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Appendix: Quick Reference

Fate's Edge Player's Guide — Appendix

Player Tools and Quick Reference

This appendix provides lightweight, table-friendly tools for tracking character progress, campaign state, and moment-to-moment rules. Print, photocopy, or copy to index cards for use at the table.

Physical Tracker Recommendations

Many groups find that physical, tactile trackers speed up play and reduce mental load. Consider:

Resolution Index Card

Declare → GM sets DV and Position → roll Attribute + Skill in d10s → count.

Each 6–9 is 1 success. Each 10 is 2. Each 1 hands the GM 1 SB.

Compare successes (S) to the DV:

S ≥ DV, no 1s → Clean Success
S ≥ DV, one or more 1s → Success with SB — you get it, the world pushes back
0 < S < DV → Partial — progress, not arrival; +1 Boon
S = 0 → Miss — it fails and worsens; +2 Boons

DV 2 routine • 3 default • 4 hard • 5+ extreme. Position Dominant (re-roll one failure) / Controlled / Desperate (re-roll one success).

SB is the GM's pool: complications, escalation, timers.

Fatigue and Harm Tracker

Fatigue: ________ (Max = Body)
Mental Strain: ________
Harm: [ ] Harm 1 (−1 die, related actions)   [ ] Harm 2 (−1 die, most actions)   [ ] Harm 3 (incapacitated or dying)

When tracks fill:

SB and Momentum Tracking

Current SB (GM pool): ______
Momentum (party pool, optional — Ch.18): ______ (max 2 banked per session)
Used this session: ______

Talent Progression

XP CostTalent Type / Impact
2–3 XPMinor Talent — a situational bonus, a signature trick
4–6 XPMajor Talent — a specialization, a strong standing effect
7–10 XPPrestige Talent — campaign-defining, usually gated behind a requirement
Magic access talents are priced individually: Familiar 2 • Pact-Whisperer 2 • Lesser Pactwright 2 • Codex 4 • Patron's Symbol 4 • Spellcraft 6 • Cantor's Path 8

Character Goals Card

Name: ____________
Core Drive: ____________
Short-Term Goal (1–2 sessions): ____________
Long-Term Goal (arc): ____________
Background Complication: ____________
Relationship That Matters: ____________

Physical tip: Print this card on cardstock, fold in half, and stand it in front of you as a reminder.

Faction Attitude Card

Faction Name: _________
Attitude: −3 −2 −1 0 +1 +2 +3
Notes: ____________________

Player Orientation Card (Quick Principles)

1. Declare Bold Action — Drive fiction forward.
2. Accept Consequences — Complications create story.
3. Spend Story Beats — Make moments matter.
4. Use Boons — Re-roll, improve Position, activate Assets.
5. Share the Spotlight — Assist, bond, set up allies.

Class / Archetype Resource Quick Reference

ArchetypeCore Resource
Fighter / WarriorManeuvers, Fatigue, Weapon Master
Rogue / ScoutPositioning, Stealth, Backstab
Caster (Freeform)Spellcraft, Elemental Tags, Backlash
RunekeeperRites, Obligation, Codex
InvokerRituals, Patron's Symbol, Crack the Seal
CantorSongs, Corruption Timer, Repertoire
SummonerLeash Timer, Spirit Bond, Pact

How to Engage with the GM (Player Prompts)

Downtime Project Tracker

Name: ___________    Segments: [ ] [ ] [ ] [ ] [ ] [ ]
Goal: ___________
Obstacles / Resources Needed: ________

Physical tip: Use a 6-segment whiteboard timer. Each downtime, erase one segment and roll for progress.

What Consequence Do You Accept? (Menu for GM)

When a player fails or partially succeeds, the GM may offer a choice from this list (or invent a custom one):

Ways to Shine in Fate's Edge

Blank Player Index Cards (for quick notes)

Name / Boons / Fatigue / Harm
Timers / Obligation / Scene Notes

Final Reminder

Your character sheet is not your character. It is a tool to help you express who they have been, who they are becoming, and how their choices change the world.

Use these tools to make that expression vivid, consequential, and memorable.

Magic Systems Reference

Magic in Fate's Edge is plural. Different traditions channel power through different metaphysical structures, but all obey the same truth:

Power has a cost, and magic shapes the one who wields it.

This appendix provides quick-reference tools for players using magic-affiliated systems, talismans, rites, and occult practices.

Core Magical Principles

Universal Casting Reference

Cast Declaration Template:

  1. Intent — What change do you seek?
  2. Shape — How does your tradition express it?
  3. Cost — What do you risk or expend?
  4. Resolution — Test; apply Position/Effect rules.
  5. Backwash — Mark Fatigue, SB pressure, taboo, instability, or bargain.

Magic Tradition Quick Reference

Freeform Arcana (Wizardry)

Creative, rational, deliberate shaping. Tools: Glyphs, structures, metaphors. Costs: Fatigue, reality recoil, SB instability. Play Cue: Diagram your spell or state its symbolism. Big spells distort fate — accept SB spikes.

Innate Arcana (Sorcery)

Emotional, instinctive, bloodline-linked. Tools: Breath, impulse, resonance. Costs: Fatigue, unpredictable backlash. Play Cue: Treat magic like a reflex. Push your limits — expect consequences.

Invocation (Priest / Paladin / Medium)

Petition, prayer, pact, rite. Tools: Symbols, vows, places of power. Costs: Taboo pressures, obligation timers. Play Cue: Your magic is not your own — frame it as a request. Violating your ethos draws consequences.

Runic Consecration (Runekeeping)

Methods, seals, contracts. Tools: Ritual steps, codices, binding clauses. Costs: Hunger timers, escalation loops. Play Cue: Magic is procedure. Expect the system to push back.

Shaping / Druidic Power

Resonance with place, element, cycle. Tools: Marks, offerings, seasonal rites. Costs: Environmental echo, territorial consequence. Play Cue: Declare what the land wants — then bargain.

Pact Binding (Warlock / Avatar)

Exchange, hunger, transformation. Tools: Tokens, signatures, reflection marks. Costs: Autonomy loss, ascension risk. Play Cue: Ask: “What does my patron get?” Debt becomes plot.

Summoning (Medium / Necromancer / Shaman)

Invocation of entities, binding, vassal action. Tools: Circles, bargains, lanterns, ancestral calls. Costs: Attention timers, breach risk. Play Cue: Give the summoned a personality — their aid comes with demands.

Mutual Rules of Magical Cost

No magic is free.

Cost TypeExamples in Play
FatigueExhaustion surge, shaking focus, body strain
SB PressureGM spikes complications or timers (elemental backlash, Patron omens)
Taboo / ObligationCommandments, rites, punishment for misuse, Patron demands
Attention / BackwashSpirits notice; cosmic ledger ticks; faction awareness
Anomaly / DistortionPlaces react, reality warps, rituals echo — scene tags change
Identity ErosionCompelled acts, alignment tilt, Iconic Ascension risk

Cross-System Synergies

All magic systems can blend. A Runekeeper may emulate a Cleric or Druid; an Invoker may operate as a Paladin or Prophet; a Sorcerer may look like a Witch, Elementalist, or Psion.

When combining systems:

  1. Choose your primary expression (belief, intellect, instinct, ritual).
  2. Describe spells through that lens.
  3. Let costs reflect your system.
  4. Track consequences separately — mixing systems increases risk.

GM Reminders for Magic

Player Reminders for Magic

Pre-made Spells with TAGS and DV Math

The following examples illustrate how TAGS, DV scaling, and spell intent interact within the casting system. Use them as inspiration or as templates for your own spells.

How to Read a Spell Entry

Each entry includes:

Tier I: Minor Utility (DV 2–3)

Simple Light (Air + Light)

[ILLUMINATE]

Effect: Create a small sustained light (torch-brightness) for the scene.
DV: 1 + 1 = 2.
Notes: No backlash risk; lasts until dismissed.

HEAL Minor Wounds (Life + HEAL)

[HEAL]

Effect: Close a small cut or bruise; reduce 1 Fatigue (Minor).
DV: 1 + 1 = 2.
Notes: Requires touch.

Healing Harm and Fatigue

HEAL as a Cantrip. The HEAL tag (Life) can be cast as a single-action cantrip (DV 2). On a success, you remove 1 Fatigue from yourself or a touched ally. This cannot heal Harm.

Healing Harm (1 level). To restore a level of Harm, you must include the HEAL tag and either:

The GM sets the final DV based on the tags and the wound's severity.

Why? Fatigue is exhaustion — a quick charm can ease tired muscles. Harm is injury — closing wounds demands more power and risk. This keeps healing meaningful without overshadowing martial endurance.

Message on Wind (Air + Veil)

[WHISPER]

Effect: Carry a short whispered message 100 feet on wind currents.
DV: 1 + 1 = 2.
Notes: One-way communication; 30 seconds duration.

Tier II: Combat Utility (DV 3–4)

Blade Flame (Fire + Strike)

[BURNING][STRIKE]

Effect: Coat a weapon in fire, adding +1 Harm and [BURN] to the next melee attack.
DV: 1 + 1 + 1 = 3.
Notes: Lasts one exchange.

Shield of Air (Air + Wall)

[WARD][DEFEND]

Effect: Create a compressed air barrier; gain Position +1 on next defense.
DV: 1 + 1 + 1 = 3.
Notes: One use only.

Fleet Step (Air + Leap)

[HASTE][MOVE]

Effect: Double movement speed for one exchange.
DV: 1 + 1 + 1 = 3.
Notes: Requires open area.

Tier III: Area Control (DV 4–5)

Wall of Stone (Earth + Wall)

[BARRIER][FORTIFY]

Effect: Summon a 10-foot stone wall (Near; scene duration).
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (combat blocking).
Notes: Provides cover; obstructs movement.

Sleep's Gentle Touch (Water + Mind)

[DREAM][COMMAND]

Effect: One target falls asleep (scene duration; Resist: Spirit + Insight DV 2).
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (combat use).
Notes: Harm wakes target.

Flame Cloak (Fire + Area)

[BURNING][AREA]

Effect: 6-foot radius of intense heat; enemies suffer −1 die to approach.
DV: 1 + 1 + 1 = 3. Dangerous DV: 4 (if allies are near).
Notes: Creates difficult terrain.

Tier IV: Battlefield Shaping (DV 5)

Earth's Tremor (Earth + Force)

[QUAKE][AREA]

Effect: 20-foot tremor; enemies test Body + Athletics (DV 3) or fall prone.
DV: 1 + 1 + 1 = 3. Dangerous DV: 5.
Notes: Destabilizes structures; affects all in area.

Storm's Fury (Air + Storm)

[STORM][AREA][FORCE]

Effect: 30-foot storm cloud; lightning strikes random targets (Harm 2).
DV: 1 + 1 + 1 + 1 = 4. Dangerous DV: 6.
Notes: Lasts scene; reduces visibility.

Healing Circle (Life + Area)

[HEAL][AREA][CLEANSE]

Effect: Allies in 15-foot radius heal 1 Harm and clear 1 Fatigue.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Major positive effect warrants high DV.

Tier V: Domain-Level Effects (DV 5)

Gate of Passage (Air + Fold)

[GATE][TRANSPORT][AREA]

Effect: Open a two-way portal 20 feet wide linking two locations.
DV: 1 + 2 + 1 + 1 = 5. Dangerous DV: 7.
Notes: Requires concentration; may destabilize.

Army of Stone (Earth + Summon)

[CONJURE][AREA][GUARD]

Effect: Summon 4 stone guardians (Cap 2) to follow simple commands.
DV: 1 + 2 + 1 + 1 = 5. Dangerous DV: 6.
Notes: Scene duration; concentration.

Mind's Dominion (Fate + Mind)

[COMMAND][AREA][CURSE]

Effect: All enemies in 25-foot radius test Spirit + Insight (DV 4) or obey a single command.
DV: 1 + 1 + 1 + 2 = 5. Dangerous DV: 7.
Notes: Significant ethical risk; backlash likely.

Signature / Personal Spells (Custom)

The Warden's Bond (Life + Bind) — Healing Cantor

[HEAL][BIND][GUARD]

Effect: Heal 2 Harm and link caster to target — the next Harm they take, caster suffers 1 instead.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Sacrificial protection.

Shadow's Step (Air + Veil) — Trickster's Path

[VEIL][MOVE][LEAP]

Effect: Become invisible and teleport 30 feet; gain +2 dice to next Stealth action.
DV: 1 + 1 + 1 + 1 = 4.
Notes: Requires shadow or dim light.

Forge's Truth (Fire + Reveal) — Artificer's Craft

[REVEAL][HEAL][FORTIFY]

Effect: See flaws in an object and repair as if 2 Skill levels higher (scene).
DV: 1 + 1 + 1 + 1 = 4.
Notes: Works on magical items (with risk).

Backlash and Push Guidelines

Backlash Examples by Tier

Push Options (Accelerate or Amplify)

This framework provides concrete spell examples and demonstrates how TAGS, DV scaling, and ambition interact within the magic system.

Free Casting (TAGS System)

Some casters shape raw forces through shared arcane grammar known as TAGS. Construct a spell at the table using a short phrase of TAGS.

Spell Structure

Intent + Target + Tags = effect. Example: “I unleash Burning • Area • Force against the marauders.”

Base Difficulty Value (DV)

DV = 1 + number of TAGS

Dangerous TAGS (Teleportation, Transformation, Domination) add +2 DV instead of +1.

Casting Roll

Roll Wits + Arcana (or similar). Success = spell works. Failure or any 1 = Backlash.

Backlash for Free Casters

Choose one:

If the spell includes a “Dangerous” TAG, Backlash triggers on mixed results as well.

TAG Library (Abridged)

TAG CategoryExamples
ElementalBurning, Freezing, Storm, Stone, Wave, Wind, Earth, Fire, Water, Air, Lightning, Ash
ForceForce, Area, Strike, Wall, Bind, Dispel, Push, Pull, Crush, Shield
Mind & VeilVeil, Scry, Memory, Command, Fear, Glamour, Dream, Whisper, Reveal, Hide
Life & BodyHEAL, Purify, Strengthen, Waken, Beast, Heal, Poison, Rot, Numb, Sicken
Space & Motion (dangerous, +2 DV)Leap, Fold, Gate, Gravity, Phase, Teleport, Blink, Anchor
Creation & Transformation (dangerous, +2 DV)Create, Summon, Transmute, Animate, Conjure, Shape, Graft, Fleshcraft
Illusion & DeceptionMirage, Echo, Mask, Copy, Phantasm, Glimmer
Protection & WardingWard, Defend, Seal, Barrier, Sanctuary, Negate
Time (rare, dangerous, +2 DV)Haste, Slow, Stop, Rewind, Age
Curse & HexCurse, Jinx, Bind, Misfortune, Taint, Corrupt
InformationKnow, Sense, Locate, Recall, Translate

Example Spells by DV