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Fate's Edge — Quickstart
15-minute read One table, one session
This is everything you need to run a one-shot tonight. It skips the full Fatigue/Harm tables, armor conversion, and advancement math — for the complete rules, see the Essential Guide. For a ready-to-play scenario, jump to The Lantern at Dusk.
"The coin that never spends is the one you don't remember taking." — Serafine of the Velvet Touch
1. What This Game Is
Fate's Edge is narrative-first: dice never just mean pass/fail, they push the story somewhere. Nothing stalls at the table — a miss escalates instead of dead-ending, and a success can still cost you something.
2. The Core Loop
Difficulty Value (DV)
| DV | Situation |
|---|---|
| 2 | Routine, almost guaranteed |
| 3 | Default — mild opposition, some risk |
| 4 | Hard — serious opposition or bad angle |
| 5+ | Extreme — major boss or dramatic gamble |
Position
| Position | Frame | Effect |
|---|---|---|
| Dominant | You press the advantage | Re-roll one failure |
| Controlled | Balanced, normal | No re-rolls |
| Desperate | You act under duress | Re-roll one success |
Spend 1 Boon to improve Position by one step before you roll.
Outcome
| Result | Outcome | What Happens |
|---|---|---|
| Successes ≥ DV, no 1s | Clean Success | You get what you wanted, no complication |
| Successes ≥ DV, some 1s | Success + Story Beat | You get it, but the GM spends SB on a complication |
| 0 < Successes < DV | Partial | Progress made; you gain 1 Boon |
| 0 Successes | Miss | No progress; you gain 2 Boons; GM escalates |
3. Boons & Story Beats
4. Build a Character in 5 Minutes
Fastest path: grab a pregen below, or build from scratch with 32 XP:
- One sentence concept (origin + profession + trait).
- Attributes (Body/Wits/Spirit/Presence, base 1): put one at 3, one at 2. (~21 XP)
- Skills (0–5): 2–3 key skills at 1–2 each. (~8–12 XP)
- 0–3 Talents if any XP is left — optional, not required to be effective.
- 1 Bond with another PC (+2 XP), optionally 1 Complication (+2 XP).
- Starting gear: clothes, a weapon, light armor, adventuring kit.
5. Grab-and-Go Pregens
| Name | Concept | Best At |
|---|---|---|
| Levi | Soldier — once a legionary, now a sellsword | Melee combat |
| Lyra | Scholar — expelled for forbidden research | Lore & investigation |
| Sera | Shadow — former guild thief | Stealth & subterfuge |
| Mira | Healer — accused of witchcraft | Medicine & insight |
| Kael | Runekeeper — wanderer sworn to a patron | Magic (optional, Tier II) |
Full stat blocks are in the Essential Guide, Chapter 4.
6. Table Safety, Fast Version
Keep an X-Card visible — anyone can say "X" to skip past uncomfortable content, no questions asked. Agree on Lines (hard no's) and Veils (fade-to-black moments) before you start.
That's the whole game. Everything else — Fatigue, Harm, armor, magic paths, advancement — layers on top of this loop without changing it. Run it in the browser toolkit: dice, character sheets, and timers included.