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Assets and Followers

Fate's Edge Player's Guide — Chapter 10

Power in Fate’s Edge is not measured only by what your character can do with their own hands. As characters grow, their influence extends outward—into places, people, and institutions that act in their name.

Assets and Followers represent this outward reach. They are how a character’s past choices continue to matter when the dice stop rolling.

Assets reshape the world around you. Followers stand beside you when the world pushes back.

A Word from the Raven Road

“A safehouse is not a home; it is a promise you may not keep. A follower is not a servant; they are a weight you choose to carry. Invest wisely, or the road will collect.” — Dusana of the Raven Road, Tulkani story-keeper, The Hearth Cord

Understanding Assets and Followers

Assets and Followers serve different roles in play, but both are expressions of legacy, leverage, and risk.

Key Differences

Both are powerful—but neither is free.

Management and Risk

Assets and Followers require care and invite consequences:

Power creates gravity. What you rely on can be taken from you.

Assets System

Assets are persistent resources under your control: holdings, institutions, reputations, or infrastructures.

Assets do not replace rolls. They change what rolls are possible.

Assets allow characters to:

Asset Types and Costs

TypeXP CostEstablishment Time
Minor4 XP1 day
Standard8 XP1 week
Major12 XP1 month

Asset Examples

Minor Assets

Safehouse, small shop, minor title, basic workshop.

Standard Assets

Guild membership, noble office, trading post, spy network.

Major Assets

Fortress, chartered city license, major enterprise, regional authority.

Using Assets

Assets provide leverage in two primary ways: quiet preparation and dramatic activation.

Free Off-Screen Use

Each Asset has a defined off-screen effect usable once per session, typically during downtime or scene framing:

These uses prepare the ground—they do not resolve active conflict.

Boon Activation

Spend 1 Boon (see the Core Mechanics chapter) to activate an Asset dramatically during a scene.

This does not guarantee success. Instead, the Asset reshapes the fiction so a different outcome becomes possible.

An activated Asset may:

Examples:

The GM determines the precise effect based on the Asset’s scale, condition, and the current stakes.

High-Tier Use

At higher tiers (see the Character Progression Tiers section (Chapter 7)), Assets carry greater narrative weight—and greater risk.

Repeated or aggressive use may:

Assets are leverage, not immunity.

XP Activation

Spend 2 XP (see the Spending Experience Points section (Chapter 7)) to use an Asset’s off-screen effect beyond its normal limit:

XP use represents strain, overreach, or long-term cost.

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.

Maintenance Requirements

Followers System

Followers are characters who assist you directly.

Follower Capability Ratings

Followers are rated by Capability (Cap) from 1 to 5:

CapDescription
1Novice helper, basic assistance
2Competent assistant, reliable support
3Skilled specialist, valuable aid
4Expert ally, significant capability
5Master companion, exceptional ability

Follower Costs

Follower Types

Combat Allies

Warriors, guards, mercenaries.

Technical Experts

Craftspeople, engineers, specialists.

Social Contacts

Informants, diplomats, agents.

Specialists

Unique capabilities like magic or stealth.

Follower States

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

StateMeaningMechanical Effect
FaithfulCommitted, trustworthyNormal assist, independent actions available
StrainedDoubtful, pressuredAssist at –1 die; may refuse risky orders
BrokenBetrayed or desertedFollower leaves or becomes hostile
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 worsen one step (e.g., Flourishing → Stable, Stable → Strained) until the follower is restored. If a follower becomes Broken (leaves or betrays), those Assets are lost.

Using Followers

Assistance in Scenes

Followers can help with your actions:

Independent Actions

Once per scene (party-wide), a follower can take a small action:

Scout \& Signal

Change an ally’s next action to Dominant position.

Distract \& Draw

Reduce a threat timer by 1 segment.

Fetch \& Carry

Move an object through danger safely.

Cost of Independent Actions

Off-Screen Capability

Once per downtime, a Cap 5 follower can solve a significant problem:

Upkeep and Maintenance

Both assets and followers require regular maintenance. Each downtime period, choose one of the two options.

Upkeep Options

Upkeep Examples

Strategic Considerations

When to Invest in Assets

When to Invest in Followers

Investment by Player Archetype

ArchetypeTypical XP InvestmentBest For
Solo0–10%Reliable personal power, minimal upkeep.
Mixed (Balanced)15–25%One solid Follower or Asset (scout, safehouse).
Mastermind35–55%Networks, informants, multiple Assets; build a faction.

Balance Recommendations

Planning for Succession (The Legacy Engine)

A loyal Follower (Cap 3+) can become your successor when your character retires or falls – inheriting your faction standing, one unresolved burden, and a Legacy Bond. See Chapter The Legacy Engine chapter: The Legacy Engine for full rules. If you plan for your character’s story to continue beyond them, invest in a follower you would trust to carry your banner.

Terrestrial Patrons

Not all power comes from cosmic entities or divine forces. Sometimes your greatest allies—and most demanding creditors—are mortal factions who can offer protection, resources, and influence in the world of men.

What Are Terrestrial Patrons?

Terrestrial Patrons represent your ongoing relationships with powerful mortal organizations:

Unlike supernatural Patrons (see the Magic System chapter), Terrestrial Patrons do not grant magic, but they offer leverage: protection, resources, sanctuary, information, and political influence.

Gaining a Terrestrial Patron

To gain a Terrestrial Patron, complete one of these significant actions:

Mark the Patron on your character sheet and write one sentence: “They want me because \_\_\_\_\_\_\_”.

Obligation System

Terrestrial Patrons use the same Obligation track as supernatural Patrons (see the Obligation Capacity rules), but consequences are social, legal, or economic rather than mystical.

Patron Perks

Each Terrestrial Patron offers 2–3 repeatable benefits that require no rolls to access.

Common Perks Include:

Using a perk never requires a roll—Fate has already been paid. Each use comes with the ongoing cost of Obligation.

Patron Demands

Terrestrial Patrons always want something in return:

Refusing a Demand raises Obligation by 1 segment and may trigger immediate complications.

When Obligation Fills

At 6 Obligation segments, the Patron acts—this is not optional. Choose one:

  1. Unavoidable Job: You must complete a task you cannot refuse.

  2. Severe Price: Pay significant cost (legal, social, or material).

  3. First Strike: They act against you—reputation damage, warrants, bounty, blackmail.

After the consequence lands, reduce Obligation to 3 segments.

Cutting Ties

You may sever a Terrestrial Patron relationship, but doing so has serious fallout:

Some Patrons never forgive betrayal; others can be bought off with significant compensation.

Example: The Black Ledger

The Black Ledger is a smuggling syndicate operating in the coastal city of Kahfagia.

Gaining Their Favor: Successfully complete three smuggling runs without detection.

Perks:

Demands:

Sample Scenario: Rellan calls on the Ledger for a smuggled border crossing. The GM rules it succeeds automatically, but adds +1 Obligation. Later, the Ledger demands he silence a witness who saw too much. If he refuses, Obligation rises again. If Obligation ever reaches 6, the Ledger collects: accounts frozen, bounty posted, or a rival informant sent after him.

Multi-Character Switching (Optional)

You may choose to temporarily step away from your current character and play another, while your first character continues to act offscreen. This is called an Echo Character. It allows you to explore different parts of the story without permanently retiring anyone.

How It Works

When you switch, you declare:

The offscreen character remains active in the fiction. During each session they are away, you complete a simple Downtime Log:

The GM records the outcomes and may introduce a consequence.

Returning to Play

When you bring the character back:

For full mechanical details (Crisis Timers, Buddy System, etc.), see the GM Guide.

Practical Examples

Asset Example: The Safehouse

Follower Example: The Scout

Combination Example: The Merchant

Remember: Assets and followers can greatly expand your capabilities, but they require careful management and carry significant risks. Invest wisely based on your character concept and the needs of your group.

Narrative-Heavy Options

For groups that prefer strong narrative focus, consider these optional approaches.

Story-Driven Upkeep

Instead of tracking XP costs for upkeep, the GM can introduce narrative complications that require attention. A neglected asset might attract unwanted attention, while a neglected follower might request a favor or special treatment.

Collaborative Management

Describe how you maintain your assets and followers through roleplay rather than mechanical upkeep costs. A well-described scene of tending a workshop or bonding with followers can fulfill maintenance requirements.

Flexible Condition Tracking

Focus on the narrative implications of asset and follower conditions rather than strict penalties. A Strained asset might still function but with interesting complications, while a Collapsed asset might require creative solutions rather than just XP investment.

Assets and Followers Quick Reference

Assets:

  • Minor: 4 XP \;|\; Standard: 8 XP \;|\; Major: 12 XP

  • Free off-screen use: once per session

  • Boon activation: spend 1 Boon for scene impact

  • Status: Flourishing → Stable → Strained → Collapsed

Followers:

  • Cost: Cap^2 XP

  • Assistance: +min(Cap,skill) dice (max +3 from all sources)

  • Independent action: once per scene (party-wide)

  • States: Loyalty (Faithful/Strained/Broken); Fitness (Ready/Hurt/Down)

Upkeep Options:

  • Efficient: max(1,⌈Cost/3⌉) XP (about one-third)

  • Intensive: 1 XP + dedicated downtime action