On this page
- Currency-Free Economy: XP, Barter, and Trusts
- No Coin, Only Consequence
- Abstracted Treasure: Finds That Change the Story
- What Costs XP (and What Doesn't)
- Pooling XP for Party Assets
- Barter, Strings, and Obligation
- Player-Owned Terrestrial Patrons: Trusts
- Optional: Converting XP to Narrative Wealth
- Summary for Players
Currency-Free Economy: XP, Barter, and Trusts
Fate's Edge Player's Guide — Chapter 15
The Long Knot
"The world does not run on silver. It runs on who remembers what — a kindness done at the right hour, a thing kept quiet, a promise somebody watched you make. Silver can be taken off you. None of the rest of it can."
— Dusana of the Raven Road, Tulkani story-keeper, The Hearth Cord
No Coin, Only Consequence
In Fate's Edge, there is no abstract currency. No gold pieces, no silver scales, no ledgers of mundane wealth. What you know, whom you know, and what you owe matter more than what you carry.
- Incidental expenses — a meal, a night at an inn, a riding horse, a week's trail rations — are hand-waved. Assume your character has enough from past earnings, barter, or simple hospitality to cover ordinary life. If the fiction demands scarcity, the GM will introduce a Supply Timer or a Complication.
- Significant acquisitions — assets, favors, magical items, political influence, or the service of a powerful ally — require one of three forms of payment:
- Experience Points (XP) — Spend your hard-won growth to secure lasting resources.
- Barter or Strings — Trade goods, services, information, or narrative leverage (Strings) for equivalent value.
- Obligation — Accept a Debt Timer or increase Obligation to a patron (terrestrial or supernatural) in exchange for immediate gain.
This chapter explains how to spend XP on non-personal advancement, how to pool XP for party assets, how to use Strings and Obligation as currency, and how to form a player-owned terrestrial patron: a Trust.
Abstracted Treasure: Finds That Change the Story
You do not track copper or silver. Instead, treasure is leverage — each meaningful find has a one-time narrative effect. A bag of gold is not treasure. A gold coin that was once paid as a traitor's blood-price is.
Treasure Tiers
| Tier | Example | What It Does |
|---|---|---|
| Minor | A merchant's seal, a noble's letter, a pouch of star-iron beads | Buy a single favor: safe passage for one night, a small bribe, a rumor, ignore a minor toll |
| Standard | A signed treaty, a bridge's deed, a saint's relic, a ship's luck in a bottle | Buy a significant exception: clear a crime, force a parley, open a sealed gate, gain an audience with a lord |
| Major | A king's true name, a lullaby that calms armies, a dragon's scale, a prophecy sealed in amber | Change the story: rewrite a local law, end a feud, call a truce, redirect a disaster |
Finding and Using Treasure
When players loot a significant location (a dragon's lair, a fallen noble's vault, a sunken temple), the GM awards 1–3 treasure items at appropriate tiers. No coin. No weight. No bookkeeping.
A character may carry at most 3 treasure items total (any mix). Unused treasure fades after one session unless invested in an Asset (pay the treasure's XP equivalent to keep it as a permanent String).
Spend a treasure item to:
- Improve Position on a relevant roll by one step (Minor).
- Auto-succeed on a non-combat roll where leverage applies (Standard).
- Rewrite a scene's stakes (Major) — e.g., "I use the king's true name to make his guards stand down."
Treasure as XP (Optional)
A player may convert a treasure item into XP instead of using its narrative effect:
- Minor → 1 XP
- Standard → 2 XP
- Major → 4 XP
The GM should warn: "You can sell the dragon's scale for power, or you can use it to command the dragon's respect."
Integration with Existing Systems
- Assets: A treasure item can be spent to acquire a Minor Asset instantly (no downtime).
- Debt Timers: A treasure item can clear 1–3 segments of a Debt Timer (GM discretion).
- Strings: A treasure item can become a permanent String if invested during downtime.
- Boons: A treasure item can be cashed for 2 Boons instead of its narrative effect.
The Golden Rule of Treasure: If it doesn't change the story, it's not treasure. Name it. Describe it. Then watch your players hoard it not for its value, but for its power to change what happens next.
Abstracted Treasure: The Leverage Standard
"A Minor treasure affects a single roll or scene. A Standard treasure affects a single conflict or session. A Major treasure changes the campaign arc or permanently rewrites the fiction."
| Tier | Fate's Edge Example | What It Does |
|---|---|---|
| Minor | Emberfang Dagger | Glows when undead are near; once per scene, gain +1 die to detect hidden spirits. |
| Vial of Starlight Water | Drink to clear 1 Fatigue or ignore a minor poison (one use). | |
| Runes of Unsteady Passage | Chalk a doorframe; the next person through forgets why they entered (one scene). | |
| Standard | Bell of the Fog Warden | Ring it to part mist or silence a supernatural wail for the entire scene. |
| Captain's Luck in a Bottle | Break it to reroll any failed roll for your ship or crew (once per session). | |
| Sealed Knight's Confession | Read it aloud to force a parley; the target cannot attack for the duration of the scene. | |
| Major | True Name of the Ashen Tyrant | Speak it to compel the tyrant to abdicate, or to force open any gate they sealed. |
| Seed of the First Oak | Bury it to grow a fortress in a day — the fortress remembers the builder's fears. | |
| Fossilised Heart of the Elder Wyrm | Once per campaign, negate a natural disaster or redirect a region-wide curse. |
Leverage Test: Ask "What can this treasure do once?"
- "Give +1 die or skip a minor obstacle" → Minor
- "Resolve a significant problem or open a major opportunity" → Standard
- "End a war, topple a dynasty, or redirect destiny" → Major
Passive, permanent benefits (e.g., a sword that always adds +1 die) are Assets, not treasures. The treasure version is a one-scene surge of that power.
What Costs XP (and What Doesn't)
Hand-Waved (Free)
Assume your character has enough for:
- Ordinary meals, lodging, basic travel rations.
- A riding horse or pack mule (if fictionally plausible).
- Basic tools (rope, lantern, writing kit, lockpicks).
- Minor repairs, small bribes (a drink, a gift).
- Routine transportation (ferry, caravan passage) unless the journey itself is the adventure.
Costs XP (or Equivalent Barter / Obligation)
| Item / Benefit | XP Cost (min.) | Notes |
|---|---|---|
| Minor Asset (safehouse, workshop, contact network) | 4 XP | See Followers and Assets chapter |
| Standard Asset (guild seat, spy ring, fortress lease) | 8 XP | See Followers and Assets chapter |
| Major Asset (chartered city license, fleet, noble title) | 12 XP | See Followers and Assets chapter |
| Follower (Capability squared) | Cap² XP | See Followers and Assets chapter |
| Magical item (single use) | 2–4 XP | GM discretion |
| Magical item (permanent, Tier I) | 6–10 XP | Requires downtime |
| Clearing a Debt Timer segment | 2 XP per segment | Instead of performing a service |
| Buying a permanent String (favor owed to you) | 2–4 XP | One-time narrative permission |
| Upkeep of an Asset or Follower (efficient method) | As per Followers and Assets chapter | XP instead of coin |
| Forming a Trust (player-owned patron) | 10 XP (party pool) | See Trusts, below |
Pooling XP for Party Assets
A party may create a shared pool of XP to acquire and maintain assets that benefit everyone. The pool is tracked separately from individual XP.
Creating a Pool
- Any player may contribute any amount of their unspent XP to the party pool.
- Contributions are voluntary and irreversible (unless the party agrees to dissolve the pool — see below).
- The pool has no owner; decisions about spending from it require majority vote (or table consensus).
Spending from the Pool
- The pool can only be used for party assets (shared safehouse, group ship, guild charter, spy network) or for forming a Trust (see below).
- It cannot be used for individual Attribute/Skill increases, personal Talents, or personal Followers.
- When an asset bought with the pool requires upkeep (see the Followers and Assets chapter), the upkeep can be paid from the pool (efficient method) or by assigning a party member to handle it (intensive method).
Dissolving the Pool
- If the party permanently disbands or agrees to liquidate, the remaining XP in the pool is lost — it represents sunk investment in shared infrastructure.
- Instead, the party may transfer the asset to one character (who must pay its XP cost from their own XP to "buy out" the others). The other contributors are compensated with an equivalent String from that character (see Barter, Strings, and Obligation, below).
Example: Alexander (9 XP banked), Lyra (4 XP), and Sera (6 XP) want a shared safehouse (Minor Asset, 4 XP). They contribute 2 XP each to the pool (total 6 XP). They spend 4 XP to acquire the safehouse, leaving 2 XP in the pool for future upkeep. The safehouse is now a party asset. Later they add Mira (3 XP), who contributes 1 XP to the pool.
Barter, Strings, and Obligation
When you lack XP, you may pay with barter (trading goods or services), Strings (narrative leverage), or Obligation (debt to a patron). These are not coin — they are story fuel.
Barter
- Trade an item of comparable value (a magical sword for a spy network, a noble's secret for a ship).
- The GM adjudicates fairness. A barter exchange usually requires a Sway roll (DV 2–4).
- Service Barter: Promise a future task in exchange for immediate gain. This creates a Debt Timer [4–6] for the recipient.
Strings as Currency
Strings are narrative permissions — a favor owed, a secret known, a charter held. They can be spent as currency:
| String Value | Can purchase |
|---|---|
| Minor String (a small favor, a local contact) | One-use discount of 1 XP on an asset, or a single use of an Asset's off-screen effect |
| Standard String (a noble's oath, a guild seal) | A Minor Asset (4 XP value) or clear 2 segments of a Debt Timer |
| Major String (a life-debt, a royal charter) | A Standard Asset (8 XP value) or a Follower (up to Cap 3) |
To convert a String into XP, the player must use the String in play — narrate how it secures the asset. The GM may require a roll (e.g., Presence + Sway to call in the favor).
Obligation as Payment
Instead of XP, accept a Debt Timer or increase Obligation to a terrestrial patron (see the World Powers chapter).
| Debt Timer Size | Equivalent Value |
|---|---|
| [4] | Minor Asset or one-time service |
| [6] | Standard Asset or Cap 3 Follower |
| [8] | Major Asset or Cap 5 Follower |
You may clear a Debt Timer segment by spending 2 XP (as if buying off the debt with hard work), or by performing an appropriate service (GM discretion).
Example: The party wants a ship (Standard Asset, 8 XP). They have no XP, but a Sidhi pirate captain offers them the ship in exchange for a Debt Timer [6]. When it fills, they must raid an Oshiiran grain barge for her. They accept.
Player-Owned Terrestrial Patrons: Trusts
A Trust is a collective entity — a guild, a covenant, a company, a secret society — founded and run by the player characters. It acts as a terrestrial patron (see the World Powers chapter), but the players collectively decide its demands and benefits.
Forming a Trust
- Requires 10 XP from the party pool (cannot be paid individually).
- The party names the Trust, defines its purpose (e.g., "The Silkhand League — spice merchants and smugglers"), and chooses an initial Seat (headquarters or symbol).
- The Trust starts with a Debt Timer [4] (the cost of founding) that the players must clear through roleplay or XP before it can grant benefits.
How a Trust Works
The Trust is a non-player character entity with:
- Obligation Capacity equal to the party's combined Spirit + Presence (or a fixed value of 6 for simplicity). Members incur Obligation to the Trust when they ask for its help.
- Debt Timer (size 4, 6, or 8) — tracks external obligations the Trust owes to other factions.
- Asset Pool — the Trust can own Assets (safehouses, ships, contact networks) bought with party XP (see Pooling XP for Party Assets, above).
- Follower Pool — the Trust can employ Followers (e.g., guards, clerks, spies) paid from the party pool.
Benefits of Belonging to a Trust
A character who is a member of the Trust (all founders are members; new members can be inducted) may:
- Call on the Trust — once per session, gain +1 die on a roll directly related to the Trust's purpose (e.g., smuggling, trade, information). This costs no Obligation.
- Borrow an Asset — use one of the Trust's Assets for a scene. Mark +1 Obligation to the Trust per Asset used.
- Request a Follower — temporarily command a Trust follower (Cap 1–2) for a mission. Mark +1 Obligation per follower.
- Use the Trust's Strings — the Trust may accumulate Strings (favors from others). A member may spend one such String as if it were their own (costs 1 Obligation).
Obligation to the Trust
- A member's Obligation to the Trust is tracked separately from other patrons. Capacity = Spirit + Presence (see the World Powers chapter).
- When Obligation fills (exceeds capacity), the Trust demands a task — a mission that advances its goals. If refused, the member is expelled and loses all Trust benefits.
- Obligation can be cleared by:
- Performing a service for the Trust (GM discretion, usually clears 1–2 segments).
- Contributing XP to the Trust pool (2 XP per segment).
- Donating a personal Asset or String of equivalent value.
Growing the Trust
The party may invest additional XP from the party pool to expand the Trust:
| Investment | Effect |
|---|---|
| 4 XP | Increase Debt Timer capacity by 2 (can owe more before demanding repayment) |
| 6 XP | Add a new Trust Asset (Minor) |
| 8 XP | Upgrade an Asset from Minor to Standard |
| 10 XP | Add a Trust Follower (Cap 3) |
| 12 XP | Gain a permanent String (a faction owes the Trust a favor) |
| 15 XP | The Trust becomes a Major Terrestrial Patron — can grant its own Rites (narrative permissions) |
Trusts as Story Engines
The GM should use the Trust as a source of complications:
- Schism — A faction within the Trust disagrees with leadership. Start a Trust Loyalty timer [6].
- Hostile Takeover — Another group (rival guild, Ashaani agents) tries to seize the Trust's assets.
- Debt Called In — A faction to which the Trust owes a Debt Timer makes a demand that endangers the party.
- Reputation — The Trust gains a reputation (good or bad). High reputation grants +1 die on social rolls within its sphere; low reputation attracts enemies.
Example Trust — The Silkhand League:
- Founded: 10 XP from party pool (Alexander 3, Lyra 2, Sera 3, Mira 2)
- Seat: A warehouse in Silkstrand's dyeworks district
- Initial Assets: None (spent XP on founding)
- Debt Timer: 4 (they owe the local harbor master)
- Members: The four PCs
After a few sessions, they contribute another 8 XP to the pool and buy a Standard Asset: a spy network among the port's Sidhi pilots. They also add a Trust Follower (Cap 2, a runner named Tema). Now when Lyra needs to know a ship's schedule, she marks 1 Obligation to the Trust and asks Tema. When the Trust's Obligation to her reaches capacity, the Trust will demand that she intercept a rival's cargo — a mission that becomes the next session's adventure.
Optional: Converting XP to Narrative Wealth
Some tables may want a concrete way to spend XP on temporary advantages without acquiring permanent assets.
| XP Spent | Temporary Benefit |
|---|---|
| 1 XP | A single use of a Minor Asset (one scene) |
| 2 XP | One-time +2 dice on a roll involving resources (bribe, hire, purchase) |
| 3 XP | A Debt Timer segment cleared immediately |
| 4 XP | One-scene use of a Standard Asset (e.g., a ship for a chase) |
| 6 XP | One-mission Follower (Cap 3, must be a willing NPC) |
These expenditures represent short-term investment of effort and contacts — "burning" XP for immediate story gain. They cannot be recovered.
Summary for Players
- No coins. Incidental expenses are free.
- Treasure is leverage. Minor, Standard, or Major finds that change the story.
- Significant things cost XP, barter, Strings, or Obligation.
- Pool XP for party assets.
- Form a Trust — a player-owned terrestrial patron — for shared power and shared trouble.
- Use Strings as currency. Collect favors, trade them, spend them.
- Debt is story. Accepting a Debt Timer is not failure; it's future adventure.
The Gray Wanderer's Ledger
"I have carried silver across a dozen borders and buried it in as many deserts. The only wealth that never tarnishes is a promise witnessed by honest lips. Spend your XP on what you will hold — a safehouse, a follower, a Trust. The rest is wind."