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Character Advancement and Capabilities

Fate's Edge Player's Guide — Chapter 7

Philosophy of Growth

Every XP spent is a choice about who your character becomes – invest in yourself, your network, or your legacy.

Your character is not just a collection of numbers; they are a living story. When you spend XP on an Attribute, you are saying “I become stronger, smarter, more resilient.” When you invest in a Follower or an Asset, you are saying “I build relationships and influence that outlast me.” When you buy a Talent, you are saying “This is my signature, my unique edge.”

There is no single “correct” way to grow. A lone duelist (see the Player Archetypes section) might pour everything into personal skill; a merchant prince might build a trading empire. Both are valid. The question is: what kind of story do you want to tell?

Why This Chapter Matters

In this game, growth is not just about numbers — it is about deciding who your character becomes. Advancement through Experience Points (XP) lets you shape your capabilities, influence, and legacy in the world. Every XP choice is a statement about your character’s priorities and the mark they leave behind.

Your capabilities are built on four core Attributes and a set of specialized Skills. This chapter explains how they work together, what advancement looks like in play, and offers player-facing tips for making satisfying choices.

Core Attributes

Attributes represent your character’s fundamental capabilities. Each is rated from 1 to 5; higher numbers mean greater potential in that area.

Body

Physical strength, endurance, coordination, and health.

Rating guide:

Wits

Mental acuity, perception, quick thinking, and problem-solving.

Rating guide:

Spirit

Willpower, intuition, mental resilience, and connection to intangible forces.

Rating guide:

Presence

Charisma, social influence, appearance, and force of personality.

Rating guide:

Skill System

Skills represent specialized training and expertise. In play, you combine an Attribute with a relevant Skill to form your dice pool (see the Core Mechanics chapter).

Skill Ratings

RatingDescription
0Untrained — no formal experience
1Novice — basic understanding
2Competent — reliable and capable
3Professional — expert in the field
4Master — renowned specialist
5Grand Master — legendary skill

The Twelve Core Skills

Combat
  • Melee: close-quarters fighting, armed or unarmed — swords, axes, spears, fists, grapples, improvised weapons.

  • Ranged: bows, crossbows, slings, thrown weapons, and firearms (if present).

Physical
  • Athletics: running, climbing, leaping, swimming, and sudden physical exertion.

  • Stealth: moving unseen, hiding, camouflage, and going unremarked.

  • Endurance: lasting. Resisting fatigue, poison, cold, hunger, fear and pressure — anything that asks how long you can hold. Spirit + Endurance is the standard test for holding yourself together.

Practical
  • Craft: making, mending, and tending — smithing, carpentry, masonry, cooking, brewing, locks and mechanisms — and medicine, which is the same skill pointed at a body.

Social
  • Sway: moving people openly — persuasion, negotiation, charm, leadership, orders, and intimidation. Whether it reads as a plea, a command or a threat is a matter of attribute and fiction, not of skill.

  • Deception: moving people covertly — lying, bluffing, disguise, forgery, talking past a checkpoint, casing a routine, knowing who fences what.

  • Performance: singing, acting, oration, musical display, public speaking — and the Cantor’s path, which is sung.

Mental
  • Insight: reading what is in front of you — people, ground, evidence. Detecting a lie, picking the ambush lane, reconstructing a scene, interviewing a witness, tracking, reading weather. Deduction, from whatever the world has left lying about.

  • Lore: knowing what is not in front of you. History, custom, religion, law, legend, local knowledge — and the performance of rites, which is knowledge applied aloud. Spirit + Lore is the standard roll for ritual work.

Magic
  • Arcana: magic theory, identifying spells and wards, counterspelling, and free casting (TAGS system). The Weave as an object of study rather than of practice; many magical Talents (Runekeeper, Invoker, etc.) build upon it.

There are twelve skills, each rated 0 (untrained) to 5 (master). Twelve is deliberate: a shorter list means fewer arguments about which skill applies, and every one of these is broad enough that the interesting question at the table is which attribute you are bringing to it, not which skill you are allowed to use.

Optional Module – Psionics: If your table uses the Psionics expansion (see The Gray Wanderer’s Grimoire), a separate Psionics skill is added. It is not part of the core skill list and is used for telepathy, telekinesis, clairvoyance, etc.

Building Dice Pools

Your dice pool for any action is:

Dice Pool = Attribute + Skill.

You roll that many d10s and interpret the results according to the core rules (see the Core Mechanics chapter).

Choosing the Right Combination

The same fictional action can often be approached with different Attribute + Skill pairs, depending on how your character does it. The GM has final say, but the default is to use the most obvious pairing (e.g., Body + Melee for a straightforward sword swing). Creative alternatives are encouraged when they fit the fiction.

Creative Combinations

With your GM’s agreement, you can justify unusual combinations that fit the fiction. The table below offers common alternatives, but the GM may allow others based on the scene.

Intended ActionStandard PairAlternative Pairs (Example)
Recall a combat drillWits + LoreBody + Lore (muscle memory)
Soothe a patientPresence + CraftSpirit + Craft (laying on hands)
Forge a masterworkWits + CraftSpirit + Craft (inspired artistry)
Read weather signsWits + Lore (local knowledge)Spirit + Insight (omen-sense)
Feint in a duelWits + MeleePresence + Melee (intimidation feint)
Track a spiritWits + ArcanaSpirit + Lore (follow its legend)
Bribe a guardPresence + SwayWits + Deception (know the right price)

GM Guidance for Creative Pairs

When to Roll (and When Not To)

Not every action requires a roll. The GM should call for a roll when:

  1. The outcome is uncertain.

  2. Failure would meaningfully change the situation.

  3. The action is significant (not routine).

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.

Assistance and Teamwork

When multiple characters contribute to the same action:

Example: A ranger scales an ice wall using Wits + Athletics to find the safest holds, then switches to Body + Athletics to muscle over the lip. The fiction guides which combination fits each moment.

Selling the Action – Intricate Description

You are always welcome to state your action plainly. But when you take a moment to sell it – to invest in the fiction, reveal what your character cares about, or show why this moment matters – the GM may reward you with a mechanical edge. This is about roleplay investment, not word count.

What Counts (and What Doesn’t)

Counts:

Does not count:

Guidelines for the GM

Example

Basic: “I sneak past the sentry.” (No bonus, roll as normal.)

Selling it (tactical): “I wait for the wind to rattle the shutters, then pad across the wet cobblestones – heel-toe, heel-toe – keeping the stack of barrels between me and the sentry’s gaze.” The GM nods: “Great. Because you’re using the wind and the barrels, roll at Dominant Position.”

Selling it (character-driven): “My little brother is in that camp. I’ve hidden from every fight since we left home – but not this time. I creep forward, not quiet anymore, because he needs to know someone came for him.” The GM: “That’s the heart of it. Roll at Dominant Position, and I’ll bank a Story Beat to make his reaction matter.”

Remember: The dice still decide success or failure. But a well-told action makes the story richer – and earns you an edge when the dice fall.

Earning Experience Points

XP represents learning through action. You gain it by engaging meaningfully with the world: overcoming challenges, taking risks, making hard choices, and leaning into your character’s story.

Session Breakdown

At the end of each session, XP is awarded based on what happened at the table. A typical breakdown might look like:

Example: At the end of a session, the party rogue gains:

Total: 5 XP.

Game Pace Options

You and your GM can decide how quickly characters advance, matching the tone you want:

ModeXP / SessionTone
Gritty4–6Hard choices, slow growth
Standard6–10Balanced progression
Epic10–14Heroic, rapid development

Player Tip: If you want a sweeping, mythic tale, ask for an Epic pace. If you want advancement to feel hard-won, lean toward Gritty.

Arc Completion Bonus

When a major story arc finishes (typically 3–6 sessions), everyone gains an additional +8–12 XP. One player may receive +2 XP more for a particularly memorable contribution. This rewards the story as a whole, not just individual rolls.

Boons vs. XP

You may convert 2 Boons → 1 XP (once per session, max 2 XP per session via conversion). But: Spending Boons during play is almost always more fun. A re-rolled failure, an improved Position, or an activated Asset creates a memorable moment. Hoarding Boons for XP conversion starves the table of drama. Spend freely; the XP will come from your adventures.

Spending Experience Points

XP is your currency for growth. You can invest it in three broad areas:

  1. Personal Improvement (Attributes and Skills)

  2. Special Abilities (Talents, magic, unique tricks)

  3. Resources and Influence (Assets, followers, organizations)

Think of these as three pillars: what you can do, what makes you unique, and what you own or command.

Personal Improvement

Attributes

Attributes are expensive but powerful. The cost to raise an Attribute is:

XP Cost = 3 × new rating.
Examples:

Attribute increases usually require downtime equal to the new rating in days, spent training, reflecting, or transforming yourself (see the Training and Development Time section).

Skills

Skills are cheaper and represent focused practice. The cost is:

XP Cost = 2 × new level.
Examples:

Skill increases typically require downtime equal to the new level in days.

Example: Kara wants to improve her swordsmanship (Melee) from 2 to 3. She saves 6 XP and spends three in-game days training with her mentor. This training becomes part of the story, not just a line on a sheet.

Special Abilities

Special abilities are unique moves, talents, or tricks that define your style.

General Abilities (4–8 XP)

Universal benefits, like improved recovery, bonus dice in a common situation, or a signature combat technique. Example: “Quick Recovery” — heal 1 extra Harm when you rest.

Cultural Abilities (variable)

Abilities tied to heritage or background. They may require specific fictional positioning (see the Small Folk background material). Example: “Stone Sense” — an instinctive feel for stonework and tunnels.

Advanced Abilities (12+ XP)

High-impact features available at higher tiers, often with strong narrative hooks or prerequisites (see the Character Progression Tiers section (Chapter 7)). Example: “Master Diplomat” — once per session, you can reroll or soften the outcome of a failed major negotiation.

Example: A veteran bard purchases Silver Tongue for 6 XP, gaining the ability to sway a hostile crowd once per session. This quickly becomes their trademark in tense public scenes.

Resources and Influence

See Chapter 10, “Assets and Followers” for full rules. As a quick reference:

Minor Resource (4 XP, 1 week)

A small shop, basic workshop, discreet safe house, or minor contact network. Offers modest but reliable benefits.

Standard Resource (8 XP, 2 weeks)

A decent-sized business, crew, or operation with real impact. Comes with some upkeep and obligations.

Major Resource (12 XP, 1 month)

A large enterprise, elite team, or rare capability. Very potent but also demanding; often becomes a major part of your character’s story.

Player Tip: Resources pull the camera out from your character to your sphere of influence. A spy network means intrigue. A workshop means invention. A guild hall means politics.

When to Invest in Assets and Followers

Player ArchetypeTypical InvestmentBest For
Solo0–10% XPReliable personal power, minimal upkeep.
Mixed (Balanced)15–25% XPOne solid Follower or Asset (e.g., a scout or a safehouse).
Mastermind35–55% XPNetworks, informants, multiple Assets; build a faction.

Planning for succession? A loyal Follower (Cap 3+) can become your successor – see the Legacy Engine (The Legacy Engine chapter). Investing in a potential heir early pays off when your character retires or falls.

Character Development Paths

How you spend XP shapes your character’s growth. These are broad patterns, not rigid classes.

PathTypical XP SplitStrengths / Weaknesses
Specialist70–90% personal, 0–10% resources, 0–20% abilitiesExtremely effective in a narrow niche. Vulnerable outside it.
Leader50–65% personal, 15–25% resources, 15–25% abilitiesWell-rounded, boosts the group. Rarely the best at one thing.
Mastermind25–40% personal, 35–55% resources, 20–40% abilitiesSolves problems through assets. Personally vulnerable, many moving parts.

Example (Leader): A merchant-prince spends 60% of XP on personal skills and social abilities, 20% on a network of trade contacts, and 20% on talents that improve negotiation and command.

These patterns are guides, not rules. You can shift between them as your story evolves.

Training and Development Time

Most improvements take time in the fiction. Training montages, study scenes, and building projects are all opportunities for character moments.

Standard Time Requirements

Accelerated Development (Rush Rule)

You can attempt to learn faster, but rushing has a price.

Example: A wizard crams advanced spellwork into three frantic days. She gains the ability, but the Risk Timer fills: her spells spark and flicker until she takes time to train safely.

Character Progression Tiers

As you accumulate XP and capabilities, you advance through tiers that represent your growing reputation and influence.

Tier I: Novice (0–40 XP)

Tier II: Seasoned (41–90 XP)

Tier III: Veteran (91–150 XP)

Tier IV: Paragon (151–220 XP)

Tier V: Mythic (221+ XP)

Position Scales with Narrative Weight

The mechanical effect of Position (re-rolling one die, see the Core Mechanics chapter) never changes — but what it means evolves with your tier:

The system does not need to scale — your story does.

GM Tip: Never add mechanical bonuses to Position. Instead, deepen the narrative weight:

  • Tier I: “Your Position shows whether you live or die.”

  • Tier V: “Your Position shows how the world bends to your will.”

The mechanics stay consistent so the narrative can grow as large as your imagination allows.

Managing Allies and Followers

Allies can extend your reach but also create obligations and risks. For full rules, see Chapter 10, “Assets and Followers”.

Acquisition Costs

A skilled helper’s cost in XP is roughly their capability rating squared. Example: A capability 3 scout costs 3^2 = 9 XP.

Upkeep Requirements

Each downtime period, you either:

Risk Management

Skill Advancement and Synergies

XP Costs

ImprovementXP Cost
0 → 12 XP
1 → 24 XP
2 → 36 XP
3 → 48 XP
4 → 510 XP

Training Time

Attribute Limits

You cannot have a Skill rating higher than the relevant Attribute. To advance a Skill further, you must first raise its primary Attribute (see the Core Attributes section (Chapter 7)).

Skill Synergies

When the fiction supports it, well-justified combinations of skills can grant +1 die or better Position/Effect. Examples:

Using Skills in Play

When to Roll

You roll when:

For routine actions with no real risk, the group can often simply agree that you succeed.

Difficulty and Skill Level

As your skill rises, routine tasks become trivial. A rough guideline:

Skill LevelRoutine TaskChallenging Task
0Needs a roll; modest DVNeeds a roll; higher DV
1Often needs a rollChallenging but fair
2Usually automaticNeeds a roll; moderate DV
3AutomaticNeeds a roll; interesting stakes
4+AutomaticAutomatic for simple cases

Reading this as a player: by Skill 3, basic tasks in your area of expertise should rarely require rolls. You are there to be impressive, not to trip over routine jobs.

Group Skill Use

When multiple characters contribute:

Skill Challenges

Some goals are too big for a single roll.

Extended Tests

For long, involved tasks:

Complex Challenges

For multi-step or multi-skill situations:

Example (Heist): Stealth to infiltrate, Craft to bypass locks, Insight to find the vault, Deception to mislead guards. Each roll advances a Heist Timer ; complications add heat, suspicion, or security changes.

Strategic Advancement Considerations

Early Game (Tiers I–II)

Mid Game (Tier III)

Late Game (Tiers IV–V)

Common Advancement Mistakes

Avoid these pitfalls:

  • Over-specializing too early: A Melee 5 character with Body 3 is fragile and incapable outside combat.

  • Forgetting training time: You cannot learn a new skill in the middle of a dungeon without justification.

  • Neglecting resources: A few well-chosen assets can solve problems no amount of personal skill can.

  • Hoarding XP: Spend your XP! Characters who never improve become irrelevant to the escalating threats.

Practical Examples

Combat Example

A warrior with Body 4 and Melee 3 attacks:

Social Example

A diplomat with Presence 3 and Sway 2 negotiates:

Exploration Example

A scout with Wits 3 and Insight 2 searches for tracks:

Your Attributes and Skills determine not just if you succeed, but how you tackle problems. Lean into combinations that express your character’s style.

XP Planning Guide

Early Tier Priorities:

  • Raise a core Attribute to 3 (9 XP).

  • Bring key Skills to 2–3 (4–6 XP each).

  • Claim 1–2 minor resources (4 XP each).

Mid Tier Expansion:

  • Push core Attributes toward 4 (12 XP).

  • Specialize key Skills to 4 (8 XP).

  • Add standard resources (8 XP each).

  • Explore cultural or thematic abilities (6–10 XP).

Late Tier Mastery:

  • Purchase capstone abilities (12+ XP).

  • Establish major resources (12 XP).

  • Launch legacy projects, organizations, or movements.

Attributes and Skills Quick Reference

Attributes (1–5):

  • Body: physical capability

  • Wits: mental acuity

  • Spirit: willpower and inner strength

  • Presence: social influence

Skill Levels:

  • 0: Untrained   1: Novice   2: Competent

  • 3: Professional   4: Master   5: Grand Master

Core Skills (12):

  • Combat: Melee, Ranged

  • Physical: Athletics, Stealth, Endurance

  • Practical: Craft

  • Social: Sway, Deception, Performance

  • Mental: Insight, Lore

  • Magic: Arcana

Dice Pool: Attribute + Skill d10s.

Skill Improvement: New level × 2 XP (plus training time).

Specialization: At Skill 3+, you are a known expert in that field.

Synergy: Well-justified combinations of skills can grant +1 die or better Position/Effect when the fiction supports it.