Fate’s Edge • Resolve the action

  1. Declare intent & approach (Attribute + Skill)
  2. Set DV (2–5+) and Position (Dominant/Controlled/Desperate)
  3. Roll Attribute + Skill d10s
  4. Count successes: 6–9 = 1; 10 = 2. Each die showing 1 gives the GM 1 SB.
  5. Apply Outcome Matrix
  6. Spend SB on complications
ResultWhat Happens
S ≥ DV, SB = 0Clean Success — Intent achieved, no complication
S ≥ DV, SB > 0Success with SB — Intent achieved; GM spends SB
0 < S < DVPartial — Progress with a cost; gain 1 Boon
S = 0Miss — No progress; gain 2 Boons; GM escalates
PositionFrameEffect
DominantPress advantageRe-roll one failure
ControlledBalanced normNo re-rolls
DesperateUnder duressRe-roll one success
DVSituation
2Routine — clear path, no pressure
3Pressured — mild opposition (default)
4Hard — serious resistance
5+Extreme — dramatic gamble
1 / 3 • Fate’s Edge • Nicholas A. Gasper • SRD rules: CC BY-SA 4.0

Fate’s Edge • Pressure and consequences

CostComplication
1 SBMinor — noise, distraction, tick timer +1
2 SBModerate — alarm raised, lose advantage, worsen Position
3 SBSerious — reinforcements, key gear breaks, campaign timer advances
4+ SBMajor turn — trap springs, authority arrives, environment shifts dramatically
ActionEffect
EarnPartial (1), Miss (2), Bond-driven (1), GM award
SpendRe-roll die (1), Improve Position (1), Activate Asset (1)
Cap5 held; reduce to 2 at scene end
  • 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
  1. Draw Spade (Place), Heart (Actor), Club (Pressure)
  2. Ask: "How does Pressure make Actor's life harder?"
  3. Set Timer (4/6/8)
  4. Player acts: DV=3, Position=Controlled (default)
  5. Resolve with Outcome Matrix
  6. Spend SB on complications
Golden Rule: When in doubt, make a ruling that keeps the story moving. Set DV=3, Position=Controlled, let the dice fall.
2 / 3 • Fate’s Edge • Nicholas A. Gasper • SRD rules: CC BY-SA 4.0

Fate’s Edge • Harm and protection

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.

  1. Convert incoming Harm using armor. Minimum 1 Fatigue per hit.
  2. Apply remaining Harm: clear existing Fatigue, then increase Harm by the amount remaining.
  3. Add converted Fatigue.
  4. 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.

ArmorHarm 1Harm 2Harm 3
LightF1H1 + F1H2 + F1
MediumF1F1H2 + F1
HeavyF1F1F2

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.

3 / 3 • Fate’s Edge • Nicholas A. Gasper • SRD rules: CC BY-SA 4.0
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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.

Nicholas A. Gasper

2026-07-10

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 Mantra

The 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?"

The Golden Rule: When in doubt, make the choice that serves the story. Set DV=3, Position=Controlled, and let the dice fall.

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:

  1. Declare your intent and approach (Attribute + Skill).
  2. GM sets DV (2–5+) and Position (Dominant/Controlled/Desperate).
  3. Roll dice pool (Attribute + Skill d10s).
  4. Count successes (6–10 = 1 success). Each 1 = Story Beat (SB) for GM.
  5. Apply outcome using the Outcome Matrix.
  6. GM spends SB to introduce complications.

Difficulty Value (DV)

DVWhen to Use
2Routine — clear path, no pressure
3Pressured — mild opposition (default)
4Hard — serious resistance
5+Extreme — dramatic gamble

Default DV is 3. Do not inflate DVs to "challenge" players—use Position instead.

Position

PositionFrameMechanical Effect
DominantYou press advantageRe-roll one failure
ControlledBalanced normNo re-rolls
DesperateAct under duressRe-roll one success

Pro tip: Spend 1 Boon to improve Position by one step before rolling.

The Outcome Matrix

Roll ResultWhat Happens
Successes ≥ DV, SB = 0Clean Success — Intent achieved, no complication.
Successes ≥ DV, SB > 0Success with SB — Intent achieved; GM spends SB.
0 < Successes < DVPartial — Progress; gain 1 Boon.
Successes = 0Miss — 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 BoonsGainSpending Boons
Partial successGain 1Re-roll a die (1 Boon)
MissGain 2Improve Position (1 Boon)
Bond-driven actionGain 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:

CostComplication
1 SBMinor — noise, distraction, tick a timer +1
2 SBModerate — alarm raised, lose advantage, worsen Position
3+ SBMajor — 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 LevelEffect
1Position worsens one step
2If 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 LevelEffect
Harm 1−1 die on related actions
Harm 2−1 dice on most actions
Harm 3Incapacitated 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

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

Building Your Character

10-Minute Checklist

Start with 32 XP (max 36 with Bonds/Complications).

  1. Concept: One sentence (origin, profession, defining trait).
  2. Attributes (1–5): Spend XP—primary to 3 (9 XP), secondaries to 2 (6 XP each).
  3. Skills (0–5): Spend 8–12 XP on key skills.
  4. Talents: 1–3 talents (2–6 XP each).
  5. Patron (optional): Choose a Patron for magic.
  6. Assets/Followers (optional): Minor Asset (4 XP) or follower (Cap² XP).
  7. Bonds & Complications: Up to +4 XP total.

Attributes

AttributeWhat It DoesExample Skills
BodyStrength, agility, enduranceMelee, Athletics, Stealth
WitsPerception, quick thinkingInsight, Lore, Insight
SpiritWillpower, intuitionArcana, Endurance, Endurance
PresenceCharisma, leadershipSway, 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.

CombatPhysicalSocial
MeleeAthleticsSway
RangedStealthCommand
MeleeEnduranceDeception
TacticsCraftPerformance
SurvivalInsight
KnowledgeMagic
LoreArcana
InsightRitual
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

FactionLeaderGoal
Broken MarchMargravine MiraKeep the province from fracturing
Lame King's ClaimantsOren "Tin Crown"Be recognized as true sovereign
Free CompaniesVarious captainsFind permanent contracts
Blackwood MatriarchsHedge-witchesSurvive 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)

  1. A bridge toll has tripled overnight; the toll-keeper is a deserter from your old company.
  2. A hedge-witch offers to break your blood-debt—for the memory of your first kill.
  3. The Lame King travels with a mute jester who writes prophecies on fallen leaves.
  4. Bandits stole a Blackwood Matriarch's curse-box. Recover it before it opens.
  5. A free company captain wants to hire you—but their last three hires died of "accidents."
  6. 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:

SegmentsWhen to Use
4Short, straightforward challenge
6Standard scene or tension
8Extended or complex problem
10Epic 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:

  1. Draw Spade = Place, Heart = Actor, Club = Pressure
  2. Ask: "How does the Pressure make the Actor's life harder?"
  3. Write one sentence. Set a Timer based on the highest rank.

Player Action:

  1. Declare intent. Set DV = 3, Position = Controlled (unless fiction demands otherwise).
  2. Player rolls.
  3. On a 1: You get SB. Spend it. Tick a timer, worsen Position, or introduce a twist.
  4. On a Partial/Miss: Player gains Boons. Introduce a complication. Draw a Club if stuck.

Scene Resolution:

  1. When the Timer fills, the scene resolves.
  2. Victory, defeat, or a new, more complicated situation.
The Commando GM's Mantra: No prep. No stress. Just reacting to dice and cards.

Zero-Prep Scene Generation

Draw three cards from a standard deck:

DrawElementQuestion to Ask
SpadePlaceDescribe the immediate environment.
HeartActorWho is the obstacle/NPC? What do they want?
ClubPressureWhat 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:

d6TypeDescriptorMotivation
1MortalPatientProtects a threshold
2Unquiet DeadHungryHungers for memory
3CursedCleverSeeks a witness
4BeastAncientObeys a patron
5Fae/ThresholdBoundCollects debts
6Living InfrastructureEchoWants to be left alone

Adversary Moves (SB-Powered)

Instead of rolling for enemies, spend SB:

MoveSB CostEffect
Strike1Deal Harm 1 to one target
Heavy Strike2Deal Harm 2 to one target
Shove1Push target 1 range band
Press1Worsen target's Position
Devastating Blow3Deal Harm 3 to one target
Call for Aid31d4 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

ClockEffect
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)

PathComplexityCost TypeBest For
RunkeeperLowObligationFirst-timers, reliable casters
CantorMediumCorruptionBards, risk-takers
InvokerMediumObligation + timeRitual specialists
SummonerHighLeash + BoonsPet-class fans
Free CasterHighBacklashImprov 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)

AchievementXP
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

ImprovementXP CostDowntime
Attribute increaseNew rating × 3New rating in days
Skill increaseNew level × 2New level in days
Minor Asset4 XP1 day
Standard Asset8 XP1 week
Major Asset12 XP1 month
Minor Talent2–4 XP3–10 days
Major Talent5–8 XP1–2 weeks

Tiers of Play

TierXP RangeReputation
I: Novice0–40Local
II: Seasoned41–90Regional
III: Veteran91–150National
IV: Paragon151–220Continental
V: Mythic221+Legendary

GM Screen — Quick Reference


Core Resolution

  1. Declare intent & approach (Attribute + Skill)
  2. Set DV (2–5+) and Position (Dominant/Controlled/Desperate)
  3. Roll Attribute + Skill d10s
  4. Count Successes (6+), SB (1s)
  5. Apply Outcome Matrix
  6. Spend SB on complications

Outcome Matrix

ResultWhat Happens
S ≥ DV, SB = 0Clean Success — Intent achieved, no complication
S ≥ DV, SB > 0Success with SB — Intent achieved; GM spends SB
0 < S < DVPartial — Progress; gain 1 Boon
S = 0Miss — No progress; gain 2 Boons; GM escalates

Position Effects

PositionFrameEffect
DominantPress advantageRe-roll one failure
ControlledBalanced normNo re-rolls
DesperateUnder duressRe-roll one success

DV Screen

DVSituation
2Routine — clear path, no pressure
3Pressured — mild opposition (default)
4Hard — serious resistance
5+Extreme — dramatic gamble

SB Spend Menu

CostComplication
1 SBMinor — noise, distraction, tick timer +1
2 SBModerate — alarm raised, lose advantage, worsen Position
3+ SBMajor — reinforcements, scene shifts, break an asset

Boons (Player)

ActionEffect
EarnPartial (1), Miss (2), Bond-driven (1), GM award
SpendRe-roll die (1), Improve Position (1), Activate Asset (1)
Cap5 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

ArmorHarm 1Harm 2Harm 3
LightF1H1 + F1H2 + F1
MediumF1F1H2 + F1
HeavyF1F1F2

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

  1. Draw Spade (Place), Heart (Actor), Club (Pressure)
  2. Ask: "How does Pressure make Actor's life harder?"
  3. Set Timer (4/6/8)
  4. Player acts: DV=3, Position=Controlled (default)
  5. Resolve with Outcome Matrix
  6. Spend SB on complications
Golden Rule: When in doubt, make a ruling that keeps the story moving. Set DV=3, Position=Controlled, let the dice fall.

GM Advice — Print-Out


Core Principles

  1. You are not a referee. You are a co-creator of drama.
  2. Narrative first. Mechanics serve the story, not the other way around.
  3. Fail forward. A Miss is never "nothing happens." Always escalate.
  4. Spend SB early and often. Unused pressure is wasted momentum.
  5. 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:

  1. Situation Timer — Immediate goal (persuasion, escape)
  2. Counter-Clock — Opposition pressure (guards, ritual)
  3. Campaign Timer — Long-term front (faction, curse)

When Players Go Off the Rails

  1. Do not panic.
  2. Ask: "What is your goal?"
  3. Name the simplest obstacle.
  4. Set Position and DV.
  5. 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.
The Commando GM's Mantra: No prep. No stress. Just reacting to dice and cards.

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

WeightCloseNearReach
Light+2d+1d
Medium+1d+2d
Heavy−1d+3d+0d

Ranged Weapons

WeightCloseNearFar
LightControlled+1d
MediumDesperate+2d+1d
HeavyDesperate+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

ActionStandard PairAlternative Pair
ClimbingBody + AthleticsWits + Athletics (clever route)
PersuadingPresence + SwayWits + Sway (logical argument)
InvestigatingWits + InsightSpirit + Insight (intuitive leap)
FeintingWits + MeleePresence + Melee (intimidation)

Session Zero Checklist

  1. Lines & Veils — Off-limits or implied content?
  2. Tone — Action, survival, intrigue, or horror?
  3. Campaign length — One-shot, short arc, or long campaign?
  4. Character hooks — Each player shares one goal and one fear.
  5. Patron interest — Which Patrons are already watching?
  6. Starting situation — Where does the story begin?
  7. House rules — Any optional subsystems?
  8. Scheduling & attendance — Logistics for your table.
  9. Player-GM contract — "We are co-creators, not adversaries."
  10. Resource mindset — "Boons are not XP tokens. Spend them. Embrace failure."

Set the DV low. Make the world react honestly. Let the pressure do the work. And remember—you are playing the game too.

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

Fate's Edge Essential Screen — CC BY-SA 4.0 — Nicholas A. Gasper
Set down in Castra Ferrum, Year of the Iron Harvest