On this page

Core Mechanics

Fate's Edge Player's Guide — Chapter 3

A Word from the Raven Road "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."
— Dusana of the Raven Road, Tulkani story-keeper, The Hearth Cord

The Play Loop

Every meaningful action runs the same eight steps. Learn these and you know how Fate’s Edge plays; everything later in this chapter is detail hung on this frame.

The loop in one line: say what you want and how → the GM sets Position and DV → roll Attribute + Skill → count 6s and 1s → read the outcome → the GM spends your 1s → mark what it cost you.

  1. The GM sets the stage. They describe the situation and ask what you do.
  2. You declare intent and approach. What you want to achieve, and how you are going about it — which names the Attribute + Skill you will roll.
  3. The GM sets Position and DV. Position (Dominant, Controlled, Desperate) is how exposed you are; DV (2–5) is how hard the task is. Both are set before dice, so you can still change your mind.
  4. You roll. Attribute + Skill in d10s.
  5. Count twice. Every 6+ is a Success. Every 1 is a Story Beat for the GM. A die can only be one or the other, and you always count both.
  6. Read the outcome. Compare Successes to DV on the Outcome Matrix: Clean Success, Success with SB, Partial, or Miss.
  7. The GM spends the Story Beats. Complications, advancing timers, escalation — paid for out of the 1s you rolled, whether or not you succeeded.
  8. You mark what it cost. Boons (1 on a Partial, 2 on a Miss), Fatigue, Harm, Obligation. Then the spotlight passes.

A full pass should take about ninety seconds. If it drags, cut back to the bones: one clear intent, one roll, one consequence.

Golden Rule When in doubt, make the choice that serves the story. If you find yourself asking "What's the optimal move?" try reframing it as "What would be most interesting for the story?"

Player-Managed Modules

In Fate's Edge, you are the primary manager of your character's mechanical state. This isn't just about convenience — it is a core design principle that reduces GM overhead and keeps you engaged.

You Track Your Own Story What You Manage:

Your Responsibilities:

  1. Mark immediately when a rule says "mark +X".
  2. Declare thresholds ("My Obligation is full!").
  3. Keep it visible (use trackers everyone can see).
  4. Maintain ownership — you know your state best.

GM Support: The GM spot-checks and provides consequences, but you drive your character's mechanical narrative.

Example: Tracking Your Obligation A character with Spirit 2 and Presence 2 has an Obligation Capacity of 4. She invokes a Rite from Patron A (+1), then later Pushes a Rite from Patron B (+1), then Cracks the Seal on a Symbol (+2). She now has:

Total Obligation = 4 → exactly at Capacity. No Fatigue yet. If she invokes one more Rite from any Patron, she exceeds Capacity and marks 1 Fatigue immediately.

Basic Dice Mechanics

When you attempt a significant action, roll a pool of ten-sided dice (d10s). The size of your pool is:

Dice Pool = Attribute + Skill

Attribute (1–5)
Broad traits like Strength, Wit, or Charm.
Skill (0–5)
Training in a specific area (e.g., Melee, Stealth, Arcana).
Lore of the Fall: The Weight of Numbers "The Aeler count their breaths; the Aelaerem pour eight cups and stop. The ninth is not a number — it is a wound that hasn't closed."

In Fate's Edge, dice are not mere randomisers. They are the echo of every oath sworn, every debt unpaid. When you roll a 1, you feed the Hollow — and the Hollow feeds the story.

Reading the Dice

Each die that rolls 6 or higher counts as a Success. Each die that rolls a 1 generates a Story Beat (SB).

Die ResultEffect
6–10+1 Success
1+1 Story Beat (SB)
2–5Nothing

Example: Lyra (Wits 3 + Stealth 2 = 5 dice) rolls: 6, 4, 3, 1, 6 → 2 Successes, 1 SB. The DV is 2 — she succeeds, but the GM has 1 SB to spend (perhaps a guard stirs).

When to Roll You roll only when:

For routine actions with no real risk, the group can simply agree that you succeed. Example: Climbing a knotted rope in calm weather → no roll. Climbing the same rope while goblins shoot arrows → roll.

Difficulty Value (DV)

The Game Master sets a Difficulty Value — the target number of Successes needed.

Difficulty Value (DV) Ladder
DVSituation
2Routine, no pressure
3Pressured, mild opposition (default)
4Difficult, active resistance
5Extreme, high stakes

DV 3 is the default. If the GM calls for a roll, something is at stake. Do not inflate DVs — they already do their job.

The Outcome Matrix

Compare your Successes to the DV to determine the outcome.

Outcome Matrix
OutcomeWhat It Means
Clean Success (S ≥ DV)You achieve your goal without complication.
Success with SB (S ≥ DV, SB>0)You succeed, but the GM spends SB to add a twist.
Partial (0 < S < DV)You make progress, but the situation remains unresolved. You gain 1 Boon.
Miss (S = 0)You fail, and the situation escalates. You gain 2 Boons.

What a Partial Means. A Partial is not failure — it moves the story forward. Examples:

Fail Forward A Miss is never "nothing happens." The GM must introduce a complication, advance a timer, or reveal a hidden danger. You gain 2 Boons — the story moves, and you get resources to try again.

Example: You fail to pick a lock (Miss). The GM says: "Your pick snaps, but you hear the guard's footsteps — he's about to turn the corner. You have one beat to hide." The story advances.

Critical Successes

A roll of 10 counts as two Successes. If the roll succeeds, each 10 adds narrative weight.

10sEffect
1Strong success — improve your Position by one step on your next action this scene, or gain a minor advantage (GM's discretion).
2Exceptional success — choose two benefits from the list above.
3Legendary success — decisive victory; clear 1 segment from a relevant timer.
4+Mythic success — reshape the scene; clear 1–2 segments from a relevant timer.

Important: A roll showing a 10 is never re-rolled, even by Position effects or other mechanics. Critical effects apply only if the overall roll succeeds.

Example: Rolling a 10 Lyra rolls 3 dice: 10, 8, 1. She gets: 2 successes (from the 10) + 1 success (from the 8) = 3 successes. The roll also generates 1 SB (from the 1). Because she rolled a 10, the GM grants an extra benefit: "Your arrow pierces the bandit's shoulder — he drops his sword." (Narrative benefit chosen by GM.)

Boons

Boons represent momentum and narrative leverage. You may hold up to 5 Boons.

Lore of the Velvet Touch "The coin that never spends is the one you don't remember taking."

Boons are the thief's best friend — a second chance when the lock clicks wrong, a sudden shadow when the guard turns. In Silkstrand, they say a Boon is a debt to luck, and luck always collects.

Why You Should Spend Boons — The Math of Fun Hoarding Boons for XP conversion leads to less engagement and lower fun scores.

Every Boon you hold is a dramatic moment waiting to happen:

XP from Boons is a trickle (max 2 per session). The real reward is agency. Spend Boons freely — they are not XP tokens.

Example: You have 3 Boons. Instead of converting them later, use 1 to re-roll a missed lockpick, another to improve your Position before a fight, and save the last for an emergency. That is how legends are made.

Earning Boons

When not awarded: Safe rehearsal, null-risk probes, or repeated identical attempts in the same scene do not generate Boons.

Spending Boons

Substituting Fatigue for Boons. If you have no Boons remaining (or wish to conserve them), you may pay 1 Fatigue in place of 1 Boon to activate any effect that normally costs a Boon. This represents pushing through exhaustion, relying on raw effort, or accepting a minor physical toll. The GM may veto this substitution if the fiction makes it implausible (e.g., activating a delicate Asset while exhausted). Using this option does not change the effect's outcome or generate additional Story Beats; it simply changes the resource spent.

Carryover Limit

At the end of each scene, reduce held Boons to a maximum of 2. Excess are lost — spend them or lose them.

Position

Every action takes place from a Position that reflects the character's advantage.

Position Effects
PositionNarrative FrameMechanical Effect
DominantYou press your advantageRe-roll one failure.
ControlledBalanced normNo re-rolls.
DesperateYou act under duressRe-roll one success.

You can spend 1 Boon to improve Position by one step before rolling. The GM can spend 2 SB to worsen your Position by one step (after the roll).

Your heritage also shifts Position: each people has an Affinity that improves it and a Limit that worsens it, on rolls using the Attributes and Skills they name (see World, Regions and Cultures). Position never rises above Dominant or falls below Desperate — at either end, further modifiers do nothing rather than becoming dice.

Important: A roll showing a 10 is never re-rolled, even by Desperate position.

A Vhasian Duelist's Lesson "On the Pont-du-Tithe, Position is everything. Stand with the sun at your back — you are Dominant. Feet on a slippery plank — Desperate. The bridge does not care for your pride."

Your Position is the story's judgement of your risk. Change the fiction, and Position follows.

Boon Interaction with Fatigue: When Fatigue forces a success re-roll (see Fatigue Track, below), spending 1 Boon negates one such re-roll. You may spend Boons after seeing the result of a Fatigue re-roll.

Boon Economy at a Glance
ActionBoon Change
Partial SuccessGain 1 Boon
MissGain 2 Boons
Bond-Driven ActionGain 1 Boon (once/bond/session)
GM Award+1 Boon (rare)
Re-roll a dieSpend 1 Boon
Activate AssetSpend 1 Boon
Improve Position (before roll)Spend 1 Boon
Convert to XP (downtime)Spend 2 Boons → 1 XP (max 2 XP/session)

Maximum held: 5 Boons. At end of scene, reduce to 2 (excess lost).

Position (Dominant/Controlled/Desperate) = How risky is this action? — determines severity of failure and re-rolls.
Effect (Limited/Standard/Great) = How much do you achieve on a success? — determines scope, scale, or quality.

Example: Disarming a trap — Limited Effect lets one person cross, Standard lets two, Great lets all four.

Story Beats (SB)

Story Beats are narrative tools the GM spends to introduce twists. They keep the story alive with complications.

SB Spend Examples

Player Advice: Don't fear Story Beats — they are fuel for drama, not punishment. Every time you roll a 1, you give the GM a spark. That spark can light a fire that makes the story burn brighter.

Harm and Fatigue

Fatigue Track

Each character has a Fatigue track equal to Body. Mark Fatigue for exertion, magical strain, or stress.

Aeler Breath-Counting "The Deep Watchers say: eight breaths is a corridor, sixteen is a chamber, thirty-two is a fool who forgot to turn back. Fatigue is your breath running out — mark it, or the mountain will mark you."

Fatigue is not just tiredness; it is the weight of every hard choice you've already made.

The Roller-Coaster Effect (Taking Harm Clears Fatigue)

When you take Harm, the shock of the wound temporarily clears your Fatigue. This creates natural dramatic swings — a character near collapse who takes a wound and suddenly finds a second wind.

Example: Mateo is at Fatigue 3 (Desperate, -2 dice). A goblin stabs him for Harm 1. Following the procedure below, the Harm clears his Fatigue (step 2), then he adds the converted Fatigue (step 3). He ends with Harm 1, Fatigue 0 — wounded but clear-headed.

Harm Levels

Harm LevelEffect
Harm 1-1 die on related actions
Harm 2-1 die on most actions until treated
Harm 3Incapacitated or dying

Taking Harm and Fatigue — The Procedure (Player Perspective)

When you are hit, the GM states the Harm value. You calculate the conversion using your armor type, then apply the result in this order:

  1. GM States the Harm: The GM narrates the attack and tells you the incoming Harm value (e.g., "You take Harm 3").
    • Your job is to know your armor type and apply the conversion yourself.
    • The GM does not calculate the conversion for you.
  2. Calculate the Conversion: Using the Armor Conversion Table (see below), determine:
    • Fatigue gained: The Fatigue cost of the hit (minimum 1).
    • Harm remaining: Any Harm that bypasses your armor.

    Example: GM: "You take Harm 2." You (Light Armor): "Harm 2 in Light Armor → Harm 1 remaining, Fatigue 1 gained."

  3. Apply Remaining Harm First:
    • Clear all existing Fatigue (the shock of injury resets exhaustion).
    • Increase your Harm level by the Harm remaining value you calculated.

    Example: You calculated Harm remaining = 1 → Clear Fatigue, Harm +=1.

  4. Add the Fatigue:
    • Add the Fatigue gained from your calculation to your Fatigue track.
    • If this fills or exceeds your track (Body value), resolve Overflow (see Fatigue Track, above).

    Example: You calculated Fatigue gained = 2 → Add 2 Fatigue, then check if Fatigue ≥ Body.

  5. Narrate the Result:
    • Describe what it looks like when your character takes the hit.
    • "The blade slides under my shield — I feel the sting (1 Harm) as exhaustion fades (1 Fatigue added)."
    • Or: "My breastplate absorbs the impact — the blow rattles my teeth (2 Fatigue) but draws no blood."
Player Tip: Own Your Conversion You are responsible for calculating your own armor conversion. Your job is to:

This keeps the pressure engine running: the GM narrates the attack, you manage your resources, and the story stays vivid.

Armor Conversion Table (Player Reference)

Armor TypeHarm 1Harm 2Harm 3Harm 4Harm 5
LightF1H1 + F1H2 + F1H3 + F1H4 + F1
MediumF1F1H2 + F1H3 + F1H4 + F1
HeavyF1F1F2H1 + F2H2 + F2
SuperiorF1F1F1F3H1 + F3
MythicF1F1F1F1F4

Minimum 1 Fatigue per hit, even if conversion would give 0. "F" = Fatigue gained; "H" = Harm remaining.

Understanding the Pattern

The armor conversion table follows a simple pattern. Each armor type has a Step (Light = 1, Medium = 2, Heavy = 3, Superior = 4, Mythic = 5). For any incoming Harm:

Armor StepConvertsFatigue per Step
1 (Light)1 Harm1 Fatigue
2 (Medium)2 Harm1 Fatigue
3 (Heavy)3 Harm2 Fatigue
4 (Superior)4 Harm3 Fatigue
5 (Mythic)5 Harm4 Fatigue

Player Examples (Full Conversion Process)

Key Reminders

Recovery

Initiative and Turn Order

Default: Narrative Initiative. Fate's Edge does not use fixed initiative. Turn order follows the fiction:

(Optional structured initiative systems — popcorn, side-based, speed slots — are available in the GM Guide if your table prefers them.)

Turn Economy (Quick Rules)

Each character takes 1 Action and 1 Move on their turn. Actions and Moves may be taken in any order; repeating the same Action is not allowed unless noted.

Move: Traverse up to one range band (Close → Near → Reach → Far, or the reverse).

Action Options: On your action, you may:

ActionEffectNotes
AttackMake melee or ranged attack against a target.Ranged in Close is Desperate.
DisengageEnable safe movement.Your Move does not provoke opportunity attacks; you cannot Attack this turn.
ShovePush a target back one range band (Close → Near).Opposed Body + Athletics vs. Body + Athletics. On success, target moves back and suffers -1 Position on their next action.
GrappleSeize a target to restrain or control.Opposed Body + Melee vs. Body + Athletics. On success, both are Engaged (cannot move apart). Grapple target suffers -1 die on all actions. Breaking free requires a new opposed roll as an action.
Charge (Full turn)Move two bands toward an enemy + make one melee attack.Costs 1 Fatigue, next defense Desperate, requires open ground. Leaving Close range during a Charge provokes opportunity attacks as normal.
Skirmish (Full turn)Move two bands away from an enemy + make one ranged attack.Costs 1 Fatigue, next defense Desperate, requires open ground. Leaving Close range during a Skirmish provokes opportunity attacks as normal.
Observe / Change PositionGain +1 Position once.Once per turn.
Setup (Teamwork)Grant an ally +1 Position or step up Effect.Requires a roll (typically Wits + relevant skill).
Assist (Teamwork)Spend 1 Boon to give +1 die to an ally's roll.Only one assistant may use Assist on a given action. Max total assist dice from all sources (including Setup and other abilities) is +3.
Defend / ProtectAdopt a guarding stance.Your defense rolls improve Position by one step.
Channel / WeaveRunekeeper/ritual preparation.Interruption may worsen Position.
Cast Rite / SongPerform a magical action.May Push (cost Fatigue/Corruption).
InteractManipulate an object or environment.GM sets DV.
Free ItemsShort shouts, dropping an item.Longer actions require proper action types.

Sidestep Strike (Closing or Stepping Back)

As part of a melee attack action, you may move one range band (Close ↔ Near, Near ↔ Reach, or Reach ↔ Far) without using your Move action for the turn. If you do so, your Position for that attack worsens by one step (e.g., Controlled becomes Desperate, Dominant becomes Controlled). You cannot also use your regular Move action in the same turn.

This represents a daring lunge to close distance or a quick step back to create space, sacrificing safety for tactical positioning.

Opportunity Attacks

Leaving an enemy's Close range without using Disengage provokes one free melee attack (Controlled Position, no action cost). Additionally, the following actions provoke an opportunity attack if performed while engaged in Close with an enemy:

A Charge or Skirmish that takes you out of an enemy's Close range provokes an opportunity attack as usual (unless you used Disengage beforehand). Using Sidestep Strike to leave Close range also provokes an opportunity attack unless you also used Disengage.

Position and Dice Modifiers

Caveats and Talents:

Combat in Brief

Full combat rules are in the GM Guide.

Weapons & Armor

Silkstrand Steel "A Light blade is a courtier's promise — fast, elegant, easy to hide. A Heavy blade is a condotta captain's ultimatum — slow, brutal, and final."

Choose your weight as you choose your words. Both can cut.

Weapons by Weight Class

Melee Modifiers

WeightCloseNearReachNotes
Light+2d+1dQuick in tight quarters
Medium+1d+2dSet once/scene or -1d first attack
Heavy-1d+3d+0dSet once/scene or -2d first attack

Reach is the band a haft crosses and a sword does not — spear, polearm, greatsword. Heavy weapons threaten it natively, at no bonus: it is where they can reach, not where they hit hardest. A Light or Medium weapon threatens it only with the Hafted tag, also at +0d. A dash means the weapon does not threaten that band at all.

Weight and distance never share a word: no weapon is Close or Reach, and no band is Light, Medium or Heavy. "A Medium weapon at Near range" reads exactly one way.

Ranged & Tempo

Ranged weapons have a Tempo that determines how they interact with movement, aiming, and reloading.

Tempo Types

Fast
You may Move and Shoot in the same turn. Examples: throwing knives, light crossbow (if pre-loaded), sling.
Standard
You may either Move or Shoot on your turn, not both. As a special action, you may Aim (gain +1d or +1 Effect on your next shot), but Aim replaces your attack that turn. Examples: longbow, heavy crossbow (if pre-loaded), musket.
Slow
The weapon requires a full round to load (or set/brace). Round 1: Use your action to load (no attack). You may still move, but moving while loading is at Desperate Position unless you have a talent. Round 2: Shoot (and may move afterwards). Then you must reload again for another shot. Examples: ballista, hand-cannon, heavy arquebus.

Your Action and your Move can be taken in either order, so load after moving on round 1 and shoot before moving on round 2: the load and the shot land back to back and you still move both rounds. The cost of a Slow weapon is not lost time, it is that everyone else acts between the two — you have told the table where you will be and what you are about to do.

Ranged Modifiers by Weight. Note that Close is a Position, not a dice modifier — a bow is not harder to aim at arm's length, it is harder to survive using. Ranged weapons treat Reach as Near; an archer does not care whether the spear is at sword distance or haft distance.

WeightTempoCloseNearFar
Light (4 XP)FastControlled+1d
Medium (8 XP)StandardDesperate+2d+1d
Heavy (12 XP)SlowDesperate+1d+3d

Tempo Quick Reference

TempoMove + Shoot?Aim Option?Reload Required
FastYes (same turn)NoNone (or free)
StandardNo (move or shoot)Yes (+1d/+1 Effect)None (Aim costs action)
SlowNo (load one turn, shoot next)NoFull round

Weapon Tags (Optional, +4 XP each, max 2)

Hafted, Infighting, Accurate, Brutal, Hook, Concealable, Quickdraw, Two-Handed, Off-Hand.

Shields (Optional)

ShieldXPBenefitTradeoff
Buckler4+1d Defend vs melee or +1 DV onceOff-hand occupied
Heater8+1d Defend; convert 1 Harm→1 Fatigue-1d Ranged
Pavise12Plant: heavy cover coneSlow to move; bulky

Armor

ArmorXPConversion (Harm → Fatigue)Penalty
Light41→1 (minimum 1 Fatigue per hit)
Medium82→1 (minimum 1 Fatigue per hit)-1d physical skills
Heavy123→2 (minimum 1 Fatigue per hit)-2d physical, no sprint in rough

Notes: Conversion is applied per Harm instance via GM consultation (see the procedure above). This table shows what the GM will return when you report Harm value and armor type.

Condition & Upkeep

Neglected
Weapons: -1d; Armor: conversion worsened by one step (e.g., Light behaves as no armor, Heavy as Medium).
Compromised
Weapons: -1d first attack each round; Armor: no conversion.

Fix: Short rest with tools removes Neglected (no roll required). A scene of work or a smith removes Compromised; a successful Craft roll (DV 3) can reduce the time to a short rest.

Ranged Options

Followers and Assets

Followers

Followers are named NPCs with a personal relationship to your character. They:

Followers are not disposable tools. They can grow, change, or be lost.

Follower States

Instead of numeric timers, track a follower's Loyalty and Fitness as one of three states each.

StateMeaningMechanical Effect
Loyalty
FaithfulCommitted, trustworthyNormal assist, independent actions available
StrainedDoubtful, pressuredAssist at -1 die; may refuse risky orders
BrokenBetrayed or desertedFollower leaves or becomes hostile
Fitness
ReadyUninjured, restedFull function
HurtWounded, exhaustedAssist at -1 die; no independent actions
DownIncapacitatedRequires rescue or medical care

Change states when the fiction demands it (e.g., after a failed mission, a moral compromise, or taking damage). No rolls required.

High-Capability Followers (Cap 4–5)

Followers with Capability 4 or 5 are trusted lieutenants, stewards, or commanders. They can be delegated the management of your Assets, freeing you from direct oversight.

When an Asset is delegated to a follower, the follower's own upkeep (paid in XP or downtime action) automatically covers the upkeep of those Assets — you do not pay separate Asset upkeep. The follower handles the logistics, staff, or political maintenance as part of their role.

If the follower's Loyalty becomes Strained or Broken, all delegated Assets immediately become Neglected as well until the follower is restored. If a follower is Compromised, those assets are lost.

Assets

Assets are durable resources or positions under your control — safehouses, networks, political offices, relics. They:

Assets can be threatened, degraded, or lost. Overuse attracts attention.

Asset Status

Assets have a single unified Status that describes their overall health and usability.

StatusMeaningEffect
FlourishingWell-maintained, respected+1 die on rolls involving the asset, +1 Yield
StableNormal operationNo modifier
StrainedProblems accumulating-1 die on asset-related rolls, no Yield
CollapsedNon-functionalRequires quest or major downtime to restore

The Status worsens when the asset is neglected, attacked, or suffers a public failure. It improves through dedicated downtime actions or successful missions that benefit the asset.

Followers vs. Assets

FollowersAssets
NaturePeopleResources/Structures
Primary RolePersonal supportStrategic leverage
ActivationAssists (spend Boon) or narrative interactionBoon expenditure
RiskEmotional, narrativeStructural, political
GrowthCan become PCsCan expand or collapse

Design Principle: Followers create depth. Assets create reach. High-tier play depends on managing both.

Game Structure

Time Scales

Moment
A heartbeat, a single action.
Some Time
A few minutes, a short activity.
Significant Time
Hours, extended effort.
Days
Large-scale endeavors.

Game Units

Scene
Basic narrative unit, covers a specific conflict.
Session
One game session (3–6 hours).
Campaign
Entire story arc.

Action Resolution Steps

  1. Describe your intent and method.
  2. Build dice pool: Attribute + Skill (+ gear, assists).
  3. Roll d10s; count Successes (6+) and Story Beats (1s).
  4. Compare Successes to DV.
  5. Apply outcome from the Outcome Matrix (see above).
  6. GM spends SB if applicable (see Story Beats, above).
  7. Earn Boons for Partial or Miss (see Boons, above).
Quick Reference Dice Pool: Attribute + Skill d10s
Success: Die ≥ 6
Story Beat (SB): Die = 1 gives SB to GM
DV: 2 (easy) to 5+ (extreme) — default 3
Harm: 3-level system; see the procedure above
Boons: 2 on miss, 1 on partial
Armor Conversion: Report Harm value + armor type to GM; receive Fatigue gained + Harm remaining
Position: Dominant (re-roll failure), Controlled (normal), Desperate (re-roll success)
Fatigue: Worsens Position (or -1 die if Desperate). Full track → Harm+1, clear Fatigue.
Harm: 1 (-1 die), 2 (-2 dice), 3 (incapacitated). Taking Harm clears Fatigue first.

Narrative Suggestions

Core Mechanics Quick Reference
WhatHow
Dice PoolAttribute + Skill d10s
SuccessDie ≥ 6
Story Beat (SB)Die = 1
Difficulty (DV)Default 3 (2=easy, 4=hard, 5+=extreme)
OutcomesClean Success (S≥DV, SB=0); Success with SB (S≥DV, SB>0); Partial (0<S<DV → gain 1 Boon); Miss (S=0 → gain 2 Boons)
BoonsMax 5; trim to 2 at scene end. Spend: re-roll, improve Position, activate Asset, convert 2→1 XP.
PositionDominant (re-roll failure), Controlled (normal), Desperate (re-roll success)
FatigueWorsens Position (or -1 die if Desperate). Full track → Harm+1, clear Fatigue.
Harm1 (-1 die), 2 (-2 dice), 3 (incapacitated). Taking Harm clears Fatigue first.
Armor ConversionReport Harm value + armor type to GM; apply returned Fatigue gained/Harm remaining
Sidestep StrikeMove one band as part of melee attack; worsen Position by one step.
ShoveOpposed Body + Athletics. Push target one band.
GrappleOpposed Body + Melee. Both Engaged; target suffers -1 die.