYou get what you want, but the world pushes back
0 < S < DVPartialYou make progress, but not all the way
S = 0MissYou fail, and things get worse

Boons and Story Beats

Boons (Your Resource)

Story Beats (GM's Resource)

Quick Start Example

Lyra tries to pick a lock while guards patrol.

GM: "Controlled, DV 3. On a Miss, the guard hears you."

Lyra rolls (Wits 3 + Deception 2 = 5 dice): 9, 6, 4, 2, 1

GM: "Three pins give. The fourth is stiff and you are still holding it — you'll get it, but not this heartbeat. And I'll spend that Story Beat: the guard's footsteps stop. He's listening. What do you do?"

Note what a Partial is and is not. Lyra did not fail — the lock is three-quarters open. She did not succeed either; the door is still shut and the situation just got worse. She has a Boon in hand and a choice to make, which is the point.

What's Next?

This is the core loop. Everything else — magic, combat, advancement, assets — is built on this foundation.

Now you're ready to:

  1. Create a character (Chapter 2).
  2. Learn the full rules (Chapter 3).
  3. Pick a magical path (Chapter 4), and learn what it costs to put yourself back together afterwards (Chapter 5).
"The road remembers. Every broken wheel leaves a mark and every lit lamp had someone behind it. The only question is which of those you mean to be."