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Fate's Edge

Essential Guide

A Complete Free Version of the Game

Nicholas A. Gasper

2026-07-10

System Reference Document (SRD) Reference

  • What is the SRD? The open-license portion of this work (CC BY-NC-SA 4.0), intended for third-party creators. All SRD content is marked with [SRD] tags in this book.
  • Verified SRD Content Includes:
    • Core resolution mechanics (dice pools, Position, DV, Outcome Matrix)
    • Boon and Story Beat economies
    • Fatigue, Harm, and Armor Conversion systems
    • Attribute and Skill descriptions
    • Basic combat and action economy rules
    • Universal magic mechanics (TAGS, DV calculation, Backlash)
    • NPC templates and encounter guidelines
    • Equipment and gear tables
    • Character creation framework
  • Extended Content (Not SRD - Proprietary):
    • Setting lore (Acasia factions, The Curse, regional details)
    • Original characters, NPCs, and named figures
    • Adventure modules and scenario hooks
    • Patron descriptions, Rites, and exclusive mechanical content
    • Proprietary magic systems (Runekeeper, Invoker, Cantor, Summoner-specific)
    • Artwork, maps, and graphical elements
    • Faction descriptions and campaign-specific content
    • Original prose, framing devices, and narrative text
    • Note: Optional systems like Deck of Consequences, Crown Spread, and Travel Framework are proprietary content.
  • License Summary: SRD content licensed under CC BY-NC-SA 4.0. All extended content is © Nicholas A. Gasper, All Rights Reserved. See copyright page for full license text.

"The coin that never spends is the one you don't remember taking."
— Serafine of the Velvet Touch

📑 Table of Contents Welcome to Fate’s Edge Core Mechanics Character Creation Pre-Generated Characters Starter Adventure: The Lantern at Dusk Simplified Magic GM Tips: Running Your First Game What Comes Next Quick Reference

"The coin that never spends is the one you don't remember taking."
— Serafine of the Velvet Touch

Welcome to Fate’s Edge

What Is This Game?

Fate’s Edge is a tabletop roleplaying game where every choice carries weight. You are not playing a board game or a tactical simulator. You are telling a story together — a story of risk, consequence, and legacy.

In this game, you play exiles, rogues, survivors, and heroes in a world of ancient magic, fallen empires, and vibrant cultures. The world remembers what you do. Every oath, every betrayal, every desperate gamble echoes forward.

Core Philosophy: Narrative First

The story is the reason the rules exist, not the other way around. When you sit down to play, you are not rolling dice to see what happens — you are telling a story, with dice as your co-authors.

Mechanics serve the story. A dice roll is never just pass/fail. It changes the fictional landscape.

  • Clean Success — The plan works as intended.

  • Success & SB — You get what you want, but the world pushes back.

  • Partial — You make progress, but the situation remains unresolved.

  • Miss — You fail, and the situation escalates.

Every roll matters. The story never stalls; it evolves.

Risk as the Engine of Drama

Fate’s Edge is built on meaningful risk. Safety is boring. When your character has something to lose — reputation, allies, ideals, life — their actions become heroic or tragically memorable.

Your primary tool for managing risk is the Story Beat (SB) economy. When the dice show a 1, the world reacts. The GM gains SB to introduce complications, escalate threats, or reveal hidden dangers.

Important: SB are generated on any roll that produces a 1, whether the overall roll succeeds or fails. They are not punishment; they are fuel for an unpredictable, responsive narrative.

Characters Who Change the World

Character growth in Fate’s Edge is not about accumulating abstract power. It is meaningful growth rooted in the story. You earn Experience Points (XP) by engaging with challenges and complexities. You spend XP to improve capabilities, acquire assets, or unlock cultural talents.

Advancement ties directly to narrative. A character becomes a legendary commander by leading armies, not by grinding monsters. A wizard masters forbidden lore by surviving backlash.

Key Concepts at a Glance

  • Dice Pool Attribute + Skill d10s. 6+ = Success. 1 = Story Beat (SB) for the GM.

  • Position & Effect Position (Dominant/Controlled/Desperate) defines stakes of failure. Effect (Limited/Standard/Great) describes what a clean success achieves.

  • Timers Visual trackers for ongoing challenges (e.g., a 4-segment lock, an 8-segment faction rise).

  • Boons Narrative tokens you earn by embracing risk. Spend them to re-roll dice, improve Position, or activate Assets.

Safety Tools: Lines, Veils & X-Card

Fate’s Edge explores mature themes — conflict, loss, horror, betrayal, and difficult choices. The table must always feel safe. Use these three simple tools.

X-Card

Any player (including the GM) can[SRD] draw an X on a card or simply say “X” when a moment makes them uncomfortable. [/SRD]The described content is removed from the fiction — no questions, no explanations. The scene is retconned or redirected immediately.

Lines

A Line is a hard boundary: content that will not appear in the game at all. Examples: “No sexual violence,” “No harm to children,” “No body horror.” Players name their Lines before the campaign; the group honors them.

Veils

A Veil is a soft boundary: content that can happen “off screen” or fade to black. The event is acknowledged but not described. Example: “A romantic scene can happen, but fade to black before it becomes explicit.”

How to Use These Tools

  • Establish Lines and Veils in Session Zero. Write them down where everyone can see them.

  • Keep an X-Card visible on the table.

  • Remind players they can use the X-Card at any time.

  • When the X-Card is used, pause, rewind if needed, and move on. Do not interrogate.

  • The GM is also a player; they may use the X-Card for their own comfort.

These tools are not about censorship — they are about consent. They allow the table to tell darker, more intense stories because everyone knows they can tap out.

Session Zero: The Foundation of Play

Before your first dice roll, gather for a Session Zero. This is where you build the shared understanding that makes Fate’s Edge sing.

Session Zero Checklist

  1. Lines & Veils: What content is off-limits (Lines) or only implied (Veils)?

  2. Tone: Cinematic action? Grim survival? Political intrigue? Dark horror?

  3. Campaign length: One-shot, short arc (3–6 sessions), or long campaign?

  4. Character hooks: Each player shares one goal and one fear for their character.

  5. Starting situation: Where does the story begin?

  6. Scheduling: How often do you meet? What happens if a player misses?

Taking thirty minutes for Session Zero will save hours of mid-campaign friction.

Core Mechanics

The Core Loop in 90 Seconds

  1. Player declares intent and approach (Attribute + Skill).

  2. GM sets Position (Dominant/Controlled/Desperate) and Difficulty (DV 2-5+).

  3. Player rolls dice pool (Attribute + Skill d10s).

  4. Count Successes (6+ = success, 10 = 2 successes) and Story Beats (1s).

  5. Compare successes to DV using the Outcome Matrix.

  6. GM spends Story Beats (SB) for complications.

  7. Player marks resources (Boons, Fatigue, Harm).

The Resolution Loop

Every meaningful action follows this simple cycle:

1. Declare Intent and Approach

The player states what they want to achieve and how (Attribute + Skill). Example: “I want to sneak past the guard (Wits + Stealth).”

2. Set Difficulty Value (DV)

The GM sets the target number of successes needed.

DVSituation
2Routine, no pressure, almost guaranteed.
3Default — mild opposition, some risk.
4Hard — serious opposition or bad angle.
5+Extreme — major boss or dramatic gamble.

3. Set Position

Position tells you how risky the action is and changes how dice behave.

PositionNarrative FrameMechanical Effect
DominantYou press advantageRe-roll one failure.
ControlledBalanced, normalNo re-rolls.
DesperateYou act under duressRe-roll one success.

You can spend 1 Boon to improve Position by one step before rolling.

4. Roll the Dice

Roll Attribute + Skill d10s.

  • Each die showing 6-9 = 1 success.

  • Each die showing 10 = 2 successes (critical).

  • Each die showing 1 = 1 Story Beat (SB) for the GM.

5. Apply the Outcome

Compare successes to DV:

Roll ResultOutcomeWhat Happens
S DV, SB = 0Clean SuccessIntent achieved; no complication.
S DV, SB > 0Success with SBIntent achieved; GM spends SB for complication.
0 < S < DVPartialProgress made; player gains 1 Boon.
S = 0MissNo progress; player gains 2 Boons; GM escalates.

Boons (Player Resource)

Boons represent momentum and narrative leverage. You may hold up to 5 Boons.

Earning Boons

  • +1 Partial: Gain 1 Boon.

  • +2 Miss: Gain 2 Boons.

  • +1 Bond-driven action: Once per bond per session, gain 1 Boon.

  • GM award: For creativity, sacrifice, or strong narrative play.

Spending Boons

  • Re-roll a single die (after seeing the result).

  • Activate an on-screen Asset (1 Boon).

  • Improve Position by one step before a roll.

  • Power certain Rites or abilities.

  • Convert 2 Boons 1 XP (once per session, max 2 XP via conversion).

Limits

  • Maximum 5 Boons held.

  • At end of each scene, reduce held Boons to maximum 2 (excess lost).

  • At most 2 Boons from failures per character per scene.

Story Beats (GM Resource)

Every time a player rolls a 1, the GM gains a Story Beat (SB). Spend SB to introduce complications or escalate pressure.

SB CostEffect
1 SBMinor: noise, trace, tick a timer +1.
2 SBModerate: alarm raised, lose Position, lesser foe appears.
3+ SBMajor: reinforcements, scene shifts, break an asset.

Be aggressive with Story Beats. Unused pressure is wasted momentum. One strong beat is better than many small penalties but you have to build towards them.

Fatigue and Harm

Fatigue

Each character has a Fatigue track equal to their Body attribute.

  • Each point of Fatigue worsens your Position by one step (Dominant Controlled Desperate).

  • If already Desperate, each additional Fatigue imposes –1 die.

  • When Fatigue track fills, increase Harm by 1 and clear all Fatigue.

Harm

Harm represents serious injury.

Harm LevelEffect
Harm 1–1 die on related actions.
Harm 2–1 die on most actions.
Harm 3Incapacitated or dying.

Armor Conversion

Armor does not reduce Harm directly. Instead, it converts Harm to Fatigue.

Armor TypeHarm 1Harm 2Harm 3
LightFatigue 1Harm 1 + Fatigue 1Harm 2 + Fatigue 1
MediumFatigue 1Fatigue 1Harm 2 + Fatigue 1
HeavyFatigue 1Fatigue 1Fatigue 2

Minimum 1 Fatigue per hit, even if conversion would give 0.

Recovery

  • Fatigue Short rest (1 hour) removes 2 Fatigue. Full night’s rest removes all.

  • Harm Requires medical care (Craft roll) or magical healing. Natural recovery takes one week per level.

Timers

Timers are visual trackers for ongoing challenges and accumulating pressure.

Timer Sizes

  • 4 segments Short-term pressure (a guard patrol arrives, a door breaks).

  • 6 segments Standard scene timer (a ritual completes, a rival escapes).

  • 8+ segments Multi-scene or campaign timer (a faction consolidates power).

When to Tick a Timer

  • On a Partial or Miss.

  • When you spend Story Beats (1 SB = 1 tick typically).

  • When the fiction demands it: “While you argue, the fire spreads.”

When a Timer Fills

The defined event happens. The event should be visible and change the situation.

Examples:

  • A Guard Patrol [4] timer fills: guards arrive.

  • A Ritual Completion [6] timer fills: the ritual finishes.

  • An Alliance Forming [8] timer fills: a faction commits to action.

Timers are visible. Show them to the players. Write Cult Influence [6] on an index card and place it on the table. Tick it aloud: “The cult’s chant grows louder — the ritual advances.”

Character Creation

Overview

Tier I 32 XP Characters begin at Tier I (Novice) with 32 Experience Points (XP). You may gain up to +4 XP by taking meaningful Bonds (with other player characters) and Complications.

Step 1: Concept

Write one sentence that describes your character’s origin, profession, and one defining trait.

Examples:

  • “An Aeler tunnel-wright who lost her breath-count and now hears stone sing.”

  • “A Vhasian duelist with a scarred face and a vow to never lose again.”

Step 2: Attributes

You have four Attributes (1-5). Spend XP to raise them from a base of 1 each.

AttributeDescriptionCost
BodyStrength, endurance, physical resilience.new rating × 3 XP
WitsPerception, speed, quick thinking.new rating × 3 XP
SpiritWillpower, focus, connection to the intangible.new rating × 3 XP
PresenceCharisma, command, force of personality.new rating × 3 XP

Cost is incremental:

  • 1 2 costs 6 XP (2 × 3)

  • 2 3 costs 9 XP (3 × 3)

  • 3 4 costs 12 XP (4 × 3)

Recommended starting ranges:

  • Primary attribute (used most): 3 (costs 15 XP total: 12 = 6, 23 = 9)

  • Secondary attributes: 2 each (costs 6 XP each)

Step 3: Skills

Choose Skills (0-5) that match your concept. Key skills should be 2-3; others 0-1.

  • Cost: new level × 2 XP (incremental)

  • Recommended starting total: Spend 8-12 XP on skills.

Cost is incremental:

  • 0 1 costs 2 XP (1 × 2)

  • 1 2 costs 4 XP (2 × 2)

  • 2 3 costs 6 XP (3 × 2)

Core Skill List

The sixteen core skills are grouped by theme:

Combat

  • Melee

  • Ranged

  • Unarmed

Physical

  • Athletics

  • Stealth

  • Endurance

  • Craft

Social

  • Sway

  • Deception

  • Subterfuge

  • Performance

  • Insight

Knowledge

  • Lore

  • Investigation

  • Medicine

Magic

  • Arcana

Step 4: Talents

You don’t need Talents to be effective. A character with just Attributes and Skills is a complete, viable character—especially at Tier I.

Talents are special abilities. Start with 0–3 talents.

Sample Talents

TalentCostEffect
None0 XPA valid, complete character.
Keen Senses2 XP+1 die to perception checks.
Weapon Master5 XP+2 dice with a chosen weapon.
Second Wind2 XPClear 1 Fatigue once per scene.
Silver Tongue2 XP+1 die to persuasion attempts.
Command Presence4 XP+1 die to leadership and intimidation.
Defensive Survival3 XP+1 die to Defend rolls in melee.

Step 5: Bonds and Complications

Bonds

1-2 Bonds Establish 1-2 bonds with other player characters. Each bond grants a once-per-session Boon when you act on it with intricate description.

Bond Example: “She helped me escape the trial that ruined my family.”

Complications

+2 XP each You may take up to two complications (e.g., a feud, a cursed item, a debt). Each gives +2 XP but each character with a complication adds +1 banked Story Beat to early scenes.

Complication Example: “The magistrate who condemned my family still hunts me.”

Step 6: Gear

You begin with:

  • One set of clothing appropriate to your culture.

  • A melee weapon (Light or Medium) or a ranged weapon with ammunition.

  • Light armor.

  • A backpack, waterskin, 1d6 days of rations, a knife, flint and steel, a small lantern or candle.

  • Any tools required for your skills (e.g., lockpicks, healer’s kit).

Build Examples

The Duelist (32 XP)

Total: 31 XP

  • Body 3 (15 XP), Wits 2 (6 XP) 21 XP

  • Melee 2 (6 XP), Athletics 1 (2 XP), Endurance 1 (2 XP) 10 XP

  • Total: 31 XP (bank 1 XP)

Add a Bond for +2 XP to reach 33 XP.

The Scholar (32 XP)

Total: 31 XP

  • Wits 3 (15 XP), Spirit 2 (6 XP) 21 XP

  • Lore 2 (6 XP), Insight 1 (2 XP), Insight 1 (2 XP) 10 XP

  • Total: 31 XP (bank 1 XP)

Add a Bond for +2 XP to reach 33 XP.

The Scout (32 XP)

Total: 29 XP

  • Wits 3 (15 XP), Body 2 (6 XP) 21 XP

  • Stealth 2 (6 XP), Insight 1 (2 XP) 8 XP

  • Total: 29 XP (bank 3 XP)

Add Keen Senses (2 XP) and a Bond (+2 XP) for 33 XP.

Pre-Generated Characters

3 Boons 0 Fatigue/Harm Choose one. All are balanced for the starter adventure. Each PC starts with 3 Boons and 0 Fatigue/Harm.

1. Levi — Soldier

Melee Once a legionary, now a sellsword.

Body3
Wits2
Spirit1
Presence1

Skills: Melee 2, Athletics 1, Endurance 1, Insight 1 (for reading opponents)

Talent — Battle Instincts: Once per scene, reroll a failed defense roll.

Asset — Trusted Blade: Your sword never breaks on a Miss.

Bonds: (choose one with another PC) “I saved your life outside Millhaven.”

XP: Body 3 (15), Wits 2 (6) = 21 XP. Melee 2 (6), Athletics 1 (2), Endurance 1 (2), Insight 1 (2) = 12 XP. Battle Instincts (2 XP). Total: 35 XP (with one Bond).

2. Lyra — Scholar

Knowledge Expelled from the Academy for forbidden research.

Wits3
Spirit2
Body1
Presence1

Skills: Lore 2, Arcana 1, Insight 1, Insight 1

Talent — Lorekeeper: Once per session, recall obscure history without rolling.

Asset — Scholar’s Satchel: Contains books, reagents, a small telescope.

Bonds: “We both lost our place in Silkstrand.”

XP: Wits 3 (15), Spirit 2 (6) = 21 XP. Lore 2 (6), Arcana 1 (2), Insight 1 (2), Insight 1 (2) = 12 XP. Lorekeeper (2 XP). Total: 35 XP (with one Bond).

3. Sera — Shadow

Stealth Former guild thief, now a wanderer.

Wits3
Body2
Spirit1
Presence1

Skills: Stealth 2, Deception 2, Insight 1 (to read marks)

Talent — Silver Tongue: +1 die to persuade or deceive through speech.

Asset — Shadow’s Cloak: +1 die to stealth rolls in dim light.

Bonds: “You kept my secret when the guards came.”

XP: Wits 3 (15), Body 2 (6) = 21 XP. Stealth 2 (6), Deception 2 (6), Insight 1 (2) = 14 XP. Silver Tongue (2 XP). Total: 37 XP (with one Bond — adjust by dropping Insight to 0 for 35 XP).

4. Mira — Healer

Medicine Accused of witchcraft for curing the incurable.

Spirit3
Wits2
Body1
Presence1

Skills: Craft 2, Insight 1 (for diagnosing), Insight 2

Talent — Iron Stomach: Immune to mundane poisons and spoiled food.

Asset — Healer’s Kit: Bandages, herbs, basic medical supplies.

Bonds: “You trusted me when no one else would.”

XP: Spirit 3 (15), Wits 2 (6) = 21 XP. Craft 2 (6), Insight 1 (2), Insight 2 (6) = 14 XP. Iron Stomach (3 XP). Total: 38 XP (with one Bond — adjust: drop Insight to 1 for 35 XP).

5. Kael — Runekeeper (Optional Magic User)

Magic Tier II Adjustment Needed A wanderer sworn to the Traveler.

Spirit3
Wits2
Body1
Presence1

Skills: Lore 2, Arcana 1, Insight 1, Insight 1

Talents: Familiar (2 XP), Codex (4 XP)

Rites: Road-Sense (4 XP), Traveler’s Boon (5 XP) – these are special abilities, not skills.

Bonds: “The road brought us together.”

XP: Spirit 3 (15), Wits 2 (6) = 21 XP. Lore 2 (6), Arcana 1 (2), Insight 1 (2), Insight 1 (2) = 12 XP. Familiar (2), Codex (4) = 6 XP. Road-Sense (4), Traveler’s Boon (5) = 9 XP. Total: 48 XP (requires GM adjustment or starting at Tier II).

Starter Adventure: The Lantern at Dusk

Tier I One-Shot 2-3 Hour Session

Setup

The party is hired by Elder Sarai of the remote village of Duskwood. A terrible blight is spreading from the old barrow in the hills — the same barrow where a cursed lantern was buried centuries ago. The lantern must be brought to a stone circle in the valley to break the curse. But the barrow is not empty.

What the Party Knows

  • The lantern is in the central chamber of the barrow.

  • The barrow is guarded by restless spirits (the Duskwights).

  • A rival treasure hunter, Quick Lena, has also entered the barrow.

  • The curse will kill the village’s crops in three days.

Timers

  • Barrow Collapse [6] ticks when the party fails a roll inside (GM advances 1 segment per Miss). At 6, the entrance seals — escape becomes a Desperate group action.

  • Lena's Agenda [4] ticks at the end of each scene inside the barrow. When it fills, Lena has already taken the lantern; the party must chase her.

Scene 1 — The Entry

DV 3 Controlled

The barrow entrance is a narrow stone passage. A faint green glow pulses from deeper inside.

Obstacle: A cave-in blocks the way.

  • Roll: Body + Athletics (DV 3, Controlled).

  • Clean Success You clear the rubble and enter.

  • Partial You get through but disturb rubble — tick Barrow Collapse +1.

  • Miss You are pinned by a rock — mark Harm 1 and tick Collapse +1.

Scene 2 — The Spirit Corridor

DV 3 Controlled

The passage widens into a hall where three Duskwights drift. They do not attack unless provoked, but they will not let anyone pass without an offering.

Offer a memory or a secret.

  • Roll: Presence + Sway (DV 3, Controlled).

  • Clean Success They bow and let you pass.

  • Partial They take your offering but also steal a random piece of equipment (GM chooses).

  • Miss They attack as a single mob (Cap 2, Harm 1 each, 2 Fatigue each on hit). Combat follows normal rules.

Scene 3 — The Lantern Chamber

DV 3 Controlled

The lantern sits on a stone altar. Quick Lena is there, trying to pry it loose.

Confront Lena: She is not a fighter.

  • Roll: Presence + Sway (DV 3, Controlled) to offer a deal or intimidate her.

  • Clean Success She leaves peacefully, but warns that “others will come for it.”

  • Partial She agrees to split any reward but demands a favor later (start a Debt Timer [4]).

  • Miss She triggers a trap — a stone door starts closing (tick Collapse +2).

Scene 4 — Escape

DV 3 Desperate 3 Successes before 2 Failures

After you take the lantern, the barrow begins to collapse in earnest.

Group Skill Challenge: The party needs 3 successes before 2 failures to escape. Each PC describes how they help (e.g., Athletics to brace a door, Investigation to read ancient escape runes).

  • Roll: Appropriate Attribute + Skill (DV 3, Position Desperate).

  • Each failure ticks Collapse +1.

  • If Collapse reaches 6 before you escape, the entrance seals — you must find another way (start a second Timer [4] to dig out, each success removes 1 segment; on failure, mark Fatigue).

Success You burst into the moonlight, lantern in hand.

Failure You escape, but someone is left behind — captured or lost. The remaining party must rescue them later.

Resolution

DV 2

Return the lantern to the stone circle. Breaking the curse requires a simple ritual.

  • Roll: Spirit + Lore (DV 2) or Spirit + Arcana if using magical knowledge.

  • Clean Success The blight lifts. Elder Sarai rewards each PC with a String — “The village owes you.”

  • Partial The curse lifts, but the lantern cannot be destroyed — it will attract another danger soon.

  • Miss The curse is only pushed back one year. A dark spirit escapes and will become a recurring enemy.

Advancement

6–10 XP Each PC earns 6–10 XP at the end. XP can be spent:

  • Raise an Attribute: new rating × 3 XP (downtime = new rating days).

  • Raise a Skill: new level × 2 XP (downtime = new level days).

  • Learn a Minor Talent (2–4 XP) — examples: Keen Senses, Second Wind, Combat Reflexes.

  • Acquire a Minor Asset (4 XP) — safehouse, contact, or special tool.

Rush Rule: Skip downtime by accepting a Haste timer [4]. If it fills before you finish, the new ability has a flaw (GM’s choice).

Simplified Magic

This chapter covers two approaches to magic: Free Casting for players who want to improvise spells, and Hedge Gifts for players who want reliable, low-cost magical tricks without committing to a full magical path.

Free Casting (Spellcraft)

If a player wants an improvisational magical character, use these simplified rules (based on the Free Caster path). For full magic systems (Runekeepers, Invokers, Cantors), see the complete Fate’s Edge Player’s Guide.

Spellcasting

Choose a magical Element (Fire, Water, Earth, Air, Fate, Life, Luck, Death). Describe your spell using TAGS. Each tag increases DV by 1. Dangerous tags (Teleport, Transform, Dominate) increase DV by +2 instead.

DV = 1 + number of tags

(maximum 6). Roll Spirit + Arcana.

Example

“I throw a [Burning] [Area] blast” = DV 3.

Backlash

If you roll a Miss or the GM spends SB, magic backfires:

  • 1–2 SB minor flare, Fatigue 1, eerie sound.

  • 3+ SB Harm 1, the spell affects an ally, or a Patron omen appears.

Sample Spells (DV 2–4)

SpellTAGSDV
Light[Illuminate]2
HEAL[HEAL]2
Shield of Air[Ward] [Defend]3
Flame Cloak[Burning] [Area]3
Teleport[Leap] [Self]4

Light [Illuminate] — DV 2

Create a small, sustained light.

HEAL [HEAL] — DV 2

Heal 1 Fatigue from yourself or a touched ally.

Shield of Air [Ward] [Defend] — DV 3

Gain Position +1 on next defense.

Flame Cloak [Burning] [Area] — DV 3

Enemies suffer –1 die to approach.

Hedge Gifts (Simplified Witchcraft)

Hedge Gifts are simple, no-roll magical abilities. A character with the Craft of the Hedge talent learns two Hedge Gifts of their choice. These are small, reliable effects that never require dice rolls and never incur Obligation.

Requirements

  • 4 XP Craft of the Hedge: Requires Lore 1+ or Insight 1+.

  • You learn two Hedge Gifts of your choice.

Hedge Gifts

GiftEffect
Steady HandOnce per scene, touch a wounded person (including yourself) and remove 1 Fatigue. No roll. May not be used on the same person twice in a scene.
Knot of FavorOnce per scene, tie a knot in a cord, thread, or cloth. Allies within Near gain +1 die to a single type of roll (choose when tying: stealth, persuasion, defense, or navigation). The knot must remain tied.
Warm HandOnce per scene, touch someone. Their next physical action either gains +1 die (comfort) or suffers –1 die (warning). No roll.
Hearth-SenseOnce per scene, ask the GM one yes/no question about a threshold, boundary, or promise in the current scene. The GM must answer truthfully.
Salt LineOnce per scene, pour a handful of salt in a continuous line (move action). Any spirit, ghost, or cursed creature attempting to cross must test Spirit + Insight (DV 3) or be stopped for that exchange.
The Unlit CandleOnce per session, declare that a light source you can see (lantern, candle, torch) falters or extinguishes. This creates a zone of dim light or darkness in Near range for one exchange.

Example Build: The Hedge-Witch (32 XP)

Total: 33 XP

  • Attributes: Spirit 3 (15 XP), Wits 2 (6 XP) 21 XP

  • Skills: Lore 2 (6 XP), Insight 1 (2 XP) 8 XP

  • Talent: Craft of the Hedge (4 XP) 4 XP

  • Hedge Gifts: Steady Hand, Knot of Favor

  • Total: 21 + 8 + 4 = 33 XP

Promise Timers

Promise Timer [4] Some Hedge Gift effects or rituals create obligations. Represent these with a Promise Timer (typically 4 segments):

  • Mark the timer when the promise is ignored, deferred, or disrespected.

  • When filled, the price comes due — socially, spiritually, or narratively.

GM Tips: Running Your First Game

Before You Start

Read the Adventure First

Read through The Lantern at Dusk (Chapter 5) at least twice. You don’t need to memorize it, but you should know the major scenes and timers.

Know the Core Rules

The core mechanics (Chapter 2) are your engine. If you forget a rule, default to:

DV = 3 Position = Controlled Effect = Standard

You can look up the rule after the session.

During the Session

Start Strong

Use a cold open: “The barrow’s green light flickers. You smell rot. What do you do?”

Set DV to 3 by Default

Only raise to 4 or 5 if the task is truly legendary. Your job is not to challenge the players with high numbers — it is to challenge them with interesting choices.

Spend Story Beats Early and Often

A single SB can turn a quiet scene into a tense one. Don’t hoard them.

Fail Forward

On a Miss, never say “nothing happens.” Always introduce a new complication or advance a timer.

Use the Pre-Gens

The pre-generated characters (Chapter 4) are designed to showcase different play styles. Let players choose one.

Keep the Spotlight Moving

Ask quiet players directly: “Sera, what are you doing while this happens?”

End on a Cliffhanger

When the lantern is lifted, describe the ceiling cracking — then say “to be continued.”

Using Timers at the Table

Timers are your primary tool for creating pressure. Use them visibly and consistently.

  • Name them descriptively: “Ritual Completion” not “Timer 3”.

  • Tick them aloud: “The cult’s chant grows louder — Ritual Completion advances to 4 of 6.”

  • Link timer advances to fiction: Never just say “tick timer.” Describe what changes.

  • Place trackers centrally: Use index cards, poker chips, or dry-erase boards where all players can see them.

The Three-Timer Rule

Max 3 Active Timers At any given time, maintain at most three active timers in a scene. More creates cognitive overload.

  • Situation Timer: Tracks progress toward the scene’s immediate goal.

  • Counter-Clock: Tracks opposition pressure.

  • Campaign Timer: Tracks long-term front pressure.

Common Pitfalls and Fixes

PitfallFix
Holding onto SB for a “big moment”Spend SB early. Pressure creates drama.
Setting DV too high (4-5 for routine)Default to DV 3. Use Position for tension.
Not knowing a ruleMake a ruling that keeps the story moving.
Players get stuckAsk: “What’s your goal?” Then name the simplest obstacle.

Handling Player Creativity

  • Say “Yes, but” not “No.” Offer a cost, a timer, or a complication.

  • Use Setup and Assist actions. Let non-specialists contribute meaningfully.

  • Embrace unexpected solutions. If a player bypasses a planned encounter, let it work — then escalate somewhere else.

  • Fail forward. A missed roll should never stop the story; it should change direction.

After the Session

  • 6–10 XP Award XP per player.

  • Advance or clear active timers.

  • Ask players: “One thing you loved, one thing you want more of.”

  • Note any rulings you made to reconcile with rules text later.

What Comes Next

Ready for More?

This Essential Guide gives you a complete first session. For the full experience:

  • Player's Guide Attributes, Skills, Talents, magic systems, character advancement, and the world.

  • GM Guide Timers, fronts, advanced Story Beat management, faction rules, and high-tier play.

  • Adventures Blood and Silk (village defense), Beyond Millhaven (mediation), The Brass Gate (heist).

All available under CC-BY from the author.

Where to Go Next

Build Your Own Character

Use the character creation rules in Chapter 3 to build a custom character. Experiment with different Attributes, Skills, and Talents.

Run Your Own Adventure

Use the framework from Chapter 5 to design your own adventures:

  • Define a problem (the blight, the cursed lantern).

  • Define a location (the barrow).

  • Define a rival (Quick Lena).

  • Set timers (Barrow Collapse, Lena’s Agenda).

  • Let the players choose their path.

Expand the World

Fate’s Edge is set in a rich world of ancient magic, fallen empires, and vibrant cultures. Explore the regions of the Amaranthine: Ecktoria’s marble halls, the fog-shrouded Mistlands, the fractured kingdom of Vhasia, and more.

Final Thought

You have everything you need to play Fate’s Edge. Now gather your dice, take a breath, and step into the Edge. The world is waiting.

Quick Reference

Core Resolution

  1. Declare intent and approach (Attribute + Skill).

  2. GM sets Position and DV.

  3. Roll dice pool.

  4. Count successes (6+; 10 = 2 successes) and Story Beats (1s).

  5. Apply Outcome Matrix.

  6. GM spends SB.

  7. Player marks resources.

Difficulty Value (DV)

DVSituation
2Routine, no pressure.
3Default — mild opposition.
4Hard — serious resistance.
5+Extreme — dramatic gamble.

Position

PositionNarrativeEffect
DominantAdvantageRe-roll one failure.
ControlledNormalNo re-rolls.
DesperateUnder duressRe-roll one success.

Outcome Matrix

Roll ResultOutcomeWhat Happens
S DV, SB = 0Clean SuccessIntent achieved.
S DV, SB > 0Success with SBIntent achieved; GM spends SB.
0 < S < DVPartialProgress; gain 1 Boon.
S = 0MissNo progress; gain 2 Boons; GM escalates.

Boons

  • Max held: 5

  • Earn: Partial (1 Boon), Miss (2 Boons), Bond-driven action (1 Boon).

  • Spend: Re-roll a die, improve Position, activate Asset.

  • Convert: 2 Boons 1 XP (once per session, max 2 XP via conversion).

Fatigue and Harm

  • Fatigue track = Body.

  • Each Fatigue worsens Position (or –1 die if already Desperate).

  • Fatigue overflow Harm +1, clear Fatigue.

  • Harm: 1 (–1 die), 2 (–1 die), 3 (incapacitated).

Armor Conversion

ArmorHarm 1Harm 2Harm 3
LightFatigue 1Harm 1 + Fatigue 1Harm 2 + Fatigue 1
MediumFatigue 1Fatigue 1Harm 2 + Fatigue 1
HeavyFatigue 1Fatigue 1Fatigue 2

Recovery

  • Fatigue: Short rest (1 hour) removes 2. Full night removes all.

  • Harm: Medical care or magical healing. Natural recovery: 1 week per level.

Combat Quick Reference

  • Turn: 1 Action + 1 Move.

  • Move: Shift one range band (Close ↔︎ Near ↔︎ Reach ↔︎ Far).

  • Dash (Action): Move two bands; next defense Desperate.

  • Disengage (Action): Move does not provoke opportunity attacks.

  • Opportunity Attack: Leaving Close without Disengage provokes one free melee attack.

Timers Quick Reference

  • 4 segments Short-term (guard patrol, door breaking)

  • 6 segments Standard scene (ritual, escape)

  • 8+ segments Long-term (faction, campaign)

  • Tick on: Partial/Miss, SB spend, fiction demand

  • When full: Defined event occurs

  • Limit: 3 active timers per scene maximum

Hedge Gifts Quick Reference

  • 4 XP Craft of the Hedge: Learn two Hedge Gifts.

  • No roll, no cost. Gifts work within their stated limits.

  • Steady Hand: Remove 1 Fatigue (once/scene).

  • Knot of Favor: +1 die to one type of roll (once/scene).

  • Warm Hand: Next physical action +1 die or –1 die.

  • Hearth-Sense: Ask one yes/no question about a threshold.

  • Salt Line: Stop spirits from crossing.

  • The Unlit Candle: Extinguish a light source (once/session).