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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
Assets are off-screen resources: places, networks, titles, or enterprises.
Followers are on-screen allies who act during scenes.
Assets change the situation before or around a scene.
Followers participate directly in the moment.
Both are powerful—but neither is free.
Management and Risk
Assets and Followers require care and invite consequences:
They demand upkeep through XP, downtime, or narrative obligation.
They can be targeted, compromised, or destroyed.
Overuse draws attention from enemies, factions, and rivals.
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:
Arrive prepared instead of improvising.
Reframe danger into opportunity.
Shift Position without negating risk.
Asset Types and Costs
| Type | XP Cost | Establishment Time |
|---|---|---|
| Minor | 4 XP | 1 day |
| Standard | 8 XP | 1 week |
| Major | 12 XP | 1 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:
Safehouse: Secure lodging or concealment.
Spy Network: Baseline intelligence about a person or place.
Workshop: Repair gear or prepare simple solutions.
Trading Post: Acquire common goods or establish contacts.
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:
Improve Position by one step.
Reduce the effective DV of a follow-up action.
Advance, suppress, or redirect a relevant Timer .
Grant temporary access, protection, or narrative permission.
Examples:
Safehouse: Reveal a concealed exit, allowing escape at Controlled Position.
Spy Network: Surface critical intelligence, advancing an investigation Timer .
Workshop: Jury-rig a solution that enables an otherwise impossible attempt.
Trading Post: Call in a favor to gain leverage or access in a negotiation.
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:
Create new complications.
Advance hostile faction Timers.
Place the Asset itself in danger.
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:
Emergency use after the free activation is spent.
Additional downtime applications.
Exceptional circumstances requiring extended support.
XP use represents strain, overreach, or long-term cost.
Asset Status
Assets have a single unified Status that describes their overall health and usability.
| Status | Meaning | Effect |
|---|---|---|
| Flourishing | Well-maintained, respected | +1 die on rolls involving the asset, +1 Yield |
| Stable | Normal operation | No modifier |
| Strained | Problems accumulating | –1 die on asset-related rolls, no Yield |
| Collapsed | Non-functional | Requires 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
Regular Upkeep: Two options (see the Upkeep and Maintenance section).
Neglect: Assets deteriorate if not maintained (Status worsens one step).
Recovery: Collapsed assets require significant effort to restore, typically a quest or a full downtime arc.
Followers System
Followers are characters who assist you directly.
Follower Capability Ratings
Followers are rated by Capability (Cap) from 1 to 5:
| Cap | Description |
|---|---|
| 1 | Novice helper, basic assistance |
| 2 | Competent assistant, reliable support |
| 3 | Skilled specialist, valuable aid |
| 4 | Expert ally, significant capability |
| 5 | Master companion, exceptional ability |
Follower Costs
XP Cost: Capability squared (Cap^2).
Example: Cap 3 follower costs 3^2 = 9 XP.
Recruitment: 1–3 days downtime to find and brief.
Limits: The GM may set maximum followers based on story.
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.
| State | Meaning | Mechanical Effect |
|---|---|---|
| Faithful | Committed, trustworthy | Normal assist, independent actions available |
| Strained | Doubtful, pressured | Assist at –1 die; may refuse risky orders |
| Broken | Betrayed or deserted | Follower leaves or becomes hostile |
| Ready | Uninjured, rested | Full function |
| Hurt | Wounded, exhausted | Assist at –1 die; no independent actions |
| Down | Incapacitated | Requires 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.
Cap 3: one Minor Asset. Cap 4: three Assets of any tier. Cap 5: five.
Delegation is not free with the Cap — it is unlocked by the Delegated Upkeep talent (5 XP, Talents chapter). Without it a Cap 5 steward is still just a very good employee you have to talk to.
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:
Assist Dice: Add dice equal to min(Cap, relevant skill).
Maximum Bonus: +3 dice total from all sources (see the Core Mechanics chapter).
Cost: 1 Boon, or 1 Fatigue, to bring the Follower in at all. That buys the whole assist, not one die of it.
One Helper: Only one follower can assist per action.
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
Worsen Fitness one step (Ready → Hurt → Down), or
Worsen Loyalty one step (Faithful → Strained → Broken).
Cannot be used if the follower is already Broken or Down.
Off-Screen Capability
Once per downtime, a Cap 5 follower can solve a significant problem:
Generates 1 Story Beat for the GM (the GM describes a resulting complication).
Useful for emergencies, but costly to the story.
Upkeep and Maintenance
Both assets and followers require regular maintenance. Each downtime period, choose one of the two options.
Upkeep Options
Efficient (Higher XP, Less Time): Pay Upkeep XP = max(1, ⌈ Acquisition XP / 3 ⌉), minimal effort. Rule of thumb: about one-third the acquisition cost, minimum 1 XP.
Intensive (Lower XP, More Time): Pay 1 XP, use a dedicated downtime action with significant personal involvement.
Failure to Pay: Asset Status worsens one step (Flourishing → Stable → Strained → Collapsed). Follower Loyalty worsens one step (Faithful → Strained → Broken).
Upkeep Examples
Minor Asset (4 XP): Efficient = 2 XP; Intensive = 1 XP + action.
Standard Asset (8 XP): Efficient = 3 XP; Intensive = 1 XP + action.
Cap 3 Follower (9 XP): Efficient = 3 XP; Intensive = 1 XP + action.
Cap 2 Follower (4 XP): Efficient = 2 XP; Intensive = 1 XP + action.
Strategic Considerations
When to Invest in Assets
You need reliable off-screen capabilities.
Your character concept involves wealth or influence.
The party lacks certain logistical support.
You want to build long-term influence.
When to Invest in Followers
You need on-screen assistance.
Your character works better with support.
The party needs specific capabilities you lack.
You want character-driven story opportunities.
Investment by Player Archetype
| Archetype | Typical XP Investment | Best For |
|---|---|---|
| Solo | 0–10% | Reliable personal power, minimal upkeep. |
| Mixed (Balanced) | 15–25% | One solid Follower or Asset (scout, safehouse). |
| Mastermind | 35–55% | Networks, informants, multiple Assets; build a faction. |
Balance Recommendations
Personal Path (see the Personal Path section (Chapter 8)): 0–10% of XP in assets/followers.
Balanced Path (see the Balanced Path section (Chapter 8)): 15–25%.
Influencer Path (see the Influencer Path section (Chapter 8)): 35–55%.
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:
Noble houses and courtly factions.
Merchant guilds and trading consortiums.
Military units and mercenary companies.
Criminal organizations and smuggling rings.
Religious orders and temple hierarchies.
Scholarly colleges and arcane societies.
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:
Complete a major job or service for them.
Swear a formal Oath of service.
Enter into legal or financial binding.
Share criminal secrets or be compromised by them.
Perform a notable service that earns their favor.
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.
Calling in Favors: When you request Patron influence, add +1 Obligation.
Capacity: Spirit + Presence (same as supernatural Patrons).
Overflow: Each segment above capacity inflicts 1 Fatigue.
Resolution: Reduce through service, downtime actions, or fulfilling demands.
Patron Perks
Each Terrestrial Patron offers 2–3 repeatable benefits that require no rolls to access.
Common Perks Include:
Sanctuary in their territory or establishments.
Legal relief or protection from certain authorities.
Access to black market goods or specialized services.
Elite followers or hirelings at reduced cost.
Forged documents or identity protection.
Information networks and rumor access.
Trade advantages or exclusive contracts.
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:
Silence about sensitive information.
Loyalty over other conflicting interests.
Completion of specific jobs or tasks.
Delivery of valuable names or secrets.
Political or social support for their causes.
Elimination of rivals or threats to their interests.
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:
Unavoidable Job: You must complete a task you cannot refuse.
Severe Price: Pay significant cost (legal, social, or material).
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:
Lose all current perks immediately.
Gain a new Rival faction that opposes your interests.
Take a lasting Complication (Curse, Bounty, or Scandal) that follows you.
May trigger immediate retaliation depending on the Patron’s nature.
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:
Sanctuary in hidden safehouses throughout the city.
Access to rare imported goods and contraband.
Information about port authorities and customs schedules.
Demands:
Maintain silence about syndicate operations.
Transport occasional “special packages” (may be illegal).
Eliminate rival smugglers who threaten their routes.
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:
Which character goes offscreen.
Where they are going (fictional location).
Why they are stepping out (story reason).
How long you expect to be away (1–3 sessions).
The offscreen character remains active in the fiction. During each session they are away, you complete a simple Downtime Log:
One Resource Action (how they maintain connections).
One Project Action (a goal advanced).
One Event Response (how they react to offscreen events).
The GM records the outcomes and may introduce a consequence.
Returning to Play
When you bring the character back:
You gain 2 Boons for narrative re-entry.
Roll Wits + Spirit (DV 3) to reestablish presence.
The GM describes one consequence of your absence (e.g., an opportunity missed, a rival gained, a personal change).
For full mechanical details (Crisis Timers, Buddy System, etc.), see the GM Guide.
Practical Examples
Asset Example: The Safehouse
Type: Minor Asset (4 XP)
Free Use: Secure lodging, basic supplies between adventures.
Boon Activation: Reveal a hidden escape route during pursuit.
Upkeep: Efficient: 2 XP; Intensive: 1 XP + downtime action.
Risks: Discovery by enemies, maintenance costs.
Follower Example: The Scout
Capability: 3 (9 XP)
Assistance: +3 dice on tracking and survival rolls.
Independent Action: Scout ahead to improve party position.
Upkeep: Efficient: 3 XP; Intensive: 1 XP + action.
Risks: Injury in dangerous scouting; disloyalty if mistreated.
Combination Example: The Merchant
Assets: Trading post (8 XP), caravan (4 XP) — 12 XP total
Followers: Cap 2 guards (4 XP each = 8 XP), Cap 3 factor (9 XP) — 17 XP total
Total Investment: 29 XP in assets and followers
Upkeep (Efficient): Assets 3 + 2 = 5 XP; Followers 2 + 2 + 3 = 7 XP. 12 XP per downtime — which is why a merchant this size needs the trade to actually pay.
Benefits: Trade income, transport, protection, business contacts
Risks: Competition, bandit attacks, employee issues, regulatory attention
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