On this page
- Character Creation Summary
- How to Think Like a Fate's Edge Player
- Player Engagement Flowchart
- Overview
- Step 1 — Concept & Heritage
- Step 2 — Attributes
- Step 3 — Skills
- Step 4 — Talents
- Step 5 — Patron (Optional)
- Step 6 — Cultural Affinity
- Step 7 — Assets & Followers (Optional)
- Step 8 — Bonds & Complications
- Step 9 — Gear & Final Touches
- Build Examples
- Starting Gear Options
- Next Steps
- Party Composition Guide
- Adapting a character concept
- Start with the character you want to play
- Convert the concept in six steps
- Translate features by what they do
- Leave the source game’s numbers behind
- Four worked build outlines
- Edgewalker — the uncharismatic Face
- Conversion worksheet
Character Creation Summary
Fate's Edge Player's Guide — Chapter 2
How to Think Like a Fate's Edge Player
Before you assign a single point of XP, take a moment to understand the mindset that makes Fate's Edge sing. This is not a game of optimisation or perfect builds — it is a game of meaningful choices, dramatic risks, and shared storytelling.
Embrace the Fiction
Your character is not a collection of numbers — they are a living story. When you declare an action, think first about what your character would do in this moment, and only then let the mechanics follow. The dice are not a barrier to your creativity; they are a conversation partner. A roll of 1 is not a failure — it is an invitation for the world to push back, and that pushback is what makes the story memorable.
Spend Your Boons
Boons are not XP tokens. They are dramatic fuel. Hoarding them for conversion (2 Boons → 1 XP) starves the table of tension and robs you of your safety net. A Boon spent to re-roll a critical failure or improve Position before a desperate gamble creates a moment everyone at the table will remember. The XP will come from your adventures; the Boons are for the stories you tell right now.
Embrace Failure
A Miss is never "nothing happens." It is an opportunity for the GM to escalate, for your character to learn, and for the party to adapt. When you fail, you gain 2 Boons — the system rewards you for leaning into risk. Treat every Miss as a gift: it changes the situation, gives you resources, and makes the eventual success sweeter.
You Are a Co-Creator
The GM frames the pressure; you drive the fiction. You are not trying to "beat" the game or outsmart the GM. You are collaborating to tell a compelling story. When you describe your actions with detail — showing the dust in your eyes, the tremble in your arm, the desperate prayer you whisper — you give the GM permission to reward you with Position, Effect, or even a free Boon. Flavor is free, and it is your greatest tool.
Know Your Resources
You track your own Obligation, Fatigue, Harm, and Boons. Keep your sheet visible and your trackers up to date. When your Obligation is near capacity, that is not a warning — it is a promise of future adventure. When your Fatigue is high, that is not a penalty — it is a chance for a dramatic comeback. Own your resources, and use them as narrative levers.
Trust the System
The core loop (Attribute + Skill, Position, DV, Outcome Matrix) is robust enough to carry any scene. If you forget a rule, fall back on the Golden Rule: make the choice that serves the story. The rest will follow.
Play to Find Out
You do not know how the scene will end any more than the GM does. That uncertainty is the game's heartbeat. Lean into it. Ask questions, take risks, and let the dice sing. The most memorable sessions come from characters who act boldly and accept the consequences.
"The road does not promise a safe journey — only a true one." — The Gray Wanderer
Player Engagement Flowchart
Fate's Edge is modular by design. You can play with just the core resolution loop and nothing else — or you can add layers of complexity as your table grows comfortable. The following flowchart helps you navigate that choice. Start at the top and follow the path that matches your preferred play style. Remember: you can always opt in (or out) of subsystems as your character evolves and the campaign demands.
- Start here: What do you want?
- Just play with core resolution?
- Yes → Core Loop Only — Attributes + Skills, no Talents, no assets.
- No → Want a signature edge?
- No → Take 1–2 Minor Talents, then continue to: Want magic?
- Yes → Want magic?
- No → Choose a Patron + one magic path, then continue to: Want off-screen influence?
- Yes → Want off-screen influence?
- No → Acquire an Asset or Follower, then continue to: Want to build a shared legacy?
- Yes → Want to build a shared legacy?
- No → Form a Trust with your party.
- Yes → Mix and match all layers!
- Just play with core resolution?
How to Use This Flowchart
- Core Loop Only: Perfect for one-shots or players who want a pure narrative experience. You are still fully effective in any scene — Attributes and Skills give you plenty of dice.
- Minor Talents: Add one or two signature moves (e.g., Keen Senses, Second Wind) to give your character a mechanical identity without much overhead.
- Patron + Magic: Choose a Patron and one of the five magic paths (Runekeeper, Invoker, Cantor, Summoner, or Free Caster). This adds resource tracking (Obligation, Corruption, etc.) but opens new narrative and mechanical possibilities.
- Assets/Followers: Extend your influence beyond your character sheet. Assets are off-screen resources; Followers are on-screen allies. Both require upkeep but provide lasting leverage.
- Trusts: Pool XP with your party to build a shared organization — a guild, a merchant company, a spy network. This is for long-term campaigns and collective legacy.
- Mix and Match: You can combine any or all of these layers. The system is modular; you are not locked into a single path. You can start simple and add complexity as your campaign evolves.
A Note on Progression
You are never penalised for choosing a simpler path. A character with high Attributes and Skills is as capable as one with many Talents and Patrons — they simply express their power differently. The game balances breadth against depth, and both are valid. Choose what excites you, and change your mind later. The road is long, and the Gray Wanderer walks it with you.
Overview
With the philosophy and the opt-in framework in mind, you are ready to build your character. You begin at Tier I (Novice) with 32 Experience Points (XP). Bonds and Complications can add up to +4 XP between them — +2 apiece, four total, however you split them (see Step 8). Maximum starting XP: 36.
| Step | Where to Find Rules | Time |
|---|---|---|
| 1. Concept & Ancestry | Here; heritage table in Chapter 12 | 2 min |
| 2. Attributes | Core Mechanics chapter | 2 min |
| 3. Skills | Core Mechanics chapter | 2 min |
| 4. Talents (optional) | Talents chapter | 3 min |
| 5. Patron (optional) | World Powers & Patrons chapter | 2 min |
| 6. Cultural Affinity | World, Regions & Cultures chapter | 1 min |
| 7. Assets & Followers (optional) | Assets & Followers chapter | 1 min |
| 8. Bonds & Complications | Here | 2 min |
| 9. Gear & Final Touches | Here | 1 min |
Step 1 — Concept & Heritage
Write one sentence that describes your character's origin, profession, and one defining trait. Examples:
- "An Aeler tunnel-wright who lost her breath-count and now hears stone sing."
- "A Vhasian duelist with a scarred face and a vow to never lose again."
- "A Ykrul sky-speaker who owes a blood-price to a rival clan."
Then choose your heritage — the people you were born to. Heritage costs nothing and grants no dice. It grants Position: one step better on rolls that play to your people's strengths, one step worse on the thing they were never built for.
| Heritage | Affinity (+1 Position) | Limit (−1 Position) |
|---|---|---|
| Aeler (under-mountain) | Body or Craft | Presence |
| Aelinnel (small folk, protocol) | Wits or Craft | Body |
| Aelaerem (small folk, hearth) | Presence or Stealth | Body |
| Lethai-al (of the forests) | Wits or Stealth | Presence |
| Lethai-thora (of the schools) | Wits or Lore | Body |
| Lethai-ar (of the Crimson Valley) | Presence or Deception | Spirit |
| Ykrul (of the steppe) | Body or Endurance | Presence |
| Narethi | Spirit or Arcana | Body |
| Human (any culture) | Any Skill in which you have no ranks | None |
| Mixed | One parent's Affinity | The other parent's Limit |
- Each is one Attribute and (for Affinity) one Skill. If the roll uses either, the step applies.
- They cancel. A roll that touches both your Affinity and your Limit is simply unmodified.
- They do not stack with themselves. A roll using your Affinity Attribute and your Affinity Skill still improves Position by one step, not two.
- The ladder ends. Position runs Desperate → Controlled → Dominant. Better than Dominant is still Dominant; it never converts into dice.
Full write-ups of each people are in Chapter 12 (World, Regions, and Cultures).
Step 2 — Attributes
You have four Attributes (1–5). Spend XP to raise them from a base of 1 each.
Cost: Each step costs new rating × 3 XP. This is incremental:
- 1 → 2 costs 6 XP (2 × 3)
- 2 → 3 costs 9 XP (3 × 3)
- 3 → 4 costs 12 XP (4 × 3)
- 4 → 5 costs 15 XP (5 × 3)
So raising an Attribute from 1 to 3 costs 6 + 9 = 15 XP total.
Recommended starting ranges:
- Primary attribute (the one you use most): 3 (costs 15 XP total: 1→2 = 6, 2→3 = 9)
- Secondary attributes: 2 each (costs 6 XP each: 1→2 = 6)
Example: Body 3 (1→2 = 6, 2→3 = 9 → total 15 XP), Wits 2 (1→2 = 6 XP) → 21 XP spent. Spirit and Presence remain at 1.
Step 3 — Skills
Choose Skills (0–5) that match your concept. Key skills (used often) should be 2–3; others 0–1.
Cost: Each step costs new level × 2 XP. This is incremental:
- 0 → 1 costs 2 XP (1 × 2)
- 1 → 2 costs 4 XP (2 × 2)
- 2 → 3 costs 6 XP (3 × 2)
- 3 → 4 costs 8 XP (4 × 2)
- 4 → 5 costs 10 XP (5 × 2)
So raising a Skill from 0 to 2 costs 2 + 4 = 6 XP total.
Recommended starting total: Spend 8–12 XP on skills.
Example: Melee 2 (0→1 = 2, 1→2 = 4 → total 6 XP), Athletics 1 (0→1 = 2 XP), Endurance 1 (0→1 = 2 XP) → total 10 XP.
Step 4 — Talents
Talents are optional extras. They give you a signature edge, but they are not required to contribute meaningfully to the party. A Body 3 + Melee 2 warrior with no Talents is still rolling 5 dice in combat. A Spirit 3 + Lore 2 scholar with no Talents is still rolling 5 dice to recall ancient secrets.
Start simple. Take 0–2 Talents. Add more as you grow. The system is designed so that Attributes and Skills do the heavy lifting.
Talents are special abilities. Start with 0–3 talents. Many concepts work well with two minor talents (2–3 XP each) or one major talent (4–6 XP). Some concepts work perfectly with zero Talents — your Attributes and Skills are enough.
Magic access talents (if you want magic):
- Spellcraft (6 XP) — free casting
- Familiar (2 XP) + Codex (4 XP) — Runekeeper (rites)
- Patron's Symbol (4 XP) — Invoker (rituals)
- Cantor's Path (8 XP) — Cantor (songs)
- Pact-Whisperer (2 XP) + Lesser Pactwright (2 XP) — Summoner
Non-magic talents (examples):
| Talent | Cost | Effect |
|---|---|---|
| None | 0 XP | A valid, complete character. Attributes + Skills do the work. |
| Keen Senses | 2 XP | +1 die to perception checks. |
| Defensive Survival | 3 XP | +1 die to melee defense, convert Harm to Fatigue. |
| Weapon Master | 5 XP | +2 dice with a chosen weapon. |
See the Talents chapter for the full list.
Step 5 — Patron (Optional)
If your character uses magic through a Patron, choose one (see the World Powers and Obligation chapter). The six recommended for first characters are:
| Patron | Theme |
|---|---|
| Oath of Flame & Light | vows, radiance, smiting |
| The Traveler | roads, safe passage |
| Inaea (Angel of the Spider) | mercy, community |
| The Witness | truth, memory |
| Carrion King | decay, renewal |
| Ikasha (She Who Sleeps) | shadows, secrets |
You do not need a Patron if you are a free caster (Spellcraft) or a psion (optional).
Step 6 — Cultural Affinity
Your heritage is who your people are. Your cultural affinity is where you were raised — and those are often not the same place. Choose one region from Chapter 12 (World, Regions, and Cultures). It grants a once-per-session benefit drawn from how that place actually does things.
Stacking. Your heritage Affinity and your cultural affinity are separate things and can both come up in a scene — but if both would improve Position on the same roll, you get one step, not two. Position has three rungs; there is nowhere above Dominant to go.
Step 7 — Assets & Followers (Optional)
You may spend XP on:
- Minor Asset (4 XP) — e.g., a safehouse, a workshop
- Follower (Cap² XP) — e.g., Cap 2 scout (4 XP), Cap 3 lieutenant (9 XP)
Most starting characters skip these or take one minor asset. See the Assets & Followers chapter.
Step 8 — Bonds & Complications
Bonds: Establish up to two bonds with other player characters. Each bond grants a one-per-session Boon when you act on it with an intricate description. At Tier III (90+ XP) bonds also allow Boon transfers.
Complications: You may take up to two complications (e.g., a feud, a cursed item, a debt). Each gives +2 XP but each character with a complication adds +1 banked Story Beat to early scenes. Work with your GM.
See the Backgrounds chapter for examples.
Step 9 — Gear & Final Touches
Starting gear (assumed):
- One set of clothing appropriate to your culture
- A Light melee weapon or ranged weapon with ammunition
- Light armor (if your concept demands it)
- A backpack, a waterskin, 1d6 days of rations, a utility knife, flint and steel, a small lantern or candle
- Any tools required for your skills (e.g., lockpicks, healer's kit, writing materials)
For special gear (heavy armor, heavy weapons, magical items), spend XP or acquire them through play.
Final XP tally:
- Start with 32 XP.
- Add +2 XP for each Bond or Complication you take, to a combined maximum of +4.
- Maximum starting XP: 36.
Spend it all. Starting XP cannot be banked — anything you leave unspent is simply gone.
Build Examples
Six complete characters, each spending exactly 32 XP. Every one of them rolls a five-dice pool in their specialty. None of them needs more than one Talent; two need none at all. Each entry ends with what to do with the +4 XP if your table takes Bonds and Complications.
Build 1: The Duelist
- Attributes: Body 3 (15), Wits 2 (6) → 21
- Skills: Melee 2 (6) → 6
- Talents: Weapon Master (5) → 5
- Total: 32 XP
Pool: Body 3 + Melee 2 = 5 dice — 7 with her chosen blade. Narrow and lethal: she has one answer, and it is a very good answer.
With +4: Athletics 1 (2) and Endurance 1 (2), so she can chase and so she can last.
Build 2: The Scholar (no Talents)
- Attributes: Wits 2 (6), Spirit 2 (6), Presence 2 (6) → 18
- Skills: Lore 3 (12), Insight 1 (2) → 14
- Total: 32 XP
Pool: Wits 2 + Lore 3 = 5 dice. Note the trade: he bought depth in the Skill rather than the Attribute, which is cheaper, and spent the difference on being competent everywhere else. Same five dice in his specialty; a much rounder character outside it.
With +4: Insight 1 (2) and Sway 1 (2) — the two skills that turn what he knows into what people do.
Build 3: The Scout
- Attributes: Wits 3 (15), Body 2 (6) → 21
- Skills: Stealth 2 (6), Athletics 1 (2) → 8
- Talents: Keen Senses (2) → 2
- Follower: tracking hound, Cap 1 (1) → 1
- Total: 32 XP
Pool: Wits 3 + Stealth 2 = 5 dice; 6 when she is looking for something. The hound is the odd point, and it will be the reason she survives one night.
With +4: Endurance 1 (2) and Insight 1 (2) — the legs to keep going and the sense to know when not to.
Build 4: The Healer
- Attributes: Spirit 3 (15), Wits 2 (6) → 21
- Skills: Craft 2 (6), Insight 1 (2) → 8
- Talents: Defensive Survival (3) → 3
- Total: 32 XP
Pool: Spirit 3 + Craft 2 = 5 dice. Defensive Survival lets him convert Harm to Fatigue, which is the whole job: he is the one who has to still be standing afterwards.
With +4: Lore 1 (2) and Athletics 1 (2) — or Familiar (2) plus a skill point, if he is heading toward the Runekeeper's path.
Build 5: The Commander
- Attributes: Presence 3 (15), Wits 2 (6) → 21
- Skills: Sway 2 (6), Insight 1 (2), Lore 1 (2) → 10
- Follower: herald, Cap 1 (1) → 1
- Total: 32 XP
Pool: Presence 3 + Sway 2 = 5 dice. No Talents at all. The herald is not a bodyguard — she is a voice that arrives before he does, which is often the more useful weapon.
With +4: Command Presence (4), if your GM's campaign has a battlefield in it. Otherwise Deception 1 and Melee 1.
Build 6: The Rogue
- Attributes: Wits 3 (15), Body 2 (6) → 21
- Skills: Stealth 2 (6), Deception 1 (2), Insight 1 (2) → 10
- Follower: street informant, Cap 1 (1) → 1
- Total: 32 XP
Pool: Wits 3 + Stealth 2 = 5 dice. Insight is there because knowing when you are being lied to is the same skill as lying well, viewed from the other side.
With +4: Deception to 2 (4). One more die where it matters most.
Starting Gear Options
Weapons and Armor
| Item | XP Cost | Notes |
|---|---|---|
| Light weapon (dagger, shortsword) | Free (or 4 XP for special) | Harm 1, +2d Close, +1d Near |
| Medium weapon (longsword, spear) | Free (or 8 XP for special) | Harm 2, +1d Close, +2d Near |
| Heavy weapon (greatsword, halberd) | 12 XP | Harm 3, -1d Close, +3d Near |
| Light armor | 4 XP | Harm 1 → Fatigue 1 |
| Medium armor | 8 XP | Harm 2 → Fatigue 1 |
| Heavy armor | 12 XP | Harm 3 → Fatigue 2 |
Most starting characters take a free Light weapon and Light armor. Heavy weapons and armor are significant investments.
Next Steps
- Read the Core Mechanics chapter to learn how to roll dice, use Position, and spend Boons.
- Read the Magic chapter if your character uses magic.
- Read the World Interaction chapter for travel, time, and social rules.
- Work with your GM to decide on starting situation and campaign timers.
Party Composition Guide
This guide helps you think about what roles your party might cover, how different character builds can fill those roles, and — crucially — how Followers can fill gaps when no player character covers a needed role. Use it as a conversation starter during Session Zero.
The Five Roles
Fate's Edge characters are defined by approach, not by class. The same mechanics can support different playstyles. Think of these roles as what you do at the table, not as what your character is.
| Role | Primary Attribute | What You Do |
|---|---|---|
| Tank | Body | Stand in front, absorb damage, protect allies |
| Striker | Body or Wits | Deal damage, eliminate threats, break lines |
| Controller | Spirit or Presence | Shape the battlefield, impose conditions, manage fear |
| Support | Spirit | Heal, remove conditions, transfer burdens |
| Utility | Wits or Spirit | Gather information, solve puzzles, negotiate with spirits |
Tank — The Wall
You stand between danger and the people you protect. You do not need to deal the most damage — you need to be the hardest to kill.
Key Mechanics:
- High Body (4+ for Fatigue track and defense)
- Heavy Armor (converts Harm to Fatigue)
- Defensive talents (Defensive Survival, Shield Bearer) — optional
Build Example (32 XP): Body 3 (15), Spirit 2 (6), Melee 2 (6), Endurance 1 (2), Defensive Survival (3) = 32 XP. With +4: Athletics 1 (2) and Medium armor is out of reach, so bank the Bond XP into Athletics and Insight instead — or save toward Heavy armor (12) in play.
Dice pool: Body 3 + Melee 2 = 5 dice. Defensive Survival converts Harm to Fatigue, which is what actually makes a wall a wall.
Striker — The Blade
You eliminate threats. Whether through precision or overwhelming force, your job is to end fights.
Key Mechanics:
- High Body (melee) or Wits (ranged)
- Weapon Master (optional — adds +2 dice)
Build Example (32 XP): Body 3 (15), Wits 2 (6), Melee 2 (6), Weapon Master (5) = 32 XP — this is Build 1 (The Duelist) above. With +4: Athletics 1 (2) and Stealth 1 (2), so she can reach the fight and leave it.
Dice pool: Body 3 + Melee 2 + Weapon Master 2 = 7 dice with the chosen weapon.
Controller — The Weaver
You shape the battlefield. Fear, conditions, and positioning are your weapons.
Key Mechanics:
- High Spirit (willpower) or Presence (intimidation)
- Social skills (Sway, Deception) are the foundation
Build Example (32 XP): Presence 3 (15), Spirit 2 (6), Sway 2 (6), Deception 1 (2), Insight 1 (2), plus a Cap 1 Follower (1) = 32 XP. With +4: Command Presence (4).
Dice pool: Presence 3 + Sway 2 = 5 dice.
Support — The Mender
You keep the party on their feet. Healing, condition removal, and burden transfer are your domain.
Key Mechanics:
- High Spirit (willpower) or Wits (medicine)
- Craft skill is the foundation
Build Example (32 XP): Spirit 3 (15), Wits 2 (6), Craft 2 (6), Insight 1 (2), Defensive Survival (3) = 32 XP — this is Build 4 (The Healer) above. With +4: Lore 1 (2) and Athletics 1 (2).
Dice pool: Spirit 3 + Craft 2 = 5 dice.
Utility — The Eyes and Ears
You solve problems that cannot be solved with steel. Information, negotiation, and spirit consultation are your tools.
Key Mechanics:
- High Wits (perception) or Spirit (intuition)
- Knowledge skills (Lore, Insight) are the foundation
Build Example (32 XP): Wits 3 (15), Spirit 2 (6), Lore 2 (6), Insight 1 (2), Insight 1 (2), plus a Cap 1 Follower — an informant, an archivist's apprentice (1) = 32 XP. With +4: Sway 1 (2) and Stealth 1 (2).
Dice pool: Wits 3 + Lore 2 = 5 dice. Build 2 (The Scholar) reaches the same pool for less, by buying Lore 3 over a Wits 2 — compare them.
Filling Gaps with Followers
Not every party has a player who wants to play every role. That is where Followers (see Chapter 10, Assets & Followers) come in. A well-chosen Follower can cover a missing role, provide specialized assistance, or handle tasks that no player character wants to do.
When to Use a Follower
- No one wants to play Support: A Follower with Craft (medicine) or healing Rites can keep the party alive.
- No one wants to play Tank: A Follower with Heavy Armor and a shield can hold the line.
- No one has high Insight: A scout or informant Follower can gather information off-screen.
- No one speaks a particular language or knows a region's customs: A local guide Follower can navigate cultural pitfalls.
- The party needs a specialist for a single mission: A Follower can be hired for the duration of a task.
Follower Roles (By Capability)
| Follower Type | Cap Range | What They Can Do |
|---|---|---|
| Bodyguard (Tank) | 2–3 | Hold a line, absorb damage, protect a PC |
| Scout (Utility) | 2–3 | Gather information, navigate, spot dangers |
| Healer (Support) | 2–3 | Stabilize wounds, clear Fatigue, remove Conditions |
| Scholar (Utility) | 2–3 | Research, translate, identify relics |
| Mercenary (Striker) | 2–3 | Deal damage in combat, follow orders |
| Guide (Utility) | 2–3 | Navigate terrain, interpret local customs, translate |
| Fence (Controller/Utility) | 2 | Access black markets, spread rumors, create leverage |
| Apprentice (Any) | 1–2 | Assist a PC in their specialty (adds assist dice) |
Follower Costs and Upkeep
Followers are acquired by spending XP: Cap² XP (Cap 1 = 1 XP, Cap 2 = 4 XP, Cap 3 = 9 XP). They require upkeep:
- Efficient: Pay max(1, acquisition XP ÷ 3, rounded up) per downtime — 1 XP at Cap 1, 2 at Cap 2, 3 at Cap 3. No scene required.
- Intensive: Pay 1 XP and spend a scene maintaining the relationship (training, sharing a meal, resolving a personal problem).
Neglect Consequences:
- Loyalty worsens: Faithful → Strained → Broken.
- A Strained Follower assists at -1 die; a Broken Follower leaves or becomes hostile.
- If a Follower is neglected for two consecutive downtimes, they leave permanently (or worse — they join a rival).
Party Composition at a Glance
Use this table to see if your party has gaps. One character can cover multiple roles. Followers can fill the gaps marked with (F).
| Party Size | Recommended Coverage |
|---|---|
| 2 players | 1 Tank/Striker + 1 Support/Controller (F for missing roles) |
| 3 players | Tank + Striker + Support (or Controller); F for the missing role |
| 4 players | Tank + Striker + Controller + Support (Utility often folds into Support or Controller) |
| 5+ players | All roles covered; consider secondary roles |
Sample Party Compositions
The Balanced Party (4 Players, 32 XP each)
- Tank: Body 3, Melee 2 (5 dice). Heavy Armor.
- Striker: Body 3, Melee 2 (5 dice). Medium weapon.
- Support: Spirit 3, Craft 2 (5 dice). HEAL cantrip.
- Utility: Wits 3, Lore 2 (5 dice). Research kit.
Note: Not one of these four has a Talent, and all four are fully effective. Each spends about 27–29 XP on the pairing above, which leaves three to five points for a second skill, a Cap 1 Follower, or a small Talent — whichever the character wants, rather than whichever the party needs.
The Aggressive Party (3 Players + Follower)
- Striker/Tank: Body 3, Melee 2 (5 dice). Medium armor.
- Striker: Wits 3, Stealth 2 (5 dice). Light weapons.
- Utility/Support: Spirit 3, Arcana 2 (5 dice). Spellcraft.
- Follower: Healer (Cap 2, 4 XP) — keeps the party alive.
The Social Party (3 Players + Follower)
- Controller: Presence 3, Sway 2 (5 dice).
- Utility: Wits 3, Deception 2 (5 dice).
- Support/Utility: Spirit 3, Lore 2 (5 dice).
- Follower: Bodyguard (Cap 2, 4 XP) — protects the diplomats.
Final Advice from the Gray Wanderer
"Do not obsess over party composition. The game is flexible. A party of four duelists is viable — they will simply solve problems with steel rather than words. A party of four scholars is viable — they will negotiate, research, and find the path that avoids combat altogether. The question is not whether your party is 'balanced.' The question is whether your party is prepared for the kind of problems your GM will present. Talk to your GM. Ask what kind of campaign they are running. Then build accordingly. And if you are missing a role, hire a Follower. They are not as strong as a PC, but they are better than nothing — and they can become something more."A Follower is not a servant. A Follower is a relationship. Treat them well, and they will save your life. Treat them poorly, and they will remember. The road is long. Walk it with people you trust — or at least pay on time."
Covering Gaps with Followers (Quick Reference)
| Missing Role | Recommended Follower | What They Do |
|---|---|---|
| No Tank | Bodyguard (Cap 2–3) | Hold the line, absorb damage, protect a PC |
| No Striker | Mercenary (Cap 2–3) | Deal damage in combat, follow orders |
| No Controller | Interrogator or Witch (Cap 2–3) | Impose fear, manage conditions, manipulate |
| No Support | Healer (Cap 2–3) | Stabilize, clear Fatigue, remove Conditions |
| No Utility | Scholar or Guide (Cap 2–3) | Research, translate, navigate, identify |
Adapting a character concept
This guidance uses existing character rules. It adds no class system or new abilities.
Start with the character you want to play
Write three short statements before looking for mechanical matches:
- Role: what does this character contribute? Examples include holding a passage, finding a hidden route, treating the wounded, or negotiating with dangerous powers.
- Method: how do they do it? A shield, patient observation, a practiced rite, and a binding promise create different characters even when they serve the same role.
- Signature: which one or two moments would make the character feel recognizable? “I stand between danger and my allies” is more useful here than a list of twenty class features.
A subclass usually sharpens the method or signature: two warriors may share martial training while one protects a company and the other fights through carefully prepared ambushes. You do not need to preserve the source game’s class boundary to preserve that distinction.
Convert the concept in six steps
- Agree on the starting point. Choose the campaign’s Fate’s Edge tier, creation procedure, and available material. A high-level character in another game does not establish a Fate’s Edge starting budget.
- Separate ordinary capability from exceptions. Swordplay, stealth, endurance, persuasion, and research usually begin with attributes and existing skills. A source feature that makes a character trained or competent may need no talent at all.
- Choose the essential signature. Find a published talent or path that actually produces the desired effect. Read its trigger, prerequisites, action or timing, cost, limits, and consequences. Similar names alone are not a match.
- Build with the target rules. Pay the stated Fate’s Edge costs and satisfy the prerequisites. Record the exact source of each special option. Equipment, followers, and assets use their own acquisition and use rules.
- Put later features on an advancement list. Keep a recognizable starting concept instead of forcing a complete high-level feature list into a novice build. The list is a plan, not an entitlement to free abilities.
- Try the build in representative scenes. Test its ordinary contribution, signature action, and response to a setback. Adjust the selection within the campaign’s agreed character rules if the experience does not match the concept.
Translate features by what they do
| Source feature | Look for in Fate’s Edge | Keep explicit |
|---|---|---|
| Weapon training, exploration expertise, or social competence | Attributes and the relevant existing skills; equipment where applicable. | Training does not automatically grant a special action, bonus die, or immunity. |
| A defensive stance, trick shot, or signature combat maneuver | An ordinary action under the core procedure, or a published talent if an exception is essential. | Use the selected option’s timing, effect, and frequency. Do not copy a source action economy. |
| A spell list or supernatural discipline | A Fate’s Edge magical path and its permitted workings or rites. | Access, scope, costs, backlash, and consequences come from that path, not the source spell. |
| A pet, summoned ally, bonded creature, or retinue | The appropriate familiar, summoning, follower, or asset rules. | These are different relationships. Match the creature’s role and use the chosen relationship’s costs and limits. |
| A vow, patron, order, or inherited obligation | Setting relationships and the relevant published path or character options. | A narrative relationship is not automatically a mechanical benefit or a purchased asset. |
| Extra turns, automatic success, immunity, or consequence cancellation | A specifically worded published exception, if one exists and the character qualifies. | Do not infer the exception from the source class. Preserve its Fate’s Edge gate, trigger, cost, and limit. |
Leave the source game’s numbers behind
Do not convert levels directly into XP, hit points into Harm, armor ratings into DV, or spell slots into Fatigue. Those values belong to different procedures. Choose the intended capability, then apply the Fate’s Edge procedure that expresses it.
The same applies to resource schedules. A source feature that refreshes after a rest does not acquire that refresh schedule in Fate’s Edge. If the chosen talent is once per scene or once per session, that is the rule you use. A differently named source resource does not justify adding another track.
Use existing skills. A monk’s meditation can use Spirit + Endurance under its stated procedure; it does not need a Meditation skill. Psionics is an explicit additional skill in its own expansion, not a template for inventing a skill for every class.
Changes to Position, Effect, dice, DV, Fatigue, Harm, and Story Beats are not interchangeable bonuses. Use the specific benefit and cost of the option you selected. Talents that cancel Story Beats belong at higher tiers; a source feature cannot bypass that gate or create cancellation by analogy.
Four worked build outlines
These examples show how to make choices. They are not complete character sheets or free packages: finalize ratings, costs, talents, and equipment using the campaign’s chosen creation rules.
The sworn protector
Concept: a disciplined guardian who holds a passage and protects a companion. Start with Body and relevant martial skills such as Melee and Endurance. Read Way of Warrior’s martial archetypes for candidate defensive options. Select an option for its actual protective effect, then check its cost and prerequisites.
Subclass distinction: make the vow and the people it binds part of the character’s relationships. If supernatural protection is essential, choose an appropriate published magical path as well; a sacred description alone grants no spell or immunity. Put abilities the starting character cannot yet afford on the advancement list.
The elusive infiltrator
Concept: someone who enters unnoticed, learns a secret, and gets out. Wits and Stealth are a starting point for the method; choose other skills to reflect how the character handles people and obstacles. Establish what the character wants before treating every infiltration as an attack.
Subclass distinction: an ambusher and a social infiltrator can share stealth training but invest differently in their next choices. Use the combat procedure or an exact published talent for an attack from concealment. Do not import a source damage multiplier just because the source class receives one.
The pact-bound caster
Concept: power mediated by a relationship that can demand something in return. Choose the Fate’s Edge path whose access, effects, and obligations fit that relationship. A source game’s “pact” label does not by itself determine which Fate’s Edge path to use.
Subclass distinction: express the patron’s influence through the selected path, its permitted workings, and the character’s setting relationships. If the concept includes a companion, read the relevant familiar or follower rules separately. Do not bundle a free companion into a magical feature.
The disciplined ascetic
Concept: control of breath, balance, and movement. Use the core attributes and skills, then read Monk Talents for the signature effect you want. Meditation uses its published procedure and existing Endurance skill.
Subclass distinction: choose a Monastic Tradition for its stated options and commitments. If psychic effects define the concept, use the Psionics expansion with its access and Mental Strain rules. Do not introduce a separate pool merely to imitate a source class’s resource name.
Edgewalker — the uncharismatic Face
Concept: an Aeler rogue, cast out of the hold’s respectable life but still contributing by bringing home opportunity: grain contracts, access, intelligence, salvage rights or a useful alliance. The hold may accept the result while refusing the rogue a seat at its table. This is also a Fate’s Edge destination for a mastermind, fixer or intrigue-focused rogue from another game.
Signature: the official dislikes you, understands exactly what refusal will cost, and signs. Your influence rests on preparation and credible leverage. You can be abrasive and socially unwelcome while still commanding attention; uncharismatic does not mean unable to act in a social scene.
Starting package
This example uses the SRD starting attribute array and its six skill points. Use your campaign’s chosen creation procedure if it differs; this package supplies no additional XP, equipment or contacts.
- Attributes: Body 1, Wits 3, Spirit 2, Presence 2. Wits supports preparation and quick judgement; Presence represents the ability to press a demand without requiring warmth or charm. Body 1 leaves a real vulnerability when a negotiation becomes physical.
- Skills: Sway 2, Insight 2, Deception 1, Lore 1. Six points, none above 2. Sway handles open negotiation and intimidation; Insight reads people and evidence; Deception covers covert approaches and bluffing; Lore supplies learned context for customs and institutions. This rogue begins as a negotiator, not an accomplished burglar.
- Optional first talent: Silk Palms (2 XP), purchased from the campaign’s available talent budget. A bribe or gift to a minor official grants the temporary String Bought Silence; activating it reduces DV by 1 on a Petition or Broker action involving that official and consumes it. It does not cover every negotiation or confer authority over senior officials.
- Practical kit: writing materials, copies of relevant agreements, travel clothes and an ordinary means of self-defence, acquired through the normal equipment procedure. A copied agreement is useful evidence only if it is genuine and relevant; carrying paper creates no claim by itself.
- Starting ties to establish with the GM: a hold contact who accepts your opportunities, a surface intermediary who knows your work, and someone who remembers the cost of your last success. These are relationship prompts. Pay for any mechanical follower, asset or other benefit under its own rules.
How the build works at the table
- Investigate the dependency. Learn who can grant the decision, what constrains them, and what evidence supports your conclusion. Use Insight or Lore when the approach calls for them; a guessed secret is not established leverage.
- Acquire a credible alternative. Negotiate with the creditor, arrange another route, or organise the people who share your interest. Resolve those actions normally and accept their costs. You cannot announce that you already own the official’s debts merely because you are an Edgewalker.
- Make a precise demand. “Release our inspected cargo at the posted fee, and I countersign the extension.” Use Sway for the open negotiation. Select the attribute that fits the actual approach under the core rules; Wits is not a blanket replacement for Presence because it is your highest rating.
- Resolve and honour the outcome. Establish Position and DV, roll when uncertain, count successes and Story Beats, then resolve the result and consequences. Apply only the benefits the established fiction or a purchased option provides. On success, take the real concession. Fulfil what you promised in exchange.
A scene to test: a harbour-master holds your company’s pilot. Discover which captains require that pilot, secure their agreement to wait, and put the resulting delay costs before the harbour-master. Each link must be real. If the captains refuse, build another approach; if they agree and your negotiation succeeds, the pilot walks out even though the harbour-master still despises you. See the Edgewalker’s Worldbook notes for the full example and the other travellers’ priorities.
Advancement: improve Sway for direct negotiation, Insight for finding the pressure point, and Lore or Deception according to your method. Add Stealth for covert entry, Endurance for hard travel, or a martial skill for an escape that goes badly. Buy each increase at its published cost. Contacts and assets can broaden your reach when acquired under their rules; the respected patron who opens doors may be someone else in the party.
Character tension: decide what opportunity would earn your return, whether you still want that return, and which cost you will refuse to export to the lowlands. Your cynicism can be coherent without being universal: people sometimes keep an oath at ruinous expense. Learn what they value rather than assuming every refusal conceals a higher price.
Rules boundary: this build adds no class, skill, automatic String, Opportunity timer or guaranteed social success. Any separately published Aeler expansion procedure requires that expansion to be in use and follows its stated terms. The build works through the core loop without it.
Conversion worksheet
| Record | Your answer |
|---|---|
| Source class or subclass; campaign starting tier and creation procedure | ________________________________ |
| Role, method, and one or two signature moments | ________________________________ |
| Core attributes and skills that support ordinary actions | ________________________________ |
| Selected talent or path; exact Fate’s Edge source | ________________________________ |
| Prerequisites, cost, trigger, timing, frequency, and consequences | ________________________________ |
| Equipment, relationships, followers, or assets and their acquisition rules | ________________________________ |
| Later advancement choices and unresolved features | ________________________________ |
| Explicit additions or changes the group has agreed to use | ________________________________ |