Fate’s Edge • Resolve the action
Core Resolution
- Declare intent & approach (Attribute + Skill)
- Set DV (2–5+) and Position (Dominant/Controlled/Desperate)
- Roll Attribute + Skill d10s
- Count successes: 6–9 = 1; 10 = 2. Each die showing 1 gives the GM 1 SB.
- Apply Outcome Matrix
- Spend SB on complications
Outcome Matrix
| Result | What Happens |
|---|---|
| S ≥ DV, SB = 0 | Clean Success — Intent achieved, no complication |
| S ≥ DV, SB > 0 | Success with SB — Intent achieved; GM spends SB |
| 0 < S < DV | Partial — Progress with a cost; gain 1 Boon |
| S = 0 | Miss — No progress; gain 2 Boons; GM escalates |
Position Effects
| Position | Frame | Effect |
|---|---|---|
| Dominant | Press advantage | Re-roll one failure |
| Controlled | Balanced norm | No re-rolls |
| Desperate | Under duress | Re-roll one success |
DV Screen
| DV | Situation |
|---|---|
| 2 | Routine — clear path, no pressure |
| 3 | Pressured — mild opposition (default) |
| 4 | Hard — serious resistance |
| 5+ | Extreme — dramatic gamble |
Fate’s Edge • Pressure and consequences
SB Spend Menu
| Cost | Complication |
|---|---|
| 1 SB | Minor — noise, distraction, tick timer +1 |
| 2 SB | Moderate — alarm raised, lose advantage, worsen Position |
| 3 SB | Serious — reinforcements, key gear breaks, campaign timer advances |
| 4+ SB | Major turn — trap springs, authority arrives, environment shifts dramatically |
Boons (Player)
| Action | Effect |
|---|---|
| Earn | Partial (1), Miss (2), Bond-driven (1), GM award |
| Spend | Re-roll die (1), Improve Position (1), Activate Asset (1) |
| Cap | 5 held; reduce to 2 at scene end |
Timers
- Tick On: Partial/Miss, SB spend, fiction demands
- Sizes: 4 (short), 6 (standard), 8 (extended), 10+ (campaign)
- Progress Timers: Clean = +2, Partial = +1, Miss = 0 + 2 SB
The Commando GM Workflow
- Draw Spade (Place), Heart (Actor), Club (Pressure)
- Ask: "How does Pressure make Actor's life harder?"
- Set Timer (4/6/8)
- Player acts: DV=3, Position=Controlled (default)
- Resolve with Outcome Matrix
- Spend SB on complications
Fate’s Edge • Harm and protection
Fatigue & Harm
Fatigue track = Body (minimum 1). Each Fatigue point worsens Position one step; at Desperate, each gives −1 die.
Harm: 1: −1 die on related actions; 2: −1 die on most actions; 3: incapacitated or dying; needs stabilization.
- Convert incoming Harm using armor. Minimum 1 Fatigue per hit.
- Apply remaining Harm: clear existing Fatigue, then increase Harm by the amount remaining.
- Add converted Fatigue.
- Check overflow: Fatigue at or above Body increases Harm by 1; clear Fatigue and discard excess.
Recovery: a short rest removes 2 Fatigue; a full night removes all. Harm needs treatment; resting is not automatic healing.
Armor Conversion
| Armor | Harm 1 | Harm 2 | Harm 3 |
|---|---|---|---|
| Light | F1 | H1 + F1 | H2 + F1 |
| Medium | F1 | F1 | H2 + F1 |
| Heavy | F1 | F1 | F2 |
Key: F = Fatigue; H = Harm. Use the procedure alongside the table, in order.
Before a consequence: describe the threat and its cause. Respect the achieved intent; complications change the situation rather than erase success.
Keep at hand: three named timers with visible triggers; the party’s current Position, Harm, Fatigue, and Boons; the adversary’s tells and available SB moves.
On this page
- Fate's Edge
- Essential Starting Screen
- Fate's Edge: Essential Screen
- System Reference Document (SRD) Reference
- The Philosophy of Consequence
- Narrative First
- Safety at the Table
- The Core Resolution
- The 90-Second Loop
- Difficulty Value (DV)
- Position
- The Outcome Matrix
- Critical Success (10s)
- Resources: Boons & Story Beats
- Boons — Player Currency
- Story Beats (SB) — GM Currency
- Injury & Exhaustion
- Fatigue — The Weight of the World
- Harm — Serious Injury
- The Roller-Coaster Effect
- Armor Conversion
- Building Your Character
- 10-Minute Checklist
- Attributes
- Skills
- Sample Starting Build — The Duelist (32 XP)
- The Known World: Acasia
- Genre & Mood
- What You Notice First
- The One Rule That Kills Newcomers
- Key Factions
- The Curse of Acasia
- Acasia Mini-Generator (d6)
- Running Fate's Edge
- The GM Mindset
- Your Defaults
- The Three-Timer Screneline
- GM Survival Tips
- The Commando GM
- The Core Workflow
- Zero-Prep Scene Generation
- The Deck of Consequences
- Fast Adversary Generation
- Adversary Moves (SB-Powered)
- The Lantern at Dusk
- Setup
- What the Party Knows
- Timers
- Scenes
- Resolution
- Advancement
- Basic Magic
- The Five Paths (Quick Reference)
- Runkeeper — The Reliable Path
- Free Casting — The TAGS System
- Advancement & XP
- Earning XP (Per Session)
- Spending XP
- Tiers of Play
- GM Screen — Quick Reference
- Core Resolution
- Outcome Matrix
- Position Effects
- DV Screen
- SB Spend Menu
- Boons (Player)
- Fatigue & Harm
- Armor Conversion
- Timers
- The Commando GM Workflow
- GM Advice — Print-Out
- Core Principles
- The GM's Defaults
- The Three-Timer Rule
- When Players Go Off the Rails
- When You Don't Know the Rules
- Final Wisdom
- Quick Reference Tables
- Combat in Brief
- Weapon Modifiers
- Range Bands
- Skill Synergies — Creative Pairs
- Session Zero Checklist
Fate's Edge
Essential Starting Screen
GM & Player Reference — One Region, One Road
"The road remembers. Every broken wheel leaves a mark and every lit lamp had someone behind it. The only question is which of those you mean to be." — Dusana of the Raven Road
Welcome to Fate's Edge. This guide contains everything you need to start playing—core rules, character creation, one region (Acasia), GM procedures, and a starter adventure hook. No other books required.
2026-07-10
Fate's Edge: Essential Screen
Copyright © Nicholas A. Gasper
First Edition, July 2026
Important License Notice
The Fate's Edge System Reference Document (SRD) portions of this work
are licensed under the
Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/.
All other content—including but not limited to setting lore, original characters,
adventures, art, maps, and proprietary mechanics—is © Nicholas A. Gasper, All Rights Reserved.
This proprietary content may not be reproduced, distributed, or transmitted
without prior written permission, except for brief quotations in reviews
and certain other noncommercial uses permitted by copyright law.
The SRD is also available as a standalone free download
at https://chronophage.github.io/kon-reh/build/html/srd.html.
For permission requests regarding proprietary content, contact the author
through the publisher's website or at the address provided in the commercial edition.
"The coin that never spends is the one you don't remember taking."
— Serafine of the Velvet Touch
System Reference Document (SRD) Reference
- What is the SRD? The open-license portion of this work (CC BY-SA 4.0), intended for third-party creators.
- 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-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
The Philosophy of Consequence The Core Resolution Resources: Boons & Story Beats Injury & Exhaustion Building Your Character The Known World: Acasia Running Fate's Edge The Commando GM The Lantern at Dusk Basic Magic Advancement & XP GM Screen Quick Reference GM Advice Quick Reference Tables Session Zero Checklist Final GM MantraThe Philosophy of Consequence
Narrative First
Every roll tells a story. In Fate's Edge, mechanics serve the story. When you roll dice, you are not asking "did I succeed?"—you are asking "what happens next?"
Safety at the Table
Fate's Edge explores mature themes. Use these tools to keep play safe:
- X-Card: Any player may say "X" to stop a scene. No questions asked.
- Lines: Content that will not appear (e.g., "no harm to children").
- Veils: Content that fades to black (e.g., "romance is implied, not described").
Establish these in Session Zero.
The Core Resolution
The 90-Second Loop
Every meaningful action follows this cycle:
- Declare your intent and approach (Attribute + Skill).
- GM sets DV (2–5+) and Position (Dominant/Controlled/Desperate).
- Roll dice pool (Attribute + Skill d10s).
- Count successes (6–10 = 1 success). Each 1 = Story Beat (SB) for GM.
- Apply outcome using the Outcome Matrix.
- GM spends SB to introduce complications.
Difficulty Value (DV)
| DV | When to Use |
|---|---|
| 2 | Routine — clear path, no pressure |
| 3 | Pressured — mild opposition (default) |
| 4 | Hard — serious resistance |
| 5+ | Extreme — dramatic gamble |
Default DV is 3. Do not inflate DVs to "challenge" players—use Position instead.
Position
| Position | Frame | Mechanical Effect |
|---|---|---|
| Dominant | You press advantage | Re-roll one failure |
| Controlled | Balanced norm | No re-rolls |
| Desperate | Act under duress | Re-roll one success |
Pro tip: Spend 1 Boon to improve Position by one step before rolling.
The Outcome Matrix
| Roll Result | What Happens |
|---|---|
| Successes ≥ DV, SB = 0 | Clean Success — Intent achieved, no complication. |
| Successes ≥ DV, SB > 0 | Success with SB — Intent achieved; GM spends SB. |
| 0 < Successes < DV | Partial — Progress; gain 1 Boon. |
| Successes = 0 | Miss — No progress; gain 2 Boons; GM spends SB. |
A Partial is not failure. It moves the story forward: improve Position for next attempt, reduce DV, succeed at reduced scale, or reveal information.
A Miss is never "nothing happens." The GM must introduce a complication.
Critical Success (10s)
A roll of 10 counts as two successes. If the overall roll succeeds:
- 1 ten: Strong success—improve Position or gain minor advantage.
- 2 tens: Exceptional—choose two benefits.
- 3+ tens: Legendary—decisive victory; clear 1 segment from a relevant timer.
Resources: Boons & Story Beats
Boons — Player Currency
Boons represent luck, momentum, and narrative leverage. Spend them freely.
| Earning Boons | Gain | Spending Boons |
|---|---|---|
| Partial success | Gain 1 | Re-roll a die (1 Boon) |
| Miss | Gain 2 | Improve Position (1 Boon) |
| Bond-driven action | Gain 1 (once/bond/session) | Activate Asset (1 Boon) |
| GM award | +1 (rare) | Convert 2 → 1 XP (once/session) |
Holding cap: 5 Boons. At end of scene, reduce to 2 (excess lost).
Story Beats (SB) — GM Currency
Every time a player rolls a 1, the GM gains Story Beats. Spend SB to introduce complications:
| Cost | Complication |
|---|---|
| 1 SB | Minor — noise, distraction, tick a timer +1 |
| 2 SB | Moderate — alarm raised, lose advantage, worsen Position |
| 3+ SB | Major — reinforcements, scene shifts, break an asset |
Be aggressive with SB. Unused pressure is wasted momentum.
Injury & Exhaustion
Fatigue — The Weight of the World
Each point of Fatigue worsens your Position. If already Desperate, each Fatigue imposes −1 die instead.
| Fatigue Level | Effect |
|---|---|
| 1 | Position worsens one step |
| 2 | If already Desperate, −1 die; otherwise Position worsens |
| 3 | −2 dice (if already Desperate from Fatigue) |
| 4+ | Collapse, KO, incapacitated |
Recovery: Short rest removes 2 Fatigue; full night's rest removes all.
Harm — Serious Injury
| Harm Level | Effect |
|---|---|
| Harm 1 | −1 die on related actions |
| Harm 2 | −1 dice on most actions |
| Harm 3 | Incapacitated or dying |
The Roller-Coaster Effect
Taking Harm clears Fatigue. The shock of a wound resets your exhaustion. This creates dramatic swings—a character near collapse who takes a wound and finds a second wind.
Armor Conversion
| Armor | Harm 1 | Harm 2 | Harm 3 |
|---|---|---|---|
| Light | Fatigue 1 | Harm 1 + Fatigue 1 | Harm 2 + Fatigue 1 |
| Medium | Fatigue 1 | Fatigue 1 | Harm 2 + Fatigue 1 |
| Heavy | Fatigue 1 | Fatigue 1 | Fatigue 2 |
Building Your Character
10-Minute Checklist
Start with 32 XP (max 36 with Bonds/Complications).
- Concept: One sentence (origin, profession, defining trait).
- Attributes (1–5): Spend XP—primary to 3 (9 XP), secondaries to 2 (6 XP each).
- Skills (0–5): Spend 8–12 XP on key skills.
- Talents: 1–3 talents (2–6 XP each).
- Patron (optional): Choose a Patron for magic.
- Assets/Followers (optional): Minor Asset (4 XP) or follower (Cap² XP).
- Bonds & Complications: Up to +4 XP total.
Attributes
| Attribute | What It Does | Example Skills |
|---|---|---|
| Body | Strength, agility, endurance | Melee, Athletics, Stealth |
| Wits | Perception, quick thinking | Insight, Lore, Insight |
| Spirit | Willpower, intuition | Arcana, Endurance, Endurance |
| Presence | Charisma, leadership | Sway, Sway, Deception |
Cost to raise: New rating × 3 XP. Downtime = new rating in days.
Skills
Cost to raise: New level × 2 XP. Downtime = new level in days.
| Combat | Physical | Social |
|---|---|---|
| Melee | Athletics | Sway |
| Ranged | Stealth | Command |
| Melee | Endurance | Deception |
| Tactics | Craft | Performance |
| Survival | Insight | |
| Knowledge | Magic | |
| Lore | Arcana | |
| Insight | Ritual | |
| Craft |
Sample Starting Build — The Duelist (32 XP)
- Attributes: Body 3 (15 XP), Wits 2 (6 XP)
- Skills: Melee 2 (6 XP), Athletics 1 (2 XP)
- Talent: Keen Senses (2 XP)
- Total: 31 XP (bank 1)
The Known World: Acasia
"The Broken Province"
Genre & Mood
Low fantasy / mercenary realism / border feud. Acasia festers between the fallen Utaran Empire and the ambitions of petty kings. Every bridge demands a price, and every road curves back to the same cursed crossroads.
What You Notice First
The smell of mildew on old parchment and wet ash. The way every milestone has been recarved. The silence of a village that heard you coming and chose not to open its gates.
The One Rule That Kills Newcomers
Never sign a contract on a bridge. The river is a witness, and it never forgets a signature.
Key Factions
| Faction | Leader | Goal |
|---|---|---|
| Broken March | Margravine Mira | Keep the province from fracturing |
| Lame King's Claimants | Oren "Tin Crown" | Be recognized as true sovereign |
| Free Companies | Various captains | Find permanent contracts |
| Blackwood Matriarchs | Hedge-witches | Survive the Curse |
The Curse of Acasia
The land remembers what we did—and what we failed to do. Every broken milestone is a forgotten promise.
Mechanical effect: When you cross a bridge or crossroads, roll Spirit + Endurance (DV 3). On a failure, the Curse stirs—gain 1 Fatigue or a minor complication (GM's choice).
Acasia Mini-Generator (d6)
- A bridge toll has tripled overnight; the toll-keeper is a deserter from your old company.
- A hedge-witch offers to break your blood-debt—for the memory of your first kill.
- The Lame King travels with a mute jester who writes prophecies on fallen leaves.
- Bandits stole a Blackwood Matriarch's curse-box. Recover it before it opens.
- A free company captain wants to hire you—but their last three hires died of "accidents."
- The Margravine's seal is missing. Whoever finds it can rewrite border law.
Running Fate's Edge
The GM Mindset
You are not a referee. You are a co-creator of drama. Your tools (SB, timers) are how you play the game.
Your Defaults
When in doubt:
- DV: 3
- Position: Controlled
- Consequence: Fatigue, time pressure, or exposure
- Timers: One short timer tied to the scene
The Three-Timer Screneline
Keep 1–3 active timers per scene:
| Segments | When to Use |
|---|---|
| 4 | Short, straightforward challenge |
| 6 | Standard scene or tension |
| 8 | Extended or complex problem |
| 10 | Epic or campaign-long pressure |
GM Survival Tips
When Players Go Off the Rails
Do not panic. Ask: "What is your goal?" Name the simplest obstacle—then set Position and DV.
When Players Hoard Boons
Remind them: "Boons are not XP tokens—they are dramatic fuel." Introduce time pressure.
When a Scene Stalls
Ask a leading question, tick a timer, or cut to another player.
When You Don't Know a Rule
Make a ruling that keeps the story moving. Default to DV 3, Controlled Position. Look it up later.
The Commando GM
"You can run Fate's Edge with zero prep. Here's how."
The Core Workflow
Opening Scene:
- Draw Spade = Place, Heart = Actor, Club = Pressure
- Ask: "How does the Pressure make the Actor's life harder?"
- Write one sentence. Set a Timer based on the highest rank.
Player Action:
- Declare intent. Set DV = 3, Position = Controlled (unless fiction demands otherwise).
- Player rolls.
- On a 1: You get SB. Spend it. Tick a timer, worsen Position, or introduce a twist.
- On a Partial/Miss: Player gains Boons. Introduce a complication. Draw a Club if stuck.
Scene Resolution:
- When the Timer fills, the scene resolves.
- Victory, defeat, or a new, more complicated situation.
Zero-Prep Scene Generation
Draw three cards from a standard deck:
| Draw | Element | Question to Ask |
|---|---|---|
| Spade | Place | Describe the immediate environment. |
| Heart | Actor | Who is the obstacle/NPC? What do they want? |
| Club | Pressure | What goes wrong right now? |
Synthesis Question: "How does the Pressure make the Actor's life harder?" The answer is your opening hook.
The Deck of Consequences
When you don't know what happens next, draw a card.
Suit Interpretation:
- Hearts: "Who is connected? What bond is at stake?"
- Spades: "What breaks? Who gets hurt?"
- Clubs: "What runs out? What must be sacrificed?"
- Diamonds: "What is hidden? What truth is revealed?"
Three-Card Synthesis: Draw three cards and force them into one sentence. If a card makes zero sense after 10 seconds, discard it and draw again.
Fast Adversary Generation
Roll 1d6 on each table:
| d6 | Type | Descriptor | Motivation |
|---|---|---|---|
| 1 | Mortal | Patient | Protects a threshold |
| 2 | Unquiet Dead | Hungry | Hungers for memory |
| 3 | Cursed | Clever | Seeks a witness |
| 4 | Beast | Ancient | Obeys a patron |
| 5 | Fae/Threshold | Bound | Collects debts |
| 6 | Living Infrastructure | Echo | Wants to be left alone |
Adversary Moves (SB-Powered)
Instead of rolling for enemies, spend SB:
| Move | SB Cost | Effect |
|---|---|---|
| Strike | 1 | Deal Harm 1 to one target |
| Heavy Strike | 2 | Deal Harm 2 to one target |
| Shove | 1 | Push target 1 range band |
| Press | 1 | Worsen target's Position |
| Devastating Blow | 3 | Deal Harm 3 to one target |
| Call for Aid | 3 | 1d4 reinforcements arrive |
The Lantern at Dusk
A Starter Adventure in Acasia
Setup
The party is hired by Elder Sarai of Duskwood. A blight is spreading from the old barrow, where a cursed lantern was buried. The lantern must be brought to a stone circle to break the curse.
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
| Clock | Effect |
|---|---|
| Barrow Collapse [6] | Ticks on failure inside. At 6, entrance seals. |
| Lena's Agenda [4] | Ticks each scene inside. At 4, Lena takes the lantern first. |
Scenes
Scene 1 — The Entry (DV 3, Controlled)
Obstacle: Cave-in blocks the way (Body + Athletics).
- Partial: Tick Barrow Collapse +1.
- Miss: Mark Harm 1, tick Collapse +1.
Scene 2 — The Spirit Corridor (DV 3, Controlled)
Three Duskwights demand an offering (a memory or a secret). Roll Presence + Sway.
- Partial: They also steal random equipment.
- Miss: They attack (Cap 2, Harm 1 each).
Scene 3 — The Lantern Chamber
Quick Lena tries to pry the lantern loose. Confront her: Presence + Sway (DV 3).
- Partial: She agrees to split the reward but demands a later favor (start Debt Timer [4]).
Scene 4 — Escape (Skill Challenge)
The party needs 3 successes before 2 failures to escape. DV 3, Position Desperate. Each failure ticks Barrow Collapse +1.
Resolution
Return the lantern to the stone circle. Break the curse with Spirit + Lore (DV 2).
- Partial: Curse lifts, but the lantern attracts another danger soon.
Advancement
Each PC earns 6–10 XP at the end.
Basic Magic
The Five Paths (Quick Reference)
| Path | Complexity | Cost Type | Best For |
|---|---|---|---|
| Runkeeper | Low | Obligation | First-timers, reliable casters |
| Cantor | Medium | Corruption | Bards, risk-takers |
| Invoker | Medium | Obligation + time | Ritual specialists |
| Summoner | High | Leash + Boons | Pet-class fans |
| Free Caster | High | Backlash | Improv players |
For first magical characters, play a Runkeeper.
Runkeeper — The Reliable Path
Requirements: Familiar (Thiasos, 2 XP) + Codex (4 XP) + Patron.
Invoking a Rite: 1 action. Mark +1 Obligation. Effect works as written.
Push It: Once per scene, mark +1 Obligation to amplify (+1 die or +1 Effect).
Obligation Capacity: Spirit + Presence. Exceeding capacity = 1 Fatigue per segment.
Free Casting — The TAGS System
For improvisational magic, construct spells using TAGS:
DV = 1 + number of TAGS
Dangerous TAGS (Leap, Fold, Gate, Transform, Dominate) add +2 DV.
Example Spells
- Light [Illuminate] — DV 2. Create small, sustained light.
- HEAL [HEAL] — DV 2. Remove 1 Fatigue from self or 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.
Backlash: On a Miss or when GM spends SB, magic backfires—Fatigue 1, Harm 1, or a thematic complication.
Advancement & XP
Earning XP (Per Session)
| Achievement | XP |
|---|---|
| Attendance | +2 |
| Major objectives | +2–4 |
| Discoveries | +1–2 |
| Hard choices | +1–2 |
| Story engagement | +1–3 |
| Personal goals | +1–2 |
Game pace options: Gritty (4–6 XP/session), Standard (6–10), Epic (10–14).
Spending XP
| Improvement | XP Cost | Downtime |
|---|---|---|
| Attribute increase | New rating × 3 | New rating in days |
| Skill increase | New level × 2 | New level in days |
| Minor Asset | 4 XP | 1 day |
| Standard Asset | 8 XP | 1 week |
| Major Asset | 12 XP | 1 month |
| Minor Talent | 2–4 XP | 3–10 days |
| Major Talent | 5–8 XP | 1–2 weeks |
Tiers of Play
| Tier | XP Range | Reputation |
|---|---|---|
| I: Novice | 0–40 | Local |
| II: Seasoned | 41–90 | Regional |
| III: Veteran | 91–150 | National |
| IV: Paragon | 151–220 | Continental |
| V: Mythic | 221+ | Legendary |
GM Screen — Quick Reference
Core Resolution
- Declare intent & approach (Attribute + Skill)
- Set DV (2–5+) and Position (Dominant/Controlled/Desperate)
- Roll Attribute + Skill d10s
- Count Successes (6+), SB (1s)
- Apply Outcome Matrix
- Spend SB on complications
Outcome Matrix
| Result | What Happens |
|---|---|
| S ≥ DV, SB = 0 | Clean Success — Intent achieved, no complication |
| S ≥ DV, SB > 0 | Success with SB — Intent achieved; GM spends SB |
| 0 < S < DV | Partial — Progress; gain 1 Boon |
| S = 0 | Miss — No progress; gain 2 Boons; GM escalates |
Position Effects
| Position | Frame | Effect |
|---|---|---|
| Dominant | Press advantage | Re-roll one failure |
| Controlled | Balanced norm | No re-rolls |
| Desperate | Under duress | Re-roll one success |
DV Screen
| DV | Situation |
|---|---|
| 2 | Routine — clear path, no pressure |
| 3 | Pressured — mild opposition (default) |
| 4 | Hard — serious resistance |
| 5+ | Extreme — dramatic gamble |
SB Spend Menu
| Cost | Complication |
|---|---|
| 1 SB | Minor — noise, distraction, tick timer +1 |
| 2 SB | Moderate — alarm raised, lose advantage, worsen Position |
| 3+ SB | Major — reinforcements, scene shifts, break an asset |
Boons (Player)
| Action | Effect |
|---|---|
| Earn | Partial (1), Miss (2), Bond-driven (1), GM award |
| Spend | Re-roll die (1), Improve Position (1), Activate Asset (1) |
| Cap | 5 held; reduce to 2 at scene end |
Fatigue & Harm
- Fatigue: Worsens Position (or −1 die if Desperate)
- Overflow: Fatigue ≥ Body → Harm +1, clear Fatigue
- Harm: 1 (−1 die), 2 (−1 die most), 3 (incapacitated)
- Recovery: Short rest removes 2 Fatigue; full night removes all
Armor Conversion
| Armor | Harm 1 | Harm 2 | Harm 3 |
|---|---|---|---|
| Light | F1 | H1 + F1 | H2 + F1 |
| Medium | F1 | F1 | H2 + F1 |
| Heavy | F1 | F1 | F2 |
Timers
- Tick On: Partial/Miss, SB spend, fiction demands
- Sizes: 4 (short), 6 (standard), 8 (extended), 10+ (campaign)
- Progress Timers: Clean = +2, Partial = +1, Miss = 0 + 2 SB
The Commando GM Workflow
- Draw Spade (Place), Heart (Actor), Club (Pressure)
- Ask: "How does Pressure make Actor's life harder?"
- Set Timer (4/6/8)
- Player acts: DV=3, Position=Controlled (default)
- Resolve with Outcome Matrix
- Spend SB on complications
GM Advice — Print-Out
Core Principles
- You are not a referee. You are a co-creator of drama.
- Narrative first. Mechanics serve the story, not the other way around.
- Fail forward. A Miss is never "nothing happens." Always escalate.
- Spend SB early and often. Unused pressure is wasted momentum.
- Set the DV low. Default to 3. Use Position and Timers for tension.
The GM's Defaults
- DV: 3
- Position: Controlled
- Consequence: Fatigue, time pressure, or exposure
- Timers: One short timer per scene
The Three-Timer Rule
Keep 1–3 active timers per scene:
- Situation Timer — Immediate goal (persuasion, escape)
- Counter-Clock — Opposition pressure (guards, ritual)
- Campaign Timer — Long-term front (faction, curse)
When Players Go Off the Rails
- Do not panic.
- Ask: "What is your goal?"
- Name the simplest obstacle.
- Set Position and DV.
- Let the dice decide.
When You Don't Know the Rules
- Make a ruling that keeps the story moving.
- Default to DV 3, Controlled Position.
- Look it up after the session.
- The story is more important than the rulebook.
Final Wisdom
"The road remembers. Every broken wheel leaves a mark and every lit lamp had someone behind it. The only question is which of those you mean to be." — The Gray Wanderer
"A single page, well-used, is worth more than a library of unopened tomes." — The Gray Wanderer
Quick Reference Tables
Combat in Brief
- Turn: 1 Action + 1 Move
- Move: Shift one range band (Close ↔ Near ↔ Reach ↔ Far)
- Opportunity Attack: Leaving Close range without Disengage provokes one free melee attack.
- Sidestep Strike: Move one band as part of melee attack; worsen Position by one step.
Weapon Modifiers
Melee Weapons
| Weight | Close | Near | Reach |
|---|---|---|---|
| Light | +2d | +1d | — |
| Medium | +1d | +2d | — |
| Heavy | −1d | +3d | +0d |
Ranged Weapons
| Weight | Close | Near | Far |
|---|---|---|---|
| Light | Controlled | +1d | — |
| Medium | Desperate | +2d | +1d |
| Heavy | Desperate | +1d | +3d |
Close is a Position for ranged, not a dice modifier. Ranged weapons treat Reach as Near. A Light or Medium melee weapon reaches the Reach band only with the Hafted tag, at +0d.
Range Bands
- Close: Touching distance — hands, knives
- Near: A step and a swing — one-handed weapons at their best
- Reach: A haft away — spear, polearm, greatsword. Ranged weapons treat this as Near
- Far: Same site but distant — beyond every melee weapon; requires route or time
- Absent: Off-screen — a state, not a distance
Skill Synergies — Creative Pairs
| Action | Standard Pair | Alternative Pair |
|---|---|---|
| Climbing | Body + Athletics | Wits + Athletics (clever route) |
| Persuading | Presence + Sway | Wits + Sway (logical argument) |
| Investigating | Wits + Insight | Spirit + Insight (intuitive leap) |
| Feinting | Wits + Melee | Presence + Melee (intimidation) |
Session Zero Checklist
- Lines & Veils — Off-limits or implied content?
- Tone — Action, survival, intrigue, or horror?
- Campaign length — One-shot, short arc, or long campaign?
- Character hooks — Each player shares one goal and one fear.
- Patron interest — Which Patrons are already watching?
- Starting situation — Where does the story begin?
- House rules — Any optional subsystems?
- Scheduling & attendance — Logistics for your table.
- Player-GM contract — "We are co-creators, not adversaries."
- Resource mindset — "Boons are not XP tokens. Spend them. Embrace failure."