FATE’S EDGE · SYSTEM REFERENCE DOCUMENT
Complete reference
This long-form edition collects every rule section for browser search and printing. For a guided reading path, start with the core mechanic.
Quickstart
The Core Loop in Brief
Declare intent and approach. What do you do and how?
GM sets Position and Difficulty (DV).
Position: Dominant (advantage), Controlled (balanced), Desperate (high risk).
DV: 2 (routine) to 5+ (extreme). Default DV = 3.
Roll dice. Pool = Attribute + Skill (d10s). Each 6–9 = 1 success; each 10 = 2 successes.
Count Story Beats (SB). Each die showing a 1 gives the GM 1 SB.
Compare successes to DV. Use the outcome matrix.
Outcome Matrix
| Roll Result | Outcome | What Happens |
|---|---|---|
| Successes ≥ DV, SB = 0 | Clean Success | Intent achieved; no complication. |
| Successes ≥ DV, SB > 0 | Success & SB | Intent achieved; GM spends SB to add a complication. |
| 0< Successes < DV | Partial | Make progress, but with a cost; player gains 1 Boon. |
| Successes = 0 | Miss | No progress; GM escalates with SB; player gains 2 Boons. |
Boons (Player Resource)
Earn 1 Boon on a Partial, 2 Boons on a Miss.
Maximum 5 Boons; trim to 2 at scene end.
Spend 1 Boon to: re-roll a single die, activate an Asset, or improve Position by one step.
During downtime, convert 2 Boons → 1 XP (max 2 XP per session).
Story Beats (GM Resource)
Each 1 on a player’s die gives the GM 1 SB. Spend SB to introduce complications:
| SB | Effect |
|---|---|
| 1 | Minor pressure: noise, trace, tick a 4–6 segment timer +1. |
| 2 | Moderate setback: alarm raised, lose Position, a lesser foe appears. |
| 3 | Serious trouble: reinforcements, key gear breaks, advance a campaign timer. |
| 4+ | Major turn: trap springs, authority arrives, environment shifts dramatically. |
Position and Effect
Position (risk): Dominant (safe), Controlled (normal), Desperate (high stakes).
Effect (reward): Limited, Standard, Great.
Spending 1 Boon before a roll improves Position by one step.
The GM may spend SB to worsen Position.
Fatigue and Harm
Fatigue track = Body. Each Fatigue point worsens Position by one step. At Desperate, each Fatigue gives -1 die.
Harm levels: 1 (-1 die on related actions), 2 (-1 die on most actions), 3 (incapacitated).
Armor converts Harm to Fatigue. Minimum 1 Fatigue per hit.
Taking Harm clears all existing Fatigue (the shock of injury resets exhaustion).
Armor Conversion Table
| Armor Type | 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 |
Quick Reference: Defaults
Default DV = 3.
Default Position = Controlled.
Default Effect = Standard.
Default Range = Near (unless otherwise stated).
Example of Play (One Minute)
Lyra (Wits 3 + Craft 2 = 5 dice) tries to pick a lock while a guard patrol approaches.
GM: “Controlled, DV 3. On a Miss, the guard hears you.”
Roll: 9, 6, 4, 2, 1 → 2 successes vs DV 3 → Partial. Lyra gains 1 Boon. The 1 gives the GM 1 SB.
GM: “The lock clicks open, but the last pin squeals. I spend the SB: the guard stops and turns his head. You have one beat to hide.”
Core Principles
Safety Tools: Lines, Veils & X-Card
Before play, establish how the table handles sensitive content. Fate’s Edge uses three standard tools.
X-Card. Any player (including the GM) may draw an X on a card or simply say “X” when a moment makes them uncomfortable. When the X-Card is shown, the described content is removed from the fiction — no questions, no explanations, no judgments. 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.” Before the campaign or a session, players name their Lines. The GM and group honor them completely.
Veils. A Veil is a soft boundary: content that can happen off screen or fade to black. The event is acknowledged but not described in detail. Example: “A romantic scene can happen, but fade to black before it becomes explicit.” Veils allow the story to acknowledge mature themes without forcing players to roleplay through them.
Player-Managed Modules
Players track their character-facing resources to reduce GM overhead and keep play flowing:
- Obligation (per Patron, marked when Rites are invoked/pushed).
- Corruption Timer (for Cantors, marked when pushing Songs or GM spends SB on occult actions).
- Leash (for Summoners, marked when spirits take harm, act against nature, split focus, or cross wards).
- Asset States (Symbol/Item condition: Maintained, Neglected, or Compromised).
GMs retain all world-facing elements: Timers, NPCs, faction moves, Patron intrusions, and narrative consequences. Why this matters: when players manage their own modules, the GM spends less time bookkeeping and more time driving the story. Always verify player tracking at scene start/end.
Design Note. This rule prevents “GM as auditor” syndrome. If a player forgets to track a module, the GM does not correct it mid-scene — instead, note it for downtime resolution. Trust fosters faster play.
What Is Fate’s Edge?
Fate’s Edge is a narrative-first tabletop roleplaying system where every action carries weight, every choice has consequence, and even failure feeds the story. Dice are not merely success meters — they are instruments of fate, weaving opportunity with risk.
“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 Central Question
What are you willing to risk, and what are you willing to surrender, to reshape the world around you?
Tone of Play
- Cinematic: Scenes breathe; tense exchanges resolve in moments.
- Consequential: A whispered secret can topple a kingdom; a missed roll can spare a life.
- Collaborative: The GM sets stakes; the players drive the fiction.
Key Concepts
Narrative Time
Time is measured by story weight, not by timers:
- A Moment: a heartbeat, a strike, a whispered word.
- Some Time: a few minutes — a skirmish, a careful lockpick, a short negotiation.
- Significant Time: hours — travel between locations, a ritual, an interrogation.
- Days: marches across countryside, training a cadre, recovery from serious harm.
Story Beats (SB)
Every time a player rolls a 1 on a die, the GM gains a Story Beat. SB are narrative currency — spend them to introduce complications, escalate tension, shift Position, or advance timers.
Affinity
Each culture grants an Affinity — a narrative edge or metaphysical bond that makes certain actions more reliable (e.g., Aeler stone-sense, Aelaerem hearth-luck). Affinities are described in the full cultural guides.
Note on Stacking. If your ancestral gift (from your people) and your cultural affinity provide the same benefit (e.g., both improve Position), they do not stack. You may use one per scene. Choose which applies when you need it.
Prestige Abilities
High-level talents unlocked by mastering cultural or arcane arts. They are narrative milestones as much as mechanical upgrades.
On-Screen vs. Off-Screen
- On-Screen: followers, allies, companions who stand beside you in a scene.
- Off-Screen: assets, titles, informants, safe houses — resources that act when you spend Boons or during downtime.
Boons Overview
Boons are narrative tokens earned primarily by failing rolls with meaningful consequences. They represent momentum, luck, or a second wind.
Earning Boons:
- Partial (0 < successes < DV): Gain 1 Boon.
- Miss (successes = 0): Gain 2 Boons (provided the roll was meaningful and generated at least one SB).
- Bond-driven action: Once per bond per session, when you act meaningfully on a Mutual Bond and provide an Intricate Description, gain 1 Boon.
- GM award: For creative solutions, sacrifices, or outstanding roleplay.
Spending Boons:
- Re-roll a single die after seeing the pool.
- Activate an on-screen Asset.
- Improve Position by one step before a roll.
- Power certain Rites or abilities as described in their text.
- During downtime, convert 2 Boons → 1 XP (once per session; max 2 XP per session via conversion).
Limits:
- Maximum 5 Boons held at any time.
- At the end of each scene, reduce held Boons to a maximum of 2 (excess are lost).
- At most 2 Boons from failures per character per scene.
- Repetition rule: the same action with the same stakes in the same scene cannot award another Boon.
GM Guidelines for Timers and SB
To keep the game flowing and avoid overwhelming the table:
- Timer Limit: Maintain at most three active timers per scene. Combine redundant timers or treat additional timers as off-screen campaign timers (ticked between scenes as a result of scene outcomes).
- SB Banking: Try to keep banked SB (unspent at scene end) under Tier + 1 (e.g., Tier I: max 2 SB, Tier II: max 3 SB). Unspent SB beyond this may carry over (GM discretion, max 4).
- Terminology: Use “Success with SB” instead of “Success with SB” for clarity — it emphasizes the narrative opportunity rather than a penalty.
Fail Forward: Every Roll Matters
- A Clean Success advances the fiction without added friction.
- A Success with SB achieves the goal but introduces a complication (GM spends SB).
- A Partial makes meaningful progress and gives the player a Boon.
- A Miss fails to achieve the goal, gives the player 2 Boons, and gives the GM SB to escalate.
Selling the Action
When a player provides an intricate description that reveals stakes, risks, or character investment, the GM may grant a mechanical edge — improving Position by one step, granting +1 die, or banking a Story Beat. This is a reward for engagement, not a tax for shy players. A simple ‘I attack’ is always valid.
No roll should result in “nothing happens.” Every outcome changes the situation.
What Are Story Beats, Really? Story Beats (SB) are the game’s permission to make things interesting. Every time a player rolls a 1, they are inviting the world to push back. SB are not punishments — they are narrative fuel generated by player dice, telling you: “Make this interesting.” Spend them to introduce complications, escalate threats, or reveal hidden dangers. Do not hoard SB for the climax — the climax is made of the SB you spent along the way. A scene without SB is a scene where players are in control; a scene with SB is where the world pushes back. They are your primary pacing tool.
Can I Roll Fewer Dice? No!
Never reduce a player’s dice pool. A player who asks to roll fewer dice to avoid Story Beats misunderstands the system. In Fate’s Edge, a 1 is not a failure — it is narrative fuel. Reducing dice pools breaks the math: Boons become scarce, SB dry up, and the player’s investment is undermined.
If you want tension, use Position, DV, Timers, and SB — never reduce the player’s dice pool. They earned those dice. Let them roll them.
Core Mechanic
The Resolution Loop
Every action that carries risk and uncertainty follows these five steps.
- Declare intent and approach. The player states what they want to accomplish and how (Attribute + Skill).
- GM sets Position and Difficulty (DV).
- Position: Dominant (advantage), Controlled (normal), Desperate (high risk).
- DV: 2 (routine) to 5+ (extreme). Default DV = 3.
- Roll dice. Pool = Attribute + Skill (d10s). Count successes:
- 6–9 = 1 success.
- 10 = 2 successes.
- Count Story Beats (SB). Each die showing a 1 gives the GM 1 SB.
- Apply the Outcome Matrix.
Critical Success
Rolling a 10 (counting as 2 successes) creates additional benefits:
- One 10: Choose one – gain a free Boon, improve Position by one step, or add a narrative flourish.
- Two 10s: Choose two benefits or one powerful effect (e.g., ignore armor + gain tactical advantage).
- Three+ 10s: Legendary success – resolve the conflict dramatically and advance a secondary timer or create a significant story development.
Note: 10s are never re-rolled (even in Desperate position). Critical effects apply only if the roll succeeds (Successes ≥ DV).
Difficulty Values (DV)
| DV | Situation |
|---|---|
| 2 | Routine, low stakes, nearly guaranteed. |
| 3 | Default – pressured or minor opposition. |
| 4 | Hard – hostile conditions, active resistance. |
| 5 | Extreme – multiple constraints, dramatic gambles. |
The ladder ends at 5. There is no DV 6. A task harder than Extreme is not a bigger number — it is a clock, a worse Position, or a flat no. Raising the DV past 5 only moves the roll toward automatic failure, which is the one outcome the Outcome Matrix already has a row for and does not need a difficulty to produce.
Position & Effect
Position (Risk)
- Dominant: Re-roll one failure (die ≤ 5).
- Controlled: No re-rolls.
- Desperate: Re-roll one success (die ≥ 6). 10s are never re-rolled.
Effect (Reward)
- Limited: Minimal outcome.
- Standard: Expected outcome.
- Great: Strong outcome with additional benefit.
Modifiers:
- Player may spend 1 Boon before rolling to improve Position by one step.
- GM may spend SB to worsen Position or reduce Effect.
- The ladder ends. Position never rises above Dominant or falls below Desperate. At either end further modifiers do nothing; they do not convert into dice.
- This matters because your pool is only ever what you paid for. A character with Attribute 1 and Skill 0 rolls one die at their worst, never none — so the question is always how badly can this go, and never may I attempt it at all. It is also what lets heritage, cultural affinity, assists and gear all push on Position without any of them touching the dice.
- A fourth source of advantage on an already-Dominant roll is not wasted. It is the GM's cue to lower the DV, widen the Effect, or just say yes.
Effect is spoken, not tracked.
Position has three named steps because you need to know which one you are on before you roll. Effect has three named steps for the opposite reason: so the table has words for a swing after it lands. There is no Effect track, no Effect rating, and nothing to write down. The GM says it — “that's Great Effect, they're outnumbered three to one” — the table hears it, and the fiction carries it from there.
This is why Scale mismatch moves Effect and never the DV or the dice. A giant swinging at a man and a man swinging at a giant are the same roll against the same difficulty; what differs is how much a hit accomplishes. Putting that on the dice would make the giant hard to hit, which is not what being large means.
Say it in the fiction and give the reason. Digital tools may announce an Effect call to the table, but none of them store it, on purpose: the moment Effect becomes a number somebody owns, the table argues about the number instead of describing the swing.
Outcome Matrix
| Roll Result | Outcome | What Happens |
|---|---|---|
| Successes ≥ DV, SB = 0 | Clean Success | Intent achieved; no complication. |
| Successes ≥ DV, SB > 0 | Success with SB | Intent achieved; GM spends SB for a complication. |
| 0 < Successes < DV | Partial | Progress made; player gains 1 Boon. |
| Successes = 0 | Miss | No progress; player gains 2 Boons; GM escalates with SB. |
Boons (Player Resource)
Earning Boons
- Partial: gain 1 Boon.
- Miss: gain 2 Boons (if the roll was meaningful and generated at least one SB).
- Bond-driven action (once per bond per session): gain 1 Boon.
- GM award (creative solutions, sacrifices, outstanding roleplay).
Spending Boons
- Re-roll a single die after seeing the pool (keep second result; new 1s generate additional SB).
- Activate an Asset (on-screen).
- Improve Position by one step before a roll.
- Power certain Rites or abilities.
- Convert 2 Boons → 1 XP (downtime, once per session, max 2 XP).
Limits
- Max 5 Boons held.
- At end of each scene, reduce to max 2 (excess lost).
- At most 2 Boons from failures per character per scene (repetition of same action + stakes does not award another Boon).
Story Beats (GM Resource)
Every die showing a 1 gives the GM 1 Story Beat (SB). Spend SB to introduce complications or escalate pressure.
Guidelines:
- 1 SB minor – noise, trace, tick a 4–6 segment timer +1.
- 2 SB moderate – alarm raised, lose Position, lesser foe appears.
- 3 SB serious – reinforcements, key gear breaks, advance a campaign timer.
- 4+ SB major – trap springs, authority arrives, environment shifts dramatically.
NPCs and Resources
Adversaries track listed Fatigue and Resilience, but no Boons or player Harm-level track. Apply Fatigue costs to their track. A Boon-loss effect becomes a fitting hesitation or loss of advantage, not an invented NPC Boon balance. See the adversary resolution procedure for Armor and overflow.
NPC Special Abilities as SB Spends
Instead of rolling for NPC abilities, the GM may spend Story Beats to trigger narrative events.
Example SB Spends:
- 1 SB “The cultist’s eyes burn – mark 1 Fatigue (near miss).”
- 2 SB “The spider drops on you – you are Grappled (escape DV 3).”
- 3 SB “The drake breathes frost – everyone in Near, test Body+Athletics (DV 3) or take Harm 2.”
- 4+ SB “The lich raises its hand – test Spirit+Endurance (DV 5) or be Paralyzed for 1 exchange.”
The GM narrates the effect; players roll to resist.
Assistance
- One helper per action.
- Total assist dice capped at +3 (unless a talent says otherwise).
- Assistant accepts any risk named by the GM.
Fatigue and Harm
Fatigue
- Track size = Body (minimum 1).
- Each point worsens Position by one step (Dominant → Controlled → Desperate).
- If already Desperate, each additional Fatigue imposes –1 die on all rolls.
Harm
| Harm Level | Effect |
|---|---|
| 1 | –1 die on related actions (GM discretion). |
| 2 | –1 die on most actions until treated. |
| 3 | Incapacitated or dying. |
Taking Harm Clears Fatigue (Roller-Coaster)
- Convert incoming Harm to Fatigue using the Armor Conversion Table.
- Apply any remaining Harm. If Harm remains, clear all existing Fatigue, then increase Harm level by amount taken.
- Add Fatigue from step 1 to the Fatigue track. If the track fills, increase Harm by 1 and clear all Fatigue.
Armor
Armor Conversion Table
| 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 |
Minimum 1 Fatigue per hit, even if conversion would give 0.
Recovery
- Fatigue: Short rest (1 hour) removes 2; full night’s rest removes all.
- Harm: Requires medical care (Craft roll) or magical healing; natural recovery takes one week per level.
Wards and Traps
Wards are magical barriers that block passage, teleportation, and shadow-walking. Traps are mundane or magical hazards that trigger on intrusion. Both use the same base resolution structure.
Wards (Magical Barriers)
A ward is defined by its Base DV (2–5), chosen by the GM when the ward is placed. The ward’s other properties derive from this DV:
- Harm: A creature that triggers the ward suffers Harm equal to max(0, Base DV – 2).
- Spirit Leash: A spirit (including summoned creatures) attempting to cross the ward suffers Leash ticks equal to the ward’s Base DV.
Crossing a Ward. A creature cannot teleport, shadow-walk, or use any effect that bypasses intervening space to cross a ward without first overcoming it. To cross, the creature must succeed on a test of the appropriate attribute (usually Wits or Presence) + Spirit against the ward’s Base DV. On a failure, the crossing fails and the creature suffers the ward’s Harm (if any). On a success, the creature crosses but may still suffer other consequences (e.g., alerting the ward’s creator).
Disabling a Ward. A character may attempt to disable a ward with a Wits + Arcana test against the ward’s Base DV. Success renders the ward inert for one scene (or permanently, at the GM’s discretion for non-recurring wards). Alternatively, a spell with the [DISPEL] or [FATE] tags may suppress or destroy the ward as described in the spell’s effect.
Traps (Mundane or Magical)
Traps function similarly to wards but do not impede teleportation or shadow-walking, nor do they inflict Leash ticks on spirits. A trap has a Base DV (2–5) and deals Harm equal to max(0, Base DV – 2) when triggered.
Disarming a Trap. A trap can be disarmed with a Wits + Deception test against its Base DV. On a success, the trap is neutralised. On a failure, the trap may trigger (GM’s discretion).
Example. A Lesser Wardstone (DV 3) bars a doorway. A character attempting to shadow-walk past must roll Wits + Spirit (DV 3). Failure inflicts Harm 1 (since 3–2 = 1). A spirit crossing the same ward gains 3 Leash ticks. A Wits + Arcana (DV 3) success disables the ward.
Maximum Dice Pool
Maximum die pool = 10d10. Any additional dice beyond 10 become automatic successes (1 auto-success per extra die).
Character Creation
Starting Build Points
Characters begin with 32 XP to allocate during initial creation. This represents a balanced baseline for competent starting characters.
Enhanced Starting Builds
Players may exceed the standard 32 XP build through narrative engagement:
- Bonds: Up to two player-defined mutual bonds may be taken for +2 XP total. (See the coordination rules for bond-driven Boon rules.)
- Complications: Up to two initial complications may be accepted for +4 XP total. Scenes start with +1 banked SB per character with a complication until their complications have been resolved in play.
This allows a maximum starting build of 36 XP. Players are encouraged to aim for 32 XP and use bonds and complications to enhance characterization rather than pure mechanical optimization.
The starting caps — attribute 3, skill 2 — are not raised by any of this. The one exception is the Prodigy talent, which buys a single attribute at 4 and charges for it in breadth, permanence and attention.
Step-by-Step Creation
Step 1: Concept and Culture
Describe your character in a sentence. Choose a cultural background (e.g., Aeler, Ykrul, Vilikari, Lethai). Cultural affinities provide narrative edges described in the full cultural guides.
Step 2: Attributes
Distribute 1, 2, 2, 3 among the four attributes (minimum 1, maximum 3 at start). Cost to raise attributes later is new rating × 3 XP.
| Attribute | Description |
|---|---|
| Body | Strength, endurance, physical resilience. |
| Wits | Perception, speed, quick thinking. |
| Spirit | Willpower, focus, connection to the intangible. |
| Presence | Charisma, command, force of personality. |
Step 3: Skills
Distribute 6 points among skills (maximum 2 in any skill at start). Cost to raise skills later is new level × 2 XP.
Core skills include:
- Melee
- Ranged
- Athletics
- Stealth
- Endurance
- Craft
- Sway
- Deception
- Performance
- Insight
- Lore
- Arcana
Step 4: Talents
Spend XP on talents. Recommended starting talents for common archetypes:
| Archetype | Recommended Talents |
|---|---|
| Warrior | Weapon Master (5 XP), Effortless Charge (4 XP), Conditioning (4 XP) |
| Rogue | Keen Senses (2 XP), Trackless Step (2 XP), Backstab (6 XP) |
| Caster (Freeform) | Spellcraft (6 XP) |
| Runekeeper | Familiar (2 XP) + Codex (4 XP) |
| Invoker | Patron’s Symbol (4 XP) |
| Summoner | Pact-Whisperer (2 XP) + Lesser Pactwright (2 XP) |
| Support | Field Dressing (2 XP), Medic’s Hand (3 XP), Inspire (3 XP) |
Step 5: Equipment
Choose starting equipment based on concept. See the equipment rules for weapon, armor, and gear tables.
Step 6: Bonds
Define 1–2 mutual bonds with other player characters. Each bond gives:
- Once per session, when you act meaningfully on the bond and provide an Intricate Description, gain 1 Boon.
- Bonded allies may gift 2 Boons per scene to each other (instead of the normal 1).
A bond should include:
- A shared history or obligation.
- What each character gains from the bond.
- A potential source of tension.
Step 7: Complications (Optional)
Choose 0–2 complications. Each gives +2 XP at start. Complications should be narrative hooks, not purely mechanical penalties. Examples:
- Debt to a Patron: You owe Obligation segments to a Patron before play begins.
- Hunted: A faction or individual seeks you.
- Forbidden Knowledge: You carry a secret that could destroy you if revealed.
- Cursed Lineage: Ancestral curse manifests at dramatic moments.
- Oath-Bound: A geas compels certain actions; breaking it has steep costs.
For each complication taken, at the start of each scene the GM gains +1 SB until the complication is resolved in play.
Step 8: Finalize
Record starting Fatigue (0), Harm (0), Boons (0). Note any starting Assets or Followers.
Quick Build Templates
Fighter 32 XP
Body 3, Wits 2, Spirit 2, Presence 2
Skills: Melee 2, Athletics 2, Endurance 1, Sway 1
Talents: Weapon Master (5 XP), Conditioning (4 XP), Effortless Charge (4 XP)
Equipment: Medium weapon, medium armor
Bond: One mutual bond
Complication: None
Rogue 32 XP
Body 2, Wits 4, Spirit 2, Presence 2
Skills: Stealth 2, Deception 2, Sway 2, Insight 1
Talents: Keen Senses (2 XP), Silk Palms (2 XP), Backstab (6 XP)
Equipment: Light weapons, light armor, lockpicks
Bond: One mutual bond
Complication: None
Caster 32 XP
Body 2, Wits 4, Spirit 3, Presence 1
Skills: Arcana 2, Lore 2, Insight 1, Insight 1
Talents: Spellcraft (6 XP)
Equipment: Staff, robes, focus (crystal, runestone, or inkpot)
Bond: One mutual bond
Complication: None
Learning Through Examples
See how core mechanics apply to the QuickBuild Templates:
Lockpick Under Pressure (Lyra the Rogue):
“Controlled, DV 3. On a miss, the guard hears you.”— GM
Lyra rolls [9, 6, 4, 2, 1] (Wits 4 + Deception 2 = 6 dice) → 2 successes (DV 3 Partial) → Gains 1 Boon.
“The lock clicks open, but the last pin squeals. I spend the SB: the guard stops and turns his head. You have one beat to hide.”— GM
The 1 gives GM 1 SB.
Teaches: Partial success = progress + Boon; 1s = GM currency for complications.
Arcane Backlash (Sera the Caster):
Sera casts [FIRE][STRIKE] (DV 3) vs. a fire elemental → rolls [10, 1, 1] (Wits 4 + Arcana 2 = 6 dice) → 3 successes (10=2, 1s=2 SB) → Success with SB (GM spends 1 SB for complication).
Backlash: Dominant element is Fire → GM describes:
“The bolt hits, but the flash blinds you—your next action is Desperate. Smoke triggers a hanging lantern; the room starts catching fire (Clock: Fire Spread [4]).”— GM
Teaches: 1s generate SB even on success; elemental backlash coloring; SB spent on visible consequences.
Tip for New GMs: Run these examples at your table. Ask: “What would you do with Lyra’s Boon?” or “How does Sera’s backlash change the scene?”
Advanced Start: Tier II (80 XP)
For campaigns beginning at higher power, characters may start with 80 XP. In addition to the 32 XP baseline, add:
- +2 attribute points (raise any attributes; maximum 4).
- +8 skill points (maximum skill 3 at start; raise to 4 later).
- Additional talents worth approximately 48 XP.
- One Minor Asset (4 XP) or one Follower (Cap 2).
- One additional bond or complication (narrative only; no extra XP).
Session Zero Tips
- Establish the table’s tone and stakes; tie character goals to campaign fronts.
- Map Bonds among PCs; mark possible bond-driven Boon triggers.
- Seed 1–2 personal Complications per PC for early spotlight.
- Discuss Patron choices (if any) and what their omens look like.
- Review Safety Tools (Lines, Veils, X-Card) before play begins.
Build Point Summary
| Element | Cost (XP) | Starting Max |
|---|---|---|
| Attribute (per point) | 3 × new rating | 3 |
| Skill (per point) | 2 × new level | 2 |
| Talent | varies | — |
| Bond (mutual) | +1 XP each (2 total) | 2 |
| Complication | +2 XP each (2 total) | 2 |
| Minor Asset | 4 XP | 1 |
| Follower (Cap 2) | 2 XP | 1 |
Attributes and Skills
Attributes
Every character has four attributes rated from 1 (weak) to 5 (exceptional). Attribute ratings determine the base number of dice for any action roll.
| Attribute | Description |
|---|---|
| Body | Strength, endurance, and physical resilience. Used for melee combat, athletics, and resisting fatigue. |
| Wits | Perception, speed, and quick thinking. Used for ranged combat, stealth, and noticing details. |
| Spirit | Willpower, focus, and resolve. Used for magic, resisting fear, and maintaining composure. |
| Presence | Charisma, command, and social influence. Used for persuasion, leadership, and deception. |
Skills
There are twelve skills. Each is rated 0 (untrained) to 5 (master), and the rating is added to an attribute to form the dice pool. Twelve is deliberate: a shorter list means fewer arguments about which skill applies, and every one of these is broad enough that the interesting question at the table is which attribute you are bringing to it, not which skill you are allowed to use.
Combat
| Skill | Covers |
|---|---|
| Melee | Close-quarters fighting, armed or unarmed — swords, axes, spears, fists, grapples, improvised weapons. |
| Ranged | Bows, crossbows, slings, thrown weapons, and firearms. |
Physical
| Skill | Covers |
|---|---|
| Athletics | Running, climbing, leaping, swimming, and sudden physical exertion. |
| Stealth | Moving unseen, hiding, camouflage, and going unremarked. |
| Endurance | Lasting. Resisting fatigue, poison, cold, hunger, fear and pressure — anything that asks how long you can hold. Spirit + Endurance is the standard test for holding yourself together. |
Practical
| Skill | Covers |
|---|---|
| Craft | Lay knowledge. Making, mending, and tending: smithing, carpentry, masonry, cooking, brewing, locks and mechanisms — and medicine, which is the same skill pointed at a body. Craft is what a person knows by having done it. |
Craft is slow magic. A rite disturbs the Weave; a craft does not. That is the only real difference, and it is a difference of speed rather than of kind. The smith who has kept one fire for forty years and the witch who calls something up in an evening are reaching for the same thing by different roads — and the smith's road, being slower, leaves no wake for anything to notice.
This is why dedication and mastery in a craft can produce results the world will call miraculous without a single tag being spent: a blade that will not dull, a hearth that will not go out, a splint that sets a bone straighter than it began. Mechanically these are Wonders, and they cost XP and Obligation like any other. Narratively, nobody involved would agree they were doing magic. The line between Craft and Witchcraft is genuinely blurred, and it is meant to stay that way — a Game Master should never have to rule on which side of it a village blacksmith's best work falls.
Social
| Skill | Covers |
|---|---|
| Sway | Moving people openly: persuasion, negotiation, charm, leadership, orders, and intimidation. Whether it reads as a plea, a command or a threat is a matter of attribute and fiction, not of skill. |
| Deception | Moving people covertly: lying, bluffing, disguise, forgery, talking past a checkpoint, casing a routine, knowing who fences what. |
| Performance | Singing, acting, oration, musical display, public speaking — and the Cantor's path, which is sung. |
Mental
| Skill | Covers |
|---|---|
| Insight | Reading what is in front of you — people, ground, evidence. Detecting a lie, picking the ambush lane, reconstructing a scene, interviewing a witness, tracking, reading weather. Deduction, from whatever the world has left lying about. |
| Lore | Knowing what is not in front of you. History, custom, religion, law, legend, local knowledge — and the performance of rites, which is knowledge applied aloud. Spirit + Lore is the standard roll for ritual work. |
Magic
| Skill | Covers |
|---|---|
| Arcana | Magic theory, identifying spells and wards, counterspelling, and free casting. The Weave as an object of study rather than of practice. |
Skills an expansion may add
Twelve is the core list, not a closed one. An expansion may introduce a thirteenth skill, and there is standing precedent for it — but the bar is deliberately high, because every added skill is a new argument at every table about which one applies.
A new skill has to clear one test: it must not be expressible as an existing skill under a different attribute. "Resolve" failed that test — it was Spirit + Endurance wearing a hat. "Command" failed it — Presence + Sway. If your idea reduces to one of the twelve with the right attribute in front of it, you have found a good use of a skill, not a new skill.
| Skill | Source | Why it earns a slot |
|---|---|---|
| Psionics | Psionics expansion | The worked example. It is not Arcana under a different attribute — Arcana studies the Weave, and psionics deliberately does not touch the Weave at all. Making it a separate skill is how the setting says so mechanically rather than only in prose. Trained only at tables using psionics. |
Note the shape of that justification, because it is the one to copy: a new skill is warranted when it marks a genuine metaphysical or structural distinction the twelve cannot express. Craft and Arcana are already separated that way — see Craft is slow magic above — and Psionics is separated from both on the same grounds.
Insight and Lore are the pair to get right. Insight reads the room; Lore knows what the room is for. A character who has never left their valley can have Insight 4. A character who has read everything and understands nobody can have Lore 4. Most investigations want both, in that order.
Skill Uses (Common Examples)
| Skill | Common Actions | Typical Difficulty |
|---|---|---|
| Melee | Attack with sword or axe | DV 3 (Controlled) |
| Ranged | Shoot a bow at Near range | DV 3 |
| Athletics | Climb a wall, leap a gap | DV 3–4 |
| Stealth | Hide from guards | Opposed by Insight |
| Insight | Track a creature, find water | DV 3–4 |
| Sway | Persuade a guard to look away | DV 3 (varies by leverage) |
| Insight | Detect a lie | DV 3 (opposed by Deception) |
| Lore | Recall historical or cultural knowledge | DV 2–4 |
| Insight | Search a room for clues | DV 3–4 |
| Craft | Stabilize a dying ally | DV 3–5 (by severity) |
| Arcana | Identify a magical effect | DV 4–5 |
| Lore | Perform a consecration or exorcism | DV 4–6 |
Default Skill for Common Actions
If an action does not clearly match a listed skill, the GM may default to the most appropriate attribute alone (e.g., a raw Strength check uses Body with no skill). However, encourage players to justify skill use through their approach.
Assistance and Skill Synergy
One character may assist the primary actor using the same or a complementary skill, granting +1 die. Relevant talents may improve that contribution, up to the assist cap of +3 dice. The GM may require the helper to succeed on a small roll (DV 2) to provide meaningful help.
Advancement & XP
Advancement in Fate's Edge reflects meaningful growth in capability and standing. XP is awarded for table-facing accomplishments, hard choices, and the dramatic friction that defines your story. Boons can be converted sparingly to accelerate growth.
Awarding XP
Choose a session pacing dial and stick to it for a campaign arc.
- Gritty: 4–6 XP per session (slow burn).
- Standard: 6–10 XP per session (default pace).
- Heroic: 10–14 XP per session (fast growth).
Session Awards (Guidelines)
| Award | XP |
|---|---|
| Table attendance | +2 |
| Major objective reached | +2–4 |
| Discovery or lore unlocked | +1–2 |
| Hard choice embraced | +1–2 |
| Complication spotlight | +1–3 |
| Bond or flag driven play | +1–2 |
| GM curveball award | +0–3 |
Milestones
- At the conclusion of a major story arc, award +8–12 XP to all players.
- Grant +2 XP to one player for a signature moment of the arc.
Boon Conversion
Once per session, during downtime, a character may convert 2 Boons → 1 XP (max 2 XP via conversion per session). All normal Boon limits apply (hold 5; trim to 2 at scene end).
Design Note: Boon conversion is a trickle, not a primary advancement path. The real value of Boons is in the moment—re-rolling a failure, activating an Asset, or improving Position. Hoarding Boons for conversion starves the table of drama. Spend them freely; the XP will come from your adventures. This is a trap.
Spending XP
| Improvement | Cost | Downtime |
|---|---|---|
| Attribute increase | new rating × 3 XP | new rating (days) |
| Skill increase | new level × 2 XP | new level (days) |
| On-screen Follower | Cap2 XP | 1–3 days (recruit and brief) |
| Minor Asset | 4 XP | 1 day |
| Standard Asset | 8 XP | 1 week |
| Major Asset | 12 XP | 1 month |
| Talent | as listed (2–12+ XP) | as listed |
Upkeep
Upkeep is paid once per Downtime period per asset or follower.
- Efficient (Higher XP, Less Time):
Upkeep XP = max(1, ⌈Acquisition XP ÷ 3⌉). Minimal effort. - Intensive (Lower XP, More Time): Cost = 1 XP. Requires a dedicated Downtime action with significant personal involvement.
Failure to pay: The resource degrades.
- Follower: Loyalty worsens one step (Faithful → Strained → Broken).
- Asset: Status worsens one step (Flourishing → Stable → Strained → Collapsed).
Rush Rule
When you buy or upgrade an ability during downtime, you may skip the normal training time by accepting a risk.
Rush Rule Procedure
- Declare: The player states they are rushing their training.
- Set Timer: The GM creates a Haste Timer
[4]. - Push Forward: Each downtime action during the rush, the player rolls Spirit + Endurance (DV 3) to represent pushing through fatigue and distraction.
- Clean Success: No tick. Progress continues smoothly.
- Partial: The timer ticks +1. The training is harder than expected.
- Miss: The timer ticks +2. Something goes wrong—a pulled muscle, a broken tool, a moment of doubt.
- Complete: If the timer reaches 4 before training completes, the ability or asset is flawed.
- Attribute/Skill: The new rating is gained, but the character suffers a temporary -1 die penalty until they spend a full downtime session retraining (removing the flaw).
- Asset: The asset is acquired but has a hidden complication (GM chooses: a rival knows about it, it requires unusual upkeep, or it's in a bad location).
- Talent: The talent works, but the GM gains 2 SB to spend on a complication tied to its rushed nature (e.g., the technique is flashy but draws attention, or it leaves an opening).
- Clean Success: If the timer never ticks (0 ticks after all required downtime actions), the ability is learned without flaw.
Tiers of Reputation
Reputation tiers reflect how the world responds to you and what your character can accomplish.
| Tier | XP Range | Standing | Mechanical Effect |
|---|---|---|---|
| I — Rookie | 0–40 | Local | Max dice pool 8d10; max 2 Followers; Prestige talents locked |
| II — Seasoned | 41–90 | Regional | Max dice pool 9d10; max 3 Followers; Prestige talents (7–10 XP) unlocked |
| III — Veteran | 91–150 | National | Max dice pool 10d10; max 4 Followers; Epic talents (11+ XP) unlocked |
| IV — Paragon | 151–220 | Continental | +1 max Boon hold (6); Factions respond to your requests |
| V — Mythic | 221+ | Legendary | +1 max Boon hold (7); World-shaping narrative permissions |
Note: the Mechanical Effect column for Tiers II and III was truncated mid-word in the source PDF's column layout ("un", "unloc"); reconstructed here as "unlocked."
High-Tier Play and Boons
As characters advance, the role of Boons shifts.
- At early tiers, Boons primarily buy reliability — negating Fatigue, stabilizing risky actions, or nudging Position.
- At higher tiers, Boons increasingly buy authority. A single Boon may force a truth, seal a pact, redirect consequences, or resolve a phase of a conflict outright.
High-tier characters typically have fewer Boons to rely on, but each spend carries greater narrative weight. This is intentional. Power at high tier comes from preparation, Bonds, oaths, and hard choices — not from inflating Difficulty Values. The world does not become harder to roll against simply because characters are stronger; instead, success and failure both reshape the story in larger ways.
High-Tier Example: The Archmage's Choice
A Tier IV archmage attempts to counterspell a world-ending ritual. She has 0 Boons left. She rolls 8 dice (Wits 5 + Arcana 3) vs DV 4. Result: 3 successes — a Partial.
Without Boons: She cannot re-roll. The GM rules: "The ritual slows, but a backlash rips through the ley lines. A nearby village is consumed by wild magic. You save the world, but at a cost."
With a Boon: She could re-roll a failure and possibly achieve a Clean Success, avoiding the backlash.
The scarcity of Boons made the Partial outcome feel meaningful, not like a failure. At high tiers, every Boon is precious—spend them wisely.
Advancement Notes
- Attribute cost scaling encourages diversification over single-stat spikes.
- Skill mastery yields tangible, fiction-first benefits.
- Prestige abilities (6+ XP) should be gated by narrative milestones or patron bargains.
Equipment
Weapons by Weight Class
A weapon's weight determines its Harm, its dice modifier at different ranges, and its tempo. Harm is applied directly when an attack hits; the dice modifier affects the attack roll, not damage.
Weight is not distance. Light, Medium and Heavy describe the weapon in your hands. Close, Near, Reach and Far describe the gap between you and the person you are trying to hit. The two sets of words never share a member, so "a Medium weapon at Near range" is unambiguous and always will be.
| Weight | Harm | Close | Near | Reach | Tempo |
|---|---|---|---|---|---|
| Light | 1 | +2d | +1d | — | Fast |
| Medium | 2 | +1d | +2d | — | Standard |
| Heavy | 3 | –1d | +3d | +0d | Slow |
Notes
- Fast tempo: You may move and attack in the same turn (Move + Action).
- Standard tempo: You may move or attack in a turn, not both.
- Slow tempo: Attacking requires a Set action before the attack. Set on one turn and swing on the next, ordered Move then Set, then Swing then Move — the two Actions land back to back (see 7.1) and you keep both Moves. You cannot Set and swing in the same turn unless a talent says otherwise.
- Heavy weapons at Close: Suffer –1d due to limited maneuvering room.
- Reach is where a hafted weapon can still touch you. A Heavy melee weapon threatens the Reach band natively — halberd, greatsword, war-scythe. It does so at no bonus: Reach is where such a weapon can reach, not where it does its best work. That is still Near, where its momentum arrives.
- A Light or Medium weapon threatens Reach only if it carries the
Haftedtag (spear, quarterstaff, light polearm), and then also at +0d. - A weapon cannot attack beyond its maximum listed range unless a talent or special ammunition extends it. A dash (—) means the weapon does not threaten that band at all.
Ranged Weapons and Ammunition
Ranged weapons use the same weight classes and the same tempo rules, but not the same range curve — a Heavy melee weapon is at its best at Near, while a Heavy ranged weapon is at its best at Far. They need their own table.
| Weight | Tempo | Close | Near | Far |
|---|---|---|---|---|
| Light | Fast | Controlled | +1d | — |
| Medium | Standard | Desperate | +2d | +1d |
| Heavy | Slow | Desperate | +1d | +3d |
Shooting into Close range moves Position, not dice: a Light ranged weapon manages it at Controlled, anything heavier at Desperate. A bow is not harder to aim at arm's length — it is harder to survive using.
Ranged weapons treat Reach as Near. An archer does not care whether the spear coming at them is at sword distance or haft distance; both are far too close. Reach is a melee band, and giving it a column here would be three numbers pretending to be a distinction.
Ammunition is tracked abstractly as part of Supply (see Section 6.6 below). A character may run low on ammunition when the GM spends SB on resource strain or during extended travel.
Armor
Armor does not reduce Harm directly. Instead, it converts incoming Harm into Fatigue. See the Armor Conversion Table below.
| Armor Type | 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 |
Notes
- Minimum 1 Fatigue per hit, even if conversion would give 0.
- Light armor: –1d to physical actions (optional).
- Medium armor: –1d to physical actions, –1d to Stealth, and subterfuge.
- Heavy armor: –2d to physical actions, –2d to Stealth, and subterfuge; cannot sprint.
Armor Conversion Examples
- Light armor vs Harm 1: take 1 Fatigue. No Harm.
- Medium armor vs Harm 2: take 1 Fatigue. No Harm.
- Heavy armor vs Harm 3: take 2 Fatigue. No Harm.
Shields (Optional)
Shields are worn in the off-hand. Using a shield restricts weapon size to Light or Medium.
| Shield | Benefit | Tradeoff |
|---|---|---|
| Buckler | +1d to Defend actions once per scene | Off-hand occupied; –1d to ranged attacks |
| Heater | +1d to Defend actions; 1 Harm → Fatigue per scene | Off-hand occupied; –1d to ranged attacks |
| Pavise | Plant to create heavy cover (one direction) | Bulky; cannot move while planted |
Mundane Gear
Most gear is abstracted. When you need a specific item (rope, lockpicks, torch), assume you have it unless the fiction says otherwise or the GM spends SB to declare a shortage.
The following items are tracked as part of Supply (see Section 6.6 below):
- Rations (1 day)
- Crowbar
- Torches (3)
- Hammer and spikes
- Waterskin
- Sack (large)
- Rope (10m)
- Grappling hook
- Tinderbox
- Lantern and oil
- Bedroll
- Healer's kit (3 uses)
Supply Timer
Supply Timer [4]: A shared party resource tracking access to food, water, ammunition, and basic gear. When the timer fills, the party runs out of a critical resource (GM chooses: food, water, ammunition, or a specific tool). Resupply at settlements, through successful foraging, or by spending a Cache token (see Asset rules).
Each Supply segment represents approximately one day's worth of resources for the party.
Ticking the Supply Timer:
- The Quartermaster fails a travel roll (§16, Travel Framework).
- The GM spends SB on scarcity or resource strain.
- The party is forced to march without resupply.
- Extended travel through hostile or barren terrain.
Clearing Supply Segments:
- Reaching a settlement resets the timer to Full (0 segments).
- A successful foraging roll (Wits + Lore, DV 3) clears 1 segment.
- Spending a Cache token (see Asset rules) clears 1 segment.
When the Supply Timer is at 2 segments (Dangerous), each character gains 1 Fatigue per day until resupplied. At 3 segments (Empty), characters begin taking Harm 1 per day (starvation, dehydration, exposure).
Equipment Condition
All gear can become Neglected or Compromised.
- Neglected: Weapons suffer –1 die on attack rolls; armor conversion worsens by one step (e.g., Light behaves as Unarmored). Neglected gear is usable but unreliable.
- Compromised: Weapons suffer –1 die on the first attack each round; armor provides no conversion (all Harm applies directly). Compromised gear is barely functional.
Repair
- Neglected → Functional: Requires a short rest (1 hour) and access to basic tools.
- Compromised → Neglected: Requires a scene of dedicated work (Craft test, DV 3) or a visit to a smith.
- Compromised → Functional: Requires significant downtime (a full day) and a successful Craft test (DV 4) or a professional smith.
- Enchanted items require the same repairs; enchantments are inactive while the item is Compromised.
Magical Items (Enchantments)
Enchantments are permanent magical modifications treated as Minor or Standard Assets (§14.2). Each enchantment costs XP and counts toward the item's enchantment limit.
Enchantment Limits
- Light item: maximum 1 enchantment.
- Medium item: maximum 2 enchantments.
- Heavy item: maximum 3 enchantments.
Sample Enchantments
- Keen Edge (2 XP): +1 die when attacking armored targets.
- Flaming Blade (4 XP): +1 Harm against creatures vulnerable to fire; +1 Effect against cold-based foes.
- Soulfire Weapon (6 XP): Ignores 1 point of armor or resistance.
- Shadowweave Armor (2 XP): +1 die to Stealth rolls while moving.
- Runed Plate (4 XP): Reduce magical backlash severity by one step (e.g., Moderate → Minor).
- Boots of Sure Step (3 XP): Ignore difficult terrain penalties.
Removing an Enchantment
An enchantment can be removed with a ritual (Wits + Arcana, DV 4) costing 1 XP per enchantment level. The item is not damaged.
Weapon and Armor Acquisition
- Mundane weapons and armor are acquired through play (found, looted, purchased with Supply, or granted as part of character background). No XP cost.
- Masterwork or enchanted items require XP expenditure (as Assets) or narrative quests.
- A character begins play with one Light or Medium weapon and one set of Light or Medium armor appropriate to their background.
Action Economy
Turn Structure
Each character takes 1 Action and 1 Move on their turn. Actions and Moves may be taken in any order. A character may use a Boon to re-roll their action at the expense of their Move if they still have it available.
Ordering is the whole answer to two-part actions. Because the order is free, a character who takes Move then Action on one turn and Action then Move on the next has taken two Actions back to back, with nothing of their own in between, and still moved twice.
That is how anything needing two Actions resolves — setting a Heavy weapon and swinging it, loading a Slow weapon and firing it, any talent that says "then, on your next turn". None of them need a rule of their own. They need the ordering freedom this section already grants, and a player who knows to use it.
What it costs is not time but commitment. Everyone else in the round still acts between your two Actions. You have announced where you will be and what you are about to do, and the table gets a turn to make you regret it — which is the tension a slow weapon exists to create, and a good thing for the GM to spend a Story Beat on.
Move
- Shift one range band: Close ↔ Near ↔ Reach ↔ Far.
- Reposition within the same range band (e.g., from behind one tree to another). This does not change your range band but may affect cover or line of sight.
- Stand: Use your Move to stand from prone.
Actions
Attack
Make a melee or ranged attack versus DV set by the GM and fiction. Ranged attacks made while within Close range of an enemy are Desperate (re-roll one success).
Disengage
Action (not a Move). You prepare to retreat safely. After taking Disengage, your Move this turn does not provoke opportunity attacks. You cannot also Attack this turn.
Dash
Action. Move two range bands (e.g., Close → Reach). Your next defense roll is Desperate.
Charge (Full Turn Action)
Move up to two range bands toward an enemy and make one melee attack. Costs 1 Fatigue. Your next defense is Desperate. Consumes both your Action and Move. Requires open ground (no difficult terrain). If your target is behind full cover, you cannot complete the Charge — you may move up to the cover and end your turn there; the attack is lost.
Two bands is the limit, so a Charge from Far arrives at Near, not in the target's face. Crossing the last band to Close is another turn. This is correct: sprinting the length of a field into knife range, under whatever is being aimed at you, is not one beat of a fight.
Skirmish (Full Turn Action)
Move up to two range bands away from an enemy and make one ranged attack. Costs 1 Fatigue. Your next defense is Desperate. Consumes both Action and Move. Requires open ground. If you start your turn hidden, you may Skirmish: leave cover, move, shoot, and may end your turn in new cover if available. You are exposed during movement and the shot; opportunity attacks apply normally.
Observe / Change Position
Take a beat to read the field or set angles. Gain +1 Position for one action this turn (e.g., Controlled → Dominant). Limit once per turn; cannot exceed Dominant.
Setup (Teamwork)
Create advantage for an ally. On success, grant their next action +1 Position or step up Effect (GM's call).
Assist (Teamwork)
Spend 1 Boon to give an ally +1 die on their current roll. You share appropriate risk or consequence.
Protect
Adopt a guarding stance or body-block. Choose a nearby ally. Until your next turn, you may intercept one hit targeting them and roll to resist it. On success, reduce or negate Harm; you take any fallout the GM assigns.
Interact
Lift, pull, flip a lever, shove a foe, break an object, apply a poultice, reload, draw or stow a weapon, hide, or search. GM sets DV and Effect.
Defend
Spend your Action or Move to enter a defensive stance. Until your next turn, you count as Defending. When resisting any attack or effect, improve your Position by one step (or gain +1 die if already Dominant).
Free Actions
Short shouts, dropping an item, a quick glance. Longer or tactical assessments require Observe / Change Position or Interact.
Reactions (Out of Turn)
- Opportunity Attack: When an enemy leaves your Close range without using Disengage, you may make one free melee attack (Controlled Position, no action cost). This does not consume your action for the round.
- Protection may trigger when an ally is hit and you are in position.
- Class and asset reactions fire as written (e.g., counter-runes, ripostes).
Actions that provoke opportunity attacks when performed while engaged in Close with an enemy:
- Making a ranged attack (bow, crossbow, thrown weapon).
- Casting a spell that does not have the
[TOUCH]or[WARD]tag.
Sidestep Strike
As part of a melee attack action, you may move one range band (Close ↔ Near, Near ↔ Reach, or Reach ↔ Far) without using your Move action for the turn. If you do so, your Position for that attack worsens by one step (e.g., Controlled becomes Desperate, Dominant becomes Controlled). You cannot also use your regular Move action in the same turn.
Shove
Action. Opposed Body + Athletics vs. target's Body + Athletics. On success, push the target back one range band (Close → Near). The target suffers –1 Position on their next action.
Grapple
Action. Opposed Body + Melee vs. target's Body + Athletics. On success, both characters are engaged (cannot move apart). The grappled target suffers –1 die on all actions. Breaking free requires a new opposed roll as an action.
Hiding and Cover
- To hide, a character must be behind full cover (e.g., a large tree, a wall) or in heavy concealment (dense fog, darkness).
- Take the Interact action to hide, rolling Stealth (or appropriate skill) vs. the Perception of any observers.
- Once hidden, you are not a valid target for attacks unless an attacker first uses an action to Search (Perception vs. your Stealth) or you reveal yourself by attacking or moving into the open.
- If you move out of cover to attack, you are no longer hidden for the duration of the attack and may be subject to opportunity attacks if you leave an enemy's Close range.
Ready and Overwatch
Players may hold an action with a clear trigger (e.g., "I shoot the first enemy who comes through that door"). If the trigger occurs, resolve the held action before the next exchange starts.
Refresh Windows
- Once per scene effects reset at scene end.
- Once per exchange effects reset at the next beat.
Summary Table of Actions
| Action | Cost | Effect |
|---|---|---|
| Attack | 1 Action | Make melee or ranged attack. |
| Disengage | 1 Action | Move does not provoke opportunity attacks; cannot Attack. |
| Dash | 1 Action | Move two bands; next defense Desperate. |
| Charge | Full turn (Action + Move), 1 Fatigue | Move two bands toward enemy + melee attack; next defense Desperate. |
| Skirmish | Full turn (Action + Move), 1 Fatigue | Move two bands away + ranged attack; next defense Desperate. |
| Observe | 1 Action | +1 Position on next action this turn. |
| Setup | 1 Action | Grant ally +1 Position or +1 Effect. |
| Assist | 1 Boon | Grant ally +1 die on current roll. |
| Protect | 1 Action | Intercept one hit on nearby ally. |
| Interact | 1 Action | Manipulate environment, hide, search, etc. |
| Defend | 1 Action or Move | Defensive stance; +1 Position or +1 die to resist. |
Combat
Combat uses the same core resolution loop as any other encounter: declare intent, set Position and DV, roll, apply outcome. This section provides specific rules for violence, movement, and tactical positioning.
Rhythm of Battle
Fate's Edge does not use fixed initiative. The GM spotlights characters based on the fiction, circumstances, and tension.
- Ambushers act first. Targets respond after the opening exchange.
- Spotlight shifts mid-scene if fictionally appropriate (e.g., reacting to a falling ceiling, seizing a moment).
- Players may suggest acting when it makes sense in the fiction.
Turn Structure
Each character's turn consists of 1 Action and 1 Move. Actions and Moves may be taken in any order. Repeating the same Action is not allowed unless noted.
Move
Move up to one range band (Close → Near → Reach → Far, or vice versa). You may also use your Move to reposition within the same range band (e.g., from behind one tree to another at the same distance). This does not change your range band but may affect cover or line of sight.
- Stand: Use your Move to stand from prone.
- Dash (Action): Gain an extra Move. You may move two bands total in your turn. Your next defense roll is Desperate.
Disengage (Action)
Prepare to retreat safely. After taking Disengage, your Move this turn does not provoke opportunity attacks. You cannot also Attack this turn.
Range Bands
| Band | Default | Notes |
|---|---|---|
| Close | Touching | Grapples, knives, short weapons. Inside the arc of anything longer. |
| Near | A step and a swing | One-handed weapons at their best. Thrown weapons, short bows, most magic. |
| Reach | A haft away | Where a spear, polearm or greatsword still touches you and a sword does not. |
| Far | Distant (same site) | Beyond every melee weapon. Long bows, line spells; needs time or a route to close. |
| Absent | Off-screen | Outside the scene frame; needs travel or a cut to interact. A state, not a distance. |
Four bands, and each is named for what crosses it. Close is decided by hands, Near by a sword, Reach by a haft, Far by a bow. Absent is not a fifth distance — it is the scene declining to contain someone.
Reach exists because a polearm is not a long sword. A spear held at the haft governs a stretch of ground a blade cannot answer, and the person standing in it is in a fight the swordsman has not joined yet. A band is the honest way to say that: it is a place on the table that both players can point at, rather than an exception carried on one weapon's card.
On names. Three vocabularies describe a weapon in play and they share no word between them. Distance is Close, Near, Reach, Far. Weight is Light, Medium, Heavy. Tags are Hafted, Infighting, Accurate, Brutal, and the rest. Any sentence combining them reads exactly one way, which is the whole reason the lists are kept apart.
Melee Flag
Two parties are "in Melee" when they are directly engaged and within a band each can threaten — Near for most weapons, Reach for a Heavy or Hafted one. A spearman at Reach against a swordsman is in Melee; the swordsman is not, until one of them closes.
- Enter Melee: 1 Move from Near (Controlled if under fire).
- Leave Melee: 1 Move to break off. If threatened, you must take the Disengage action. Without Disengage, leaving Close range provokes a free opportunity attack.
Opportunity Attacks
Moving out of an enemy's Close range without using the Disengage action provokes one free melee attack from that enemy. The attack is resolved normally (Position usually Controlled) and does not consume the enemy's action for the round.
Additionally, the following actions provoke an opportunity attack if performed while engaged in Close with an enemy:
- Making a ranged attack (bow, crossbow, thrown weapon).
- Casting a spell that does not have the
[TOUCH]or[WARD]tag.
Full Turn Actions
Charge
Move up to two range bands toward an enemy (e.g., Far → Reach → Near) and make one melee attack. The track is four bands long, so a charge from Far arrives at Near — sword distance — and not in the target's face. Closing the last band takes another turn, or a talent.
- Costs 1 Fatigue.
- Your next defense is Desperate.
- Consumes both your Action and Move.
- Requires open ground (no difficult terrain) unless you have a talent that overrides this.
- If your target is hidden behind full cover, you cannot complete the Charge. You may move up to the cover and end your turn there; the attack is lost.
Skirmish
Move up to two range bands away from an enemy and make one ranged attack.
- Costs 1 Fatigue.
- Your next defense is Desperate.
- Consumes both your Action and Move.
- Requires open ground.
- If you start your turn hidden, you may Skirmish: leave cover, move, shoot, and may end your turn in new cover if available. You are exposed during movement and the shot; opportunity attacks apply normally.
Cover and Hiding
Cover
- Partial cover: +1 DV to target you.
- Full cover: You cannot be targeted directly.
Hiding
To hide, a character must be behind full cover or in heavy concealment (dense fog, darkness). Take the Interact action to hide, rolling Stealth (or appropriate skill) against the Perception of any observers.
- Once hidden, you are not a valid target unless an attacker first uses an action to Search (Perception vs. your Stealth) or you reveal yourself.
- Revealing yourself by attacking or moving into the open ends the hidden state. You are exposed for the duration of the attack and may provoke opportunity attacks if you leave an enemy's Close range.
Height Advantage
Attacking from higher ground (e.g., a ledge, rooftop, or horse) grants +1 die or +1 Effect (GM's choice).
Difficult Terrain
- Costs 2 Move actions to traverse one band (or a full action to Dash).
- Charge and Skirmish require open ground unless the character has the Relentless talent.
Mounted Combat (Simplified)
If you have a War Mount and the Cavalier talent (or equivalent):
- Charging into melee from Far → Near: +2 dice.
- Firing while disengaging Near → Far: +2 dice.
The bonus applies only when movement is part of the action. Misses and Partials often cost mount Fatigue, equipment damage, or narrative complications.
Combat Action Options
In addition to standard actions (Attack, Disengage, Dash), characters may take:
- Shove (Action): Opposed Body + Athletics vs. target's Body + Athletics. On success, push the target back one range band (Close → Near). The target suffers –1 Position on their next action.
- Grapple (Action): Opposed Body + Melee vs. target's Body + Athletics. On success, both characters are engaged (cannot move apart). The grappled target suffers –1 die on all actions. Breaking free requires a new opposed roll as an action.
- Protect (Action): Adopt a guarding stance. Choose a nearby ally; until your next turn you may intercept one hit on them and roll to resist it. On success, reduce or negate Harm; you take any fallout the GM assigns.
- Setup (Action): Create advantage for an ally. On a success (appropriate roll, DV set by GM), grant their next action +1 Position or step up Effect.
- Defend (Action or Move): Enter a defensive stance. Until your next turn, improve your Position by one step when resisting any attack or effect (or gain +1 die if already Dominant).
Default Combat Assumptions
To keep play moving, the GM may assume:
- Default range = Near.
- Default Position = Controlled.
- Default Effect = Standard.
- Move one band per Move action unless terrain or fiction says otherwise.
Example: Melee Exchange
Thane charges a goblin archer.
- Thane declares Charge (Far → Near → Close). Costs 1 Fatigue.
- GM: "Controlled, DV 3. On a Miss, the goblin gets a parting shot."
- Thane rolls Body 3 + Melee 3 = 6 dice: 9, 7, 6, 4, 2, 1 → 3 successes vs DV 3. Clean Success.
- Thane deals his weapon's Harm (Medium weapon = Harm 2). The goblin is injured.
- Thane's next defense is Desperate due to Charge.
Integration with Fatigue and Harm
Combat frequently marks Fatigue (from Charge, Skirmish, and enemy abilities) and Harm (from successful attacks). See §9, Health, Fatigue, and Harm.
Health, Fatigue, and Harm
Fatigue Track
Each character has a Fatigue track equal to their Body attribute (minimum 1). Fatigue represents exertion, strain, and the accumulation of minor physical toll.
Marking Fatigue: Mark Fatigue for the following:
- Performing a Charge or Skirmish action (1 Fatigue).
- Forced marches, extreme effort, or environmental strain (GM discretion).
- Magical costs (e.g., Pushing a Rite, Backlash, Obligation overflow).
- Converting a Boon effect to Fatigue (substitution rule).
Effect of Fatigue
Each point of Fatigue worsens your Position by one step:
Dominant → Controlled → Desperate
If you are already at Desperate Position, each additional point of Fatigue instead imposes a –1 die penalty on all your rolls (cumulative).
Harm Levels
Harm represents serious injury. There are three levels:
| Harm Level | Effect |
|---|---|
| Harm 1 | –1 die on actions directly related to the injury (GM discretion). |
| Harm 2 | –1 die on most actions until treated. |
| Harm 3 | Incapacitated or dying (cannot act; requires stabilization). |
Taking Harm and Fatigue — The Procedure
When you take Harm from an attack, hazard, or magical backlash, resolve in the following order:
- Convert. Use the Armor Conversion Table to turn incoming Harm into Fatigue. Minimum 1 Fatigue per hit, even if conversion would give 0.
- Apply remaining Harm. If any Harm remains after conversion:
- Clear all existing Fatigue (the shock of a wound resets exhaustion).
- Increase your Harm level by the number of Harm points remaining.
- Add Fatigue. Add the Fatigue from step 1 to your Fatigue track.
- Check for Overflow. If your Fatigue total equals or exceeds your Body (track size):
- Increase Harm by one level.
- Clear all Fatigue.
- Any excess Fatigue beyond the track size is lost.
Check overflow once per resolved hit or separate Fatigue event; discard excess Fatigue.
Armor Conversion Table
Armor does not reduce incoming Harm directly. Instead, it converts Harm to Fatigue according to the table below.
| Armor Type | 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 |
Example: Light armor vs Harm 2 becomes Harm 1 + Fatigue 1. Heavy armor vs Harm 3 becomes Fatigue 2.
Recovery
Fatigue Recovery
- Short rest (1 hour): Remove 2 Fatigue.
- Full night's rest (8 hours): Remove all Fatigue.
Harm Recovery
- Medical care: A successful Craft roll (DV 3–5, depending on severity) can reduce Harm by one level after a scene of treatment. A critical success may remove two levels.
- Magical healing: A
[HEAL]spell or Rite can reduce Harm by one level (see Magic system). - Natural recovery: Without medical or magical aid, one level of Harm heals after one week of rest. Harm 3 requires intervention.
Substituting Fatigue for Boons
If you have no Boons remaining (or wish to conserve them), you may pay 1 Fatigue in place of 1 Boon to activate an active, in-the-moment effect that normally costs a Boon:
- Re-rolling a die.
- Activating an Asset (GM discretion; delicate assets may not be usable while exhausted).
- Improving Position by one step before a roll.
- Powering a Rite or ability that explicitly requires a Boon.
This substitution cannot be used for:
- Boon-to-XP conversion (downtime only).
- Effects that require a Boon as a narrative resource (e.g., certain Talents or Patron bargains).
The GM may veto this substitution if the fiction makes it implausible (e.g., activating a delicate spy network while exhausted). This does not change the effect's outcome; it merely changes the resource spent.
Example: Armor and Overflow
Heavy armor, Body 2, currently Fatigue 1, Harm 0. Hit with Harm 3.
- Convert: Harm 3 → Fatigue 2 (from table).
- Apply remaining Harm: 0 remaining (all converted). No Harm applied, no Fatigue cleared.
- Add Fatigue: 1 (current) + 2 = 3. Track size is 2 → overflow.
- Overflow: Harm 0 → 1. Clear all Fatigue. Excess lost.
- Result: Harm 1, Fatigue 0.
Death and Dying
At Harm 3, a character is incapacitated. They cannot take actions. They may still speak weakly or crawl at the GM's discretion.
Stabilization
An ally may use an action to stabilize the dying character with a successful Craft roll (DV 3).
- On success: The character remains at Harm 3 but is stable (no further deterioration). They can be moved carefully but cannot act.
- On failure: The dying character suffers 1 Fatigue (the effort of trying to save them takes a toll). The healer may attempt again, but each subsequent attempt increases the DV by 1 (DV 4, DV 5, etc.).
- On a second consecutive failure: The character's condition worsens—they are now Dying and will die at the end of the current round unless stabilized by a Critical Success (three successes above DV) or magical intervention.
Timing: Without stabilization, a character at Harm 3 will die within approximately 10 minutes of in-game time (or before the scene's tension resolves, whichever is shorter). The GM may extend this window if the fiction supports it (e.g., a skilled healer is nearby, a Patron intervenes).
Raising Harm Above 3
If a character at Harm 3 takes additional Harm, they die immediately. Resurrection or miraculous recovery is possible only through major rituals, Patron intervention, or narrative circumstances (GM discretion).
Encounters
All encounters — combat, social, environmental, magical — use the same core engine: Position, Effect, DV, Boons, and Story Beats (SB). Timers track progress toward resolution or the escalation of threats.
Common Framework
- State Intent & Approach. What do you want to achieve, and how?
- Set Position & DV. GM determines risk (Dominant/Controlled/Desperate) and difficulty (2–7+).
- Roll Attribute + Skill. Each 6+ = success; each 1 = SB for the GM.
- Apply the Outcome Matrix. Clean Success, Success with SB, Partial, Miss.
- Spend SB. GM introduces complications, shifts Position, or advances timers.
Timers in Encounters
Timers track cumulative progress or increasing pressure.
- Progress Timer (4–8 segments): Fill to succeed (e.g., persuasion, escaping a maze).
- Threat Timer (4–8 segments): Fill to trigger a disaster (e.g., reinforcements, structural collapse).
- Contest Timers: Two timers — one for each side; first to fill wins.
Ticking Timers:
- Partial: 1 tick (GM discretion).
- Clean Success: 2 ticks.
- Miss: may tick opposition timers.
- GM may spend SB to tick a timer.
Environmental Encounters
Terrain and Positioning
- Height Advantage: +1 die or +1 Effect for attacks from above.
- Cover: Partial cover (+1 DV to target you); Full cover (cannot be targeted directly). You may Hide behind full cover (Stealth vs Perception).
- Difficult Terrain: Costs 2 Move actions to traverse one band (or a full action to Dash). Charge/Skirmish require open ground unless the Relentless talent is used.
Hazards and Timers
Active hazards (fire, flooding, toxic gas) are represented by Threat Timers:
- Tick the timer on missed rolls, GM SB spends, or at scene intervals.
- When the timer fills, the hazard triggers (e.g., collapse, wave of fire).
- Characters may attempt to slow or disable the hazard (e.g., Craft to seal a gas leak, Magic to freeze spreading flames). Treat as a Progress Timer.
Example: Collapsing Bridge [6] — ticks on each Partial or Miss. At 3 segments, footing becomes Desperate; at 6, the bridge falls.
Magical Encounters
Adjudicating Spells in Combat
- Free Caster (Spellcraft): Weave then Cast (2 actions). Push (mark Fatigue) to compress to 1 action. Casting while Engaged worsens Position by one step unless the spell has
[TOUCH]or[WARD]. - Runekeeper (Rites): Invoke a Rite as 1 action; mark Obligation. Push It (+1 Obligation) for increased effect.
- Invoker (Symbols): Ritual takes DV+1 rounds. Crack the Seal (instant) marks +2 Obligation (+3 for High Rites); Symbol becomes Compromised.
- Cantor (Songs): Sing a Song (1 action, resolves at start of next turn). Push to resolve immediately (mark Fatigue + advance Corruption).
Traps and Wards
- Discover: Wits + Insight vs DV 4–5.
- Disable: Contested roll vs trap's tick. Clean Success = neutralized; Partial = disable but generate SB; Miss = trap activates.
- Activation: GM spends SB to trigger trap (damage, condition, timer advance).
- Wards: Magical barriers with a DV (3–6). Crossing without dispelling triggers the effect and ticks any relevant Leash by the ward's DV.
Summoning and Spirits
- Leash Capacity: Cap + Spirit segments.
- Ticks: Spirit takes Harm (1 per Harm level); acts against its nature (1); crosses a ward without dispelling (ticks = ward's DV); split focus (1).
- Leash fills: Spirit acts once to its nature (potentially hostile) then departs.
- Boon Finesse: Summoner may spend 1 Boon to clear 1 tick (once per round).
Extended Rituals and Downtime Encounters
Use a Progress Timer (4–12 segments). Each segment represents a scene or a block of time. Players describe their approach and roll an appropriate skill; success advances the timer. Complications (GM SB) may add segments, require rare components, or draw unwanted attention.
Quick Reference Table
| Encounter Type | DV (Default) | Typical Skills | Common Timers |
|---|---|---|---|
| Combat | 3 (Controlled) | Melee, Ranged, Athletics, Sway | Mob Overwhelm [6], Hazard [4–8] |
| Social | 3 (Controlled) | Sway, Deception, Insight, Sway | Persuasion [4–8], Opposition [4] |
| Environmental | 3–4 (varies) | Athletics, Endurance, Craft, Stealth | Collapse [6], Flood [6], Chase [4] |
| Magical | 4–6 (specific) | Arcana, Lore, Spirit+Endurance | Leash [Spirit+TL], Ritual [6–12] |
GM Reminders
- Let non-specialists contribute — use Setup and Assist actions, and allow creative skill use.
- Spend SB to escalate, not punish. A well-spent SB changes the situation, creating new choices.
- Timers make progress visible. When a timer ticks, describe what changes in the fiction.
- Follow the procedure for Armor & Fatigue: convert, apply remaining Harm (clears existing Fatigue), then add Fatigue. Minimum 1 Fatigue per hit.
Complications & Timers
Complications are the narrative, mechanical, and environmental consequences that arise from failure, pressure, or the GM spending Story Beats. Timers are the primary tool for tracking accumulating threats or progress.
Story Beats (SB)
Story Beats are the GM's currency for introducing complications. Each die result of 1 generates 1 SB. Re-rolling a 1 does not erase its SB; if the re-rolled die also shows 1, it generates additional SB.
Limits on SB per Scene
- Base SB budget: 4 + highest character Tier (e.g., Tier I = 5, Tier III = 7).
- Maximum 12 SB for standard scenes, 16 SB for climactic scenes.
- Unspent SB may carry over between scenes (GM discretion, max 4).
Boons (Player Resource)
Boons are the players' resource for mitigating complications or turning the tide. See §3, the Core Mechanic, for how they are earned and spent.
Timers
Timers track accumulating threats or progress. They are a visible way to manage pressure.
When to Use a Timer
- Threat Timer (4–8 segments): Fills with enemy action, environmental decay, or social collapse. When full, a defined disaster occurs.
- Progress Timer (4–8 segments): Fills with player successes to achieve a goal (e.g., escape, research, negotiation).
- Contest Timers: Two timers race – first to fill wins.
Ticking Timers
Timers advance when:
- The GM spends SB (e.g., 1 SB = tick a relevant timer +1).
- A failed roll directly relates to the threat (GM discretion).
- A scene transition or scripted event occurs.
Example Timers
| Timer | Ticks On | On Fill |
|---|---|---|
| Guards Incoming 6 | Noise or missed stealth | A patrol arrives. |
| Collapsing Bridge 4 | Failed Athletics or heavy impacts | Bridge falls. |
| Patron's Patience 8 | Each time Obligation is ignored | Patron demands service. |
Hazards
Hazards are ongoing complications that require action to avoid or mitigate.
Environmental Hazards
- Active: Fire spreading, flooding, toxic gas – represented by a Threat Timer that ticks each round or on SB spends.
- Passive: Difficult terrain, darkness, extreme heat/cold – impose Position penalties or DV modifiers.
Social Hazards
- Rumors: A timer that advances when the party fails social rolls; when full, a faction turns hostile.
- Scrutiny: Worsens Position for stealth or deception.
- Reputation Damage: Future social rolls start at worse Position.
Magical Hazards
- Backlash Zone: An area where free casting automatically generates +1 SB per spell.
- Ward / Seal: Requires a roll to pass; failure triggers a consequence (harm, alarm, etc.).
- Leaking Veil: Spirits or fey occasionally manifest spontaneously (GM spends SB to introduce).
Fear Effects
When a character escalates on the Fear Track (Shaken → Frightened → Panicked), roll or choose an effect from the table below. Apply to NPCs by default; PCs may adopt as narrative guidance.
| d10 | Effect | Magic Tags |
|---|---|---|
| 1 | Freeze: Cannot act this round, staring or trembling. | Silence, Stasis |
| 2 | Flee: Must move at full speed away from the source of Fear. | Movement, Wind |
| 3 | Drop: Drops what they are holding. | Disarm, Break |
| 4 | Beg: Pleads or bargains incoherently. | Compulsion, Voice |
| 5 | Hide: Seeks cover, concealment, or allies. | Shadow, Illusion |
| 6 | Attack in Panic: Lashes out wildly at the nearest target. | Rage, Fire |
| 7 | Blunder: Stumbles into danger (trap, hazard, off balance). | Chaos, Trickery |
| 8 | Obey: Instinctively follows a simple command from the fear-causer. | Command, Charm |
| 9 | Break Down: Sobs, prays, or becomes useless until aided. | Curse, Despair |
| 10 | Catatonia: Becomes unresponsive, requiring intervention. | Sleep, Dream |
Fear Track Escalation
- Shaken: Apply minor effects (hesitation, –1 die, startled).
- Frightened: Roll normally on the table.
- Panicked: Apply severe or exaggerated results (e.g., 2 = reckless flight into danger, 6 = attacks allies).
The Deck of Consequences (Optional)
The Deck of Consequences is a narrative tool that turns Story Beats into thematic, unpredictable complications. It replaces or supplements GM fiat with randomized twists.
Deck Structure
Use a standard 52-card deck (jokers optional). Suits map to complication themes:
| Suit | Theme |
|---|---|
| Hearts | Social / Emotional |
| Spades | Physical / Harm |
| Clubs | Material / Cost |
| Diamonds | Magical / Spiritual |
Rank Severity
- 2–5: Minor inconvenience (noise, Fatigue 1, small delay).
- 6–10: Moderate setback (alarm raised, gear broken, Position worsened).
- J, Q, K: Major consequence (reinforcements, key gear destroyed, front timer advanced).
- A: Severe twist (trap springs, authority arrives, scene shifts).
When to Draw
The GM may draw from the deck when:
- A roll shows two or more 1s.
- The GM spends 2+ Story Beats at once.
- A major timer fills (scene or campaign timer).
- During travel to generate an unexpected encounter.
Aim for 1–2 draws per session; more if the tone skews chaotic.
Procedure
- Note the number of SB spent (or generated).
- Draw a number of cards equal to the SB spent (minimum 1, maximum 3).
- Synthesize a single narrative complication from the combination of suits and the highest rank.
- Do not reshuffle until the deck runs out or the session ends – this creates a natural "fate budget."
Shortcut Table for Synthesis
| Suit | Low (2–5) | High (J–A) |
|---|---|---|
| Hearts | Awkward social moment | Betrayal, scandal, broken trust |
| Spades | Bruise, small stumble | Serious injury, structural collapse |
| Clubs | Minor loss (rations, coins) | Major asset destroyed, debt called |
| Diamonds | Omen, eerie noise | Patron demand, reality bends |
Integrating Complications with SB and Boons
- SB and Boons create a push-pull: SB gives the GM tools to escalate; Boons give players tools to recover or resist.
- A well-spent SB should change the situation, not just punish. Offer the player a Devil's Bargain:
"I will spend 2 SB to have the guard turn around – but you will owe a favor."
- Timers make threat visible; when a timer ticks, describe what changes in the fiction.
Example: Complication in Action
Lyra misses a stealth roll (0 successes) while sneaking past a guard post. She gains 2 Boons. The GM spends 1 SB:
"Your foot scrapes a loose stone – the guard looks up."
(Tick Guards Alert [4] +1.)
Later, the GM spends another 2 SB:
"The guard calls for backup – two more arrive. New timer: Reinforcements [6]."
Lyra uses 1 Boon to re-roll a failed athletics test to climb a wall, escaping just as the timer reaches 4.
Another scene: Lyra rolls three 1s on a critical casting. The GM draws three cards from the Deck of Consequences: Knave of Hearts, 7 of Clubs, Ace of Spades. Synthesis:
"You slip past the first guard, but your cloak catches on a rusty nail (resource drain). Worse, the second guard recognizes your face from a wanted poster – she is your cousin (social betrayal). She hesitates, then shouts 'Traitor!' As she draws her blade, a hidden portcullis drops behind you (scene shift). You are trapped in the courtyard."
NPC Templates
This section provides ready-to-use templates for non-player characters, from common guards to supernatural spirits. Each template includes a Threat Level (capability tier), Harm output, typical dice pools, and special abilities. GMs may adjust values up or down by one step to suit the fiction.
Rating an Adversary: Threat Level
Every adversary in Fate's Edge is rated on one axis: Threat Level (TL), an integer from 1 to 10. TL is the whole rating. It sets how hard the thing hits, roughly how big its pools are, and how much punishment it absorbs before the scene turns.
Three words that look like ratings are not ratings, and never appear on an adversary:
- Tier means a player character's progression band by XP (Tier I Novice through Tier V Mythic). A creature does not have a Tier.
- Cap means a Follower's Capability, 1–5, bought at Cap² XP. A creature does not have a Cap. A Follower who fights is rated by Cap because you paid for them; an adversary is rated by TL because you did not.
- Class, where it appears in older material, is a taxonomy — Class I spirits, Class IV spirits — not a difficulty. It is a name for a kind of thing, not a number.
| TL | What it is | Key Attributes | Harm it deals | Resilience |
|---|---|---|---|---|
| 1 | Rabble — frightened, untrained, dangerous in numbers only | 1–2 | 1 | 3 (standard) |
| 2 | Minion — a guard, a thug, a hungry animal | 2 | 1–2 | 3 (standard) |
| 3 | Standard — the competent professional; most of what fills a scene | 2–3 | 2 | 3 (standard) |
| 4 | Elite — a knight, a trained killer, a greater beast | 3 | 2–3 | 3 (standard) |
| 5 | Lieutenant — named, and worth naming | 3–4 | 3 | 8 (advanced) |
| 6 | Mini-boss — anchors an encounter by itself | 4 | 3–4 | 8 (advanced) |
| 7 | Boss — anchors a session | 4–5 | 4–5 | 8 per phase, 2 phases |
| 8 | Greater boss — anchors an arc | 5 | 5–6 | 8 per phase, 3 phases |
| 9 | Legendary — anchors a campaign | 5–6 | 6–7 | 8 per phase, 3 phases |
| 10 | Avatar or Power — the thing the campaign is about | 6+ | 8+ | None — a puzzle, not a fight |
Resilience, not Hit Points
An adversary has no Hit Points. It has Resilience: the number of times it can be made to bleed, break, or bend before the fight is over. There are exactly four legal values, and every adversary has one of them:
- 3 (standard) — TL 1–4. Three points of Resilience loss defeat it.
- 8 (advanced) — TL 5–6. Named things, meant to last.
- 8 per phase — TL 7–9. When a phase's Resilience is exhausted the phase ends and the next begins, with its own pool and its own moves.
- None (puzzle) — the one override, and it is available at any TL. Use it when the fiction says the thing cannot be killed by hitting it: an Avatar, a demon that must be exorcised, an Echo that must be witnessed, a door that was never opened. It is resolved by a bargain, a true name, a witness, a debt paid — something other than attrition. A TL 2 spirit can be a puzzle; a TL 9 dragon can be a fight. If your adversary has no Resilience, it must have a stated Resolution.
Apart from that one override, Resilience follows from TL. If you find yourself wanting a TL 3 creature with eight Resilience, you do not want a tougher TL 3 — you want a TL 5, and its attributes and Harm should come up to meet it.
Note the two senses of the word and keep them apart on the page: Harm on a stat line is what the creature deals. Resilience is what it absorbs.
SB Moves
An adversary has no separate initiative turn. Threats frame player responses; new independent attacks and special moves cost SB as described in the resolution procedure. It costs Story Beats. Every stat block lists a short menu of things the GM can buy with the SB the players hand over by rolling 1s, and that menu is the creature's entire personality in mechanical form — write the moves that only this thing would make.
- Two to five moves. A TL 7+ creature may run to seven, because a boss needs options; below that, five is already generous and three is usually better.
- Cost 1 to 3. One is a jab, two turns the scene, three changes the situation.
- One Signature move may cost 4 or 5, and only on a creature of TL 5 or higher. This is the thing it is remembered for. A creature gets one; there is no second Signature.
Move Tags
A move may be prefixed with a bracketed tag. Tags are a filing convenience, not a rule — nothing keys off them mechanically — but keeping to one vocabulary means a GM scanning a page finds the lever they want. There are two kinds, and they do not mix.
Function tags say what the move does, and are the ones worth being consistent about:
[TIMER] advances or starts a clock • [ENVIRONMENT] changes the ground everyone is standing on • [REINFORCEMENT] brings more • [AMBUSH] arrives from somewhere unaccounted for • [SOCIAL] works on people rather than bodies • [BARGAIN] offers something, which is always worse than it sounds • [HAUNT] presses on the mind • [POSSESSION] takes a body • [ILLUSION] makes them wrong about what is there • [MEMORY] takes or rewrites what happened • [CURSE] leaves something behind • [TRAP] punishes a choice already made • [TACTICS] repositions • [OMEN] tells the truth about what is coming.
Flavour tags name the element or medium and are free-form — [FIRE], [ICE], [STONE], [WIND], [TIDE], [BLOOD], [VENOM], [SHADOW], [DREAM], [SONG], [FEY], [PRESSURE]. Invent what you need.
Not to be confused with the block icons some supplements print beside an entry — [W] weakness, [C] timer, [L] lair, [P] phase, [D] drop. Those annotate the entry; these annotate a move.
Filling In the Numbers
Where a published creature gives no attributes, Harm or Fatigue, read them off its TL band and get on with the scene. The bestiary does exactly this: every entry carries a key attribute, Harm and Fatigue defaulted from its TL, and Armor: None unless the fiction says otherwise. They are starting points, not rulings — move any of them the moment the fiction wants it moved. What you may not move without changing the TL is Resilience.
Template Format
| Line | Contents |
|---|---|
| Name | What it is, and what part of the world it stands for. |
| TL | 1–10, per the table above. |
| Attributes | Body / Wits / Spirit / Presence, and one or two key Skills. Only list what will actually be rolled. |
| Harm | Damage on a successful hit. |
| Fatigue | Which Attribute sets its Fatigue track. |
| Resilience | 3, 8, 8 per phase, or None. Mandatory. |
| Armor | None / Light / Medium / Heavy, converting Harm to Fatigue as usual. |
| SB Moves | Two to five things the GM can buy with Story Beats, priced 1–3. |
| Timer | Optional. A named clock of 4, 6, 8 or 10 segments, and what happens when it fills. |
| Resolution | How this ends, if not by Harm. Required when Resilience is None. |
| Leash | Spirits only, when bound by a Summoner: Leash = the binder's Spirit + the spirit's TL, in segments. |
Rating a Military Unit: Capability and Scale
Threat Level rates a creature. It does not rate an army, and trying to make it do both is how the war supplements ended up with three incompatible ladders. A body of troops is not a big monster; it is a Follower that happens to be several hundred people, and it is rated on two axes that answer two different questions.
| Axis | Question | Range |
|---|---|---|
| Capability (Cap) | How good are they? | 1–5 |
| Scale | How many of them are there? | I–IV |
Capability — quality
Cap is the ordinary Follower Capability rating, applied to a formation — the same 1–5 scale bought at Cap² XP, not a parallel ladder. It behaves exactly as it does for any other Follower: the unit assists at min(Cap, the relevant Skill), and no roll takes more than +3 dice from all sources combined. There is no Cap 0: a formation too poor to help is Cap 1 that the GM declines to let assist, which is a fiction call rather than a sixth rung.
| Cap | Troops | What that means in play |
|---|---|---|
| 1 | Levy | Armed, not trained. They will break, and they know it. |
| 2 | Trained | Militia and town watch. They hold if nothing surprising happens. |
| 3 | Veteran | They have done this before and expect to again. |
| 4 | Elite | Guard and Chosen. A hold's whole military budget, standing in one place. |
| 5 | Legend | Named formations that outlive their commanders. |
Scale — size
Scale is only size, and therefore only reach: how much ground a unit covers and how much of the field one order moves. It is never quality — a Scale IV levy is a large bad army, and the two facts are recorded separately because they matter separately.
| Scale | Formation | The scene it belongs to |
|---|---|---|
| I | Squad or team | A skirmish. Individual characters still matter most. |
| II | Platoon or company | A raid. The party commands and also fights. |
| III | Wing or battalion | A battle. The party commands; fighting personally is a choice with a cost. |
| IV | Host or army | A campaign. The party decides; someone else swings the swords. |
Scale mismatch. When formations of different Scale meet, the difference changes Effect, never the DV and never the dice:
- One step larger: +1 Effect on anything that covers ground — volleys, charges, encirclement.
- One step smaller: −1 Effect, unless the action is precise rather than broad. A squad cannot rout a host, but it can absolutely kill the host's commander.
- Two or more steps apart: the smaller formation cannot engage the larger head-on at all. It can raid, scout, assassinate, sabotage or delay — and those are the interesting options anyway.
Units still use timers, not hit points. A formation tracks Supply and Morale as ordinary named clocks of 4, 6, 8 or 10 segments — Supply starts full and empties through use, Morale starts empty and fills through loss, and a unit whose Morale fills routs. Objectives are clocks too. Nothing about warfare needs a second resolution engine; it needs bigger clocks and someone willing to spend them.
Where this is used. The Art of War and Black Banners are the two supplements that field armies, and both now read Cap and Scale from here rather than defining their own. The Forge of Souls runs its whole campaign layer on the same two axes plus GM Guide Appendix B. If you are rating a single creature, however large, you want Threat Level above, not Scale — a dragon is TL 9, not an army of one.
Humanoid NPCs
Bandit
TL 2
Resilience: 3 (standard)
Dice: Melee 2d (Body 2 + Melee 0), Ranged 2d (Wits 2 + Ranged 0)
Harm: 1 (club or short sword)
Armor: None (leather scraps, no conversion)
Special: Cowardly — when outnumbered or after taking Harm, must test Spirit (DV 3) or flee.
Guard
TL 3
Resilience: 3 (standard)
Dice: Melee 4d (Body 3 + Melee 1), Athletics 4d (Body 3 + Athletics 1)
Harm: 2 (spear or short sword)
Armor: Light (leather) — Harm 1 → Fatigue 1.
Special: Patrol Training — +1 die to Wits + Insight when searching an area.
Knight
TL 5
Resilience: 8 (advanced)
Dice: Melee 6d (Body 3 + Melee 3), Sway 5d (Presence 3 + Sway 2)
Armor: Heavy (plate) — Harm 3 → Fatigue 2.
Special: Challenge — once per scene, force an enemy to engage in melee (Resist with Spirit, DV 4). Mounted — +2 dice when charging from Far to Near.
Cultist
TL 2–3
Resilience: 3 (standard)
Dice: Arcana 4d (Wits 3 + Arcana 1), Deception 4d (Presence 3 + Deception 1)
Armor: None (robes).
Special: Ritual Chant — when three or more cultists act together, they may perform a Low Rite as a group action (roll once with +2 dice). Fanatic — immune to fear effects from their Patron’s domain.
Bandit Leader
TL 5
Resilience: 8 (advanced)
Dice: Melee 6d (Body 3 + Melee 3), Sway 5d (Presence 3 + Sway 2)
Armor: Medium (chain) — Harm 2 → Fatigue 1.
Special: Rally — once per scene, restore 1 Morale to a nearby bandit. Dirty Fighting — the GM may spend 1 SB to impose −1 die on an enemy’s next defense.
Supernatural NPCs
Lesser Spirit (e.g., Shade, Emberling)
TL 2
Resilience: 3 (standard)
Dice: Stealth 5d (Wits 3 + Stealth 2), Arcana 4d (Spirit 3 + Arcana 1)
Armor: None (incorporeal — half physical Harm, rounded down)
Leash: your Spirit + 2 (the spirit's TL).
Special: Incorporeal Movement — passes through small gaps and obstacles. Sunlight Sensitivity — while in direct sunlight, all actions are Desperate.
Greater Spirit (e.g., Flame Elemental, Stone Guardian)
TL 5
Resilience: 8 (advanced)
Dice: 7d in primary domain (e.g., Body + Melee for Guardian, Spirit + Arcana for Elemental)
Armor: Stone Guardian — Heavy (Harm 3 → Fatigue 2); Flame Elemental — Light (Harm 1 → Fatigue 1) + immunity to fire.
Leash: your Spirit + 5 (the spirit's TL).
Special: Elemental Aura — creatures in Close range suffer 1 Fatigue per round. Immutable — cannot be poisoned or diseased.
Wraith
TL 3–5
Resilience: 8 (advanced)
Dice: Stealth 6d (Wits 3 + Stealth 3), Spirit + Endurance 6d (Spirit 3 + Endurance 3)
Armor: None (incorporeal — half physical Harm).
Special: Life Drain — on a successful touch attack, the target marks 1 Fatigue and the wraith clears 1 Fatigue.
Animal NPCs
Wolf
TL 2–3
Resilience: 3 (standard)
Dice: Melee 5d (Body 3 + Melee 2), Athletics 5d (Body 3 + Athletics 2)
Armor: None (hide).
Special: Pack Tactics — when two or more wolves attack the same target, each gains +1 die. Blood Scent — +2 dice to track wounded prey.
Dire Bear
TL 6
Resilience: 8 (advanced)
Dice: Melee 8d (Body 4 + Melee 4), Endurance 8d (Body 4 + Endurance 4)
Armor: Medium (thick hide) — Harm 2 → Fatigue 1.
Special: Terrifying Roar — all creatures in Near range must test Spirit + Endurance (DV 4) or become Shaken. Maul — the GM may spend 2 SB after a successful attack to knock the target prone; the target must spend an action to stand.
Building Custom NPCs
Use these guidelines to create your own NPCs quickly.
Step 1: Choose Threat Level
TL sets how much the thing can take, how hard it hits, and how big its pools are.
- TL 1–3: rabble, guards, minor spirits. Dice pools 3–5; three Resilience.
- TL 4–6: elites, knights, greater spirits. Dice pools 6–8; three Resilience to TL 4, eight from TL 5.
- TL 7–10: bosses and powers. Dice pools 9–10; phased Resilience, or none at all.
Step 2: Set Harm Output
- Light weapon or minor attack: Harm 1–2.
- Standard weapon or magical strike: Harm 2–3.
- Heavy weapon or powerful magic: Harm 3–4.
Step 3: Assign Armor
- None: No conversion.
- Light: Harm 1 → Fatigue 1.
- Medium: Harm 2 → Fatigue 1.
- Heavy: Harm 3 → Fatigue 2.
Step 4: Add 1–2 Special Abilities
Examples: Charge, Poison, Fear Aura, Regeneration, Spellcasting (Low Rite).
Step 5: Set Leash (spirits only)
Leash = your Spirit + the spirit's TL, in segments.
NPC Quick Reference Table
| NPC | TL | Harm | Armor | Special |
|---|---|---|---|---|
| Bandit | 1 | 1 | None | Cowardly |
| Guard | 2 | 2 | Light | Patrol Training |
| Knight | 3 | 3 | Heavy | Challenge, Mounted |
| Cultist | 1–2 | 1 | None | Ritual Chant, Fanatic |
| Lesser Spirit | 1 | 1 | None (incorporeal) | Sunlight Sensitivity |
| Greater Spirit | 3 | 3 | Heavy (or Light + immunity) | Elemental Aura |
| Wraith | 2–3 | 2 + Fatigue | None (incorporeal) | Life Drain |
| Wolf | 1–2 | 2 | None | Pack Tactics |
| Dire Bear | 4 | 4 | Medium | Terrifying Roar, Maul |
Talents
Talents are the building blocks of character specialization. Each costs XP. Passive talents are always on; active talents require an action or reaction and cannot be used simultaneously unless noted.
Talent Costs
| Cost | Category |
|---|---|
| 2–3 XP | Minor edge (small bonus, once per scene). |
| 4–6 XP | Major edge (permanent +1 die in a niche, access to magic). |
| 7–10 XP | Prestige (campaign-defining). |
| 11+ XP | Epic (legendary, story-shaping). |
Creation-Only Talents
A few talents represent something a character was rather than something they learned. They can only be taken at creation, and they cannot be taken later at any price.
Prodigy 8 XP Creation only
“Some are born with a gift others spend years cultivating. You are one of them — and you have already made a choice you cannot unmake.”
- Effect: One attribute begins at 4, above the normal starting maximum of 3.
- The gift does not grow. That attribute cannot be raised again until you reach Tier II. Everyone else catches up before you improve.
- It cannot be given back. Prodigy is the one talent that can never be retrained. Every other talent may be replaced once per downtime; this one is who you are.
- The world notices. Until you reach Tier II, scenes start with +1 banked SB for the GM, exactly as an unresolved Complication does. Being conspicuously good, conspicuously early, attracts attention you did not ask for.
Why it costs what it costs. Raising an attribute from 3 to 4 is 12 XP by the build table, and is not permitted at creation at any price. Prodigy sells that for 8 — a quarter of a 32 XP build spent on a single number — and takes back roughly a Complication's worth of trouble for as long as the gift lasts. The result is a character who is genuinely better at one thing than anyone should be that early, and correspondingly thinner everywhere else. That is the whole idea; a Prodigy who is also well-rounded has not bought this talent, they have been given a bigger budget.
GM guidance. Offer this to a player who wants to play a specialist and understands they are trading breadth for it, not to a player looking for a larger character. The +1 SB per scene is not a punishment — it is the story the talent is for. Spend it on people noticing: a recruiter, a rival, a master who wants to see for themselves, an enemy who decides you are the dangerous one.
Magic Access Talents
These talents grant access to magic systems.
| Talent | Effect |
|---|---|
| Spellcraft 6 XP | Enables freeform casting (Weave + Cast). |
| Familiar 2 XP | Required for Patron’s Gift; binds a Thiasos. |
| Codex 4 XP | Required for Runekeeper Rites and Obligation tracking. |
| Patron’s Symbol 4 XP | Allows Invoker rituals (one per Patron). |
| Cantor’s Path 8 XP | Allows Songs; tracks Corruption instead of Obligation. |
| Pact-Whisperer 2 XP | Base summoning access. |
Striker Talents (Melee/Ranged Damage)
| Talent | Effect |
|---|---|
| Weapon Master 5 XP | +2 dice with a chosen weapon; once/scene +1 Effect with that weapon. |
| Flurry Strike 6 XP | Make two attacks as one action (each –1 die). Once/scene. |
| Duelist’s Edge 6 XP | +1 die when engaged with a single opponent; ignore first Harm 1 or 2 from that opponent once/scene. |
| Backstab 6 XP | When attacking from stealth, deal +1 Harm and ignore 1 point of Armor. Once/scene. |
| Shadow Dance 10 XP | After a successful Backstab, test Stealth to re-enter stealth; on success, clear 1 Fatigue or improve Position by 1. Once/scene. |
| Effortless Charge 4 XP | Ignore the Fatigue cost of Charge once/scene. |
| Effortless Skirmish 4 XP | Ignore the Fatigue cost of Skirmish once/scene. |
| Relentless 6 XP | May Charge or Skirmish over difficult terrain (Fatigue cost still applies). |
Defender Talents (Tank, Protection)
| Talent | Effect |
|---|---|
| Defensive Survival 3 XP | +1 die to Defend rolls while engaged in melee; once/scene convert Harm 1 from melee to Fatigue. |
| Conditioning 4 XP | Body counts as +1 for Fatigue track; +1 die to resist Fatigue overflow effects. |
| Tactical Movement 4 XP | May move within engagement range as a Move action (instead of full action); once/scene disengage from Close as a Move action. |
| Stubborn Pursuer 6 XP | When an opponent within Close range Disengages, you may use your reaction to move with them, staying in Close range. |
Note: Any character may use the Protect action (see Action Economy); no talent required.
Controller Talents (Area, Debuff, Terrain)
| Talent | Effect |
|---|---|
| Battlefield Mastery 6 XP | When engaged with 3+ opponents for 3 exchanges: melee attacks gain +1 Effect, enemies act at –1 die, your Position improves by one step, and you may convert one Harm 1 per exchange to Fatigue. Once/scene. |
| Spellcraft 6 XP | Enables freeform spellcasting. |
| Ritual Mastery 4 XP | Reduce casting time for major rituals by half; GM banks 1 SB on any ritual backlash. |
Support Talents (Healing, Buffs, Teamwork)
| Talent | Effect |
|---|---|
| Field Dressing 2 XP | When an ally would take Harm that would incapacitate them, you may use your reaction to stabilize them; they remain at Harm 2 instead of 3 for the scene. Once/scene. |
| Medic’s Hand 3 XP | When you stabilize an ally, also clear 1 Fatigue or downgrade Harm 2 → 1. Spend 1 Boon to do both. |
| Inspire 3 XP | Once/scene, spend 1 Boon and choose: a bonded ally gains +1 Boon and +1 die on their next roll; or all allies in Near gain +1 die on their next roll. |
| Command Presence 4 XP | +1 die on leadership and intimidation rolls. |
| Tactical Relay 3 XP | Once/scene, spend 1 Boon; all allies currently acting in Near gain +1 Position on their next action. |
Scout Talents (Stealth, Infiltration, Awareness)
| Talent | Effect |
|---|---|
| Keen Senses 2 XP | +1 die on perception checks to spot danger or hidden details. |
| Trackless Step 2 XP | Once/scene, leave no trail for the remainder of the scene. |
| Urban Navigation 2 XP | Never get lost in cities. |
| Silk Palms 2 XP | When you bribe or gift a minor official, gain a temporary String: Bought Silence. Activate it to reduce DV by 1 on a Petition or Broker action involving that official (consumed). |
| Camouflage 4 XP | In natural terrain, spend an action to blend in; gain +2 dice to Stealth while remaining still; pursuers suffer –1 die to detect you. Once/scene. |
Monk Talents (Unarmed Specialist)
| Talent | Effect |
|---|---|
| Disciplined Body 3 XP | +1 die to unarmed attacks; once/scene convert Harm 1 → Fatigue; once/scene improve Position by one step. |
| Open Hand Technique 2 XP | On a successful unarmed attack, choose one: knock target prone, push them back one band, or force them to drop a held item. Once/scene. |
| Iron Fist Way 6 XP | +1 die to unarmed attacks; strikes count as enchanted for harming supernatural creatures. |
| Flowing Spirit Way 8 XP | Convert 1 Harm per attack to Fatigue; +1 die against fear or charm effects. |
| Perfect Timing Way 7 XP | Twice per scene, improve Position by +1; +1 die to reaction rolls. |
Summoning Talents
The source table for this section was column-flattened by text extraction (talent names and effects were separated into two blocks); the pairing below has been reconstructed in escalating-cost order and should be checked against the original layout.
| Talent | Effect |
|---|---|
| Lesser Pactwright 2 XP | Call spirits of TL 1. |
| Greater Pactwright 4 XP | Call spirits of TL 3. |
| Dual Pactwright 6 XP | May maintain one spirit of each TL simultaneously. |
| Spirit Synergy 4 XP | When maintaining two spirits simultaneously, reduce each spirit’s Leash ticking by 1 (min 1). |
| Bonded Summoner 3 XP | Favored spirits (Spirit Bond Timer completed) gain an additional –1 tick per command (stacks with other reductions). |
| Spirit Link 10 XP | Commands are free actions; spirits act on your turn; reduce Leash ticking for natural behaviors by 1. |
| True Name Keeper 15 XP | Call any previously met spirit by its true name; reduce Leash Capacity by 2 (min equal to Spirit) for that summoning. |
| Legion Master 18 XP | May maintain a number of spirits simultaneously equal to your Presence (minimum 2). Each spirit tracked separately. |
Cantor Talents
| Talent | Effect |
|---|---|
| Cantor’s Path 8 XP | Required to sing Songs; grants Corruption timer (segments = Spirit). |
| Resonant Rite 3 XP | Once per session, designate a Low Rite as Resonant for your Patron. Performing it in front of witnesses may found a Chorus. |
| Inspire Chorus 2 XP | While actively singing a Song, all allies within Near shift Position +1 for one exchange (cannot exceed Controlled). |
| Repertoire 4 XP | Track a Repertoire Timer [6]. At 2 segments, reduce base DV of all Songs by 1 (min 2). At 4 segments, +1 die to Performance rolls. At 6 segments, learn one Standard Rite as a Song. |
Cooperative Talents
| Talent | Effect |
|---|---|
| Shield Wall 4 XP | If you and at least one ally each wield a shield and are adjacent: as a Defend action, grant +1 die to all in the Wall and convert the first incoming Harm (any one) to Fatigue. Ends if formation breaks. |
| Spotter’s Mark 3 XP | Aim a target (1 action). Until end of scene or until target breaks line of sight, each PC in Near may claim +1 die or +1 Effect once vs that target. Once/scene you may spend 1 Boon to refresh the mark. |
| Battle Cant 2 XP | Once/scene, establish silent signals. On the next coordinated action where at least two PCs act on the same beat, those PCs gain +1 Position. Spend 1 Boon to include a third PC. |
| Anchor Sigil (Runekeeper) 4 XP | Bank 1 Boon on a prepared sigil. Once this scene, when an ally Casts or Invokes a Rite, discharge: –1 DV for that action or redirect minor backlash to you as Fatigue +1. |
| Exceptional Coordination+ 8 XP | Your follower assist cap increases to +4d. If Bonded with that follower, you may split as +2d to two different allies on the same exchange. |
Acquiring New Talents
- Talents are purchased with XP during downtime.
- Training time: minor talents require 3–10 days; major talents require 1–2 weeks.
- Prestige and epic talents require narrative justification (finding a master, completing a quest, Patron bargain).
- A character may retrain one talent per downtime (replace with another of equal or lesser cost). The replaced talent is lost.
Magic System
Magic in Fate's Edge is expressed through six interconnected paths. Each uses the same core resolution engine (Position, DV, Boons, SB) but manages risk differently.
- Caster (Freeform): Flexible, improvisational magic. Risk of Backlash.
- Runekeeper (Rites): Structured magic through a Patron's Codex. Risk of Obligation.
- Invoker (Symbols): Ritual magic through consecrated Symbols. Slow but safe; can be forced.
- Cantor (Songs): Perform Low Rites as songs. Risk of Corruption.
- Witchcraft (Hedge Magic): Subtle, low-cost magic through thresholds and knots. No resource tracking.
- Summoning: Bind and command spirits. Risk of the Leash.
The Six Paths at a Glance
| Path | Prerequisite | Roll Skill | Risk Track |
|---|---|---|---|
| Caster | Spellcraft (6 XP) | Arcana | Backlash (1s) |
| Runekeeper | Familiar + Codex | Ritual | Obligation (per Rite) |
| Invoker | Patron's Symbol | Ritual | Obligation + Symbol Compromise |
| Cantor | Cantor's Path (8 XP) | Performance + Lore | Corruption (Spirit-based track) |
| Witchcraft | Craft of the Hedge (4 XP) | None (Gifts) / Wits+Lore (Workings) | None (Gifts); Promise Timers |
| Summoning | Pact-Whisperer (2 XP) | Spirit + Lore | Leash (Spirit + TL) |
The final two columns in the source table ("Roll Skill" and "Risk Track" for Invoker and Cantor) were partially truncated in the original layout; "Symbol Compromise" and "Corruption (Spirit-based track)" are reconstructed from the fuller rules text below rather than quoted verbatim.
Caster (Freeform / Weave & Cast)
Free casters shape raw magic by combining elements and effects. They are flexible but unpredictable.
Requirements
- Spellcraft (6 XP): Required for Weave & Cast freeform magic.
Procedure
- Weave (Action): Describe the spell and choose its tags.
- Cast (Action): Roll Attribute (usually Wits or Spirit) + Arcana. The GM sets DV based on the tags.
Cantrip: A spell with a single tag can be cast as a Cantrip: one roll, standard action, no Weave phase. Cannot bypass wards or create large-scale effects.
Spell DV
DV = 1 + number of tags
Dangerous tags ([FOLD], [GATE], [LEAP], [CREATE], [SUMMON], [TRANSMUTE], [ANIMATE], [TRANSFORM], [DOMINATE], [REWIND]) add +2 DV each instead of +1.
Backlash
On a Partial or Miss, or on a Hit that shows two or more 1s, the GM applies backlash colored by the dominant element(s). See Backlash (Free Casting) for details.
Runekeeper (Rites)
Runekeepers bind structured magic through a Codex and a Thiasos (familiar spirit). They specialize in reliable, thematic magic.
Requirements
- Bond to a single Patron.
- Thiasos (Familiar talent, 2 XP): Enables Patron's Gift.
- Codex (4 XP): Grants access to the Patron's Rites and starts the Obligation ledger.
Invoking a Rite
- Declare the Rite (1 action).
- Mark the Rite's Obligation cost (listed in the rite description, e.g.,
Obligation: 6 segments). - If the Rite calls for a roll, roll Attribute + Ritual. The GM sets DV using the formula:
DV = max(Obligation Cost − Spirit, Rite Tier)where Rite Tier is 1 for Low, 2 for Standard, 3 for High/Epic.
Push It: Mark +1 additional Obligation to increase duration, range, or potency.
Patron's Gift (Imbuement)
Requires Thiasos. Once per scene as 1 action, imbue a held item with +1 Melee and +1 Thematic Skill (determined by your Patron) for the scene. Push It to extend one additional scene (+1 Obligation).
Invoker (Symbols)
Invokers channel power through consecrated Symbols. Rituals are slow but safe; Crack the Seal offers desperate speed.
Requirements
- One or more Patron's Symbols (4 XP each). Each Symbol is a Minor Asset.
Ritual Invocation
- Display the Symbol (must be visible).
- Perform the Rite. Takes DV + 1 rounds (Significant Time), where DV is calculated as above.
- Mark the Rite's Obligation cost (listed).
- If the Symbol is displayed openly during the ritual, reduce the Obligation cost by 1 (minimum 0).
Crack the Seal (Instant Cast)
- Invoke the Rite as 1 action (instead of ritual time).
- Mark double the Rite's Obligation cost (or +2 minimum, +3 for High Rites if the base cost is unclear).
- The Symbol becomes Compromised (inert). Restore it during downtime (Arcana or Lore test, DV 3) or pay 1 XP.
Borrowed Grace (Invoker Talent)
Once per scene, spend 1 Boon or 1 Fatigue (1 action) to gain +1 die on a combat action, or +1 Effect on a social or stealth action. Requires visibly displaying your Patron's Symbol. If the Symbol is Compromised, Borrowed Grace works at –1 die.
Cantor (Songs)
Cantors perform Low Rites as Songs, channeling power through voice and performance. They track Corruption instead of Obligation.
Requirements
- Cantor's Path (8 XP).
- Performance 2+, Lore 1+, Presence 2+.
Singing a Song
- Begin the Song (1 action). It resolves at the start of your next turn.
- Roll Lore + Performance vs DV (typically 2–3).
- On success, the Low Rite effect occurs. No Obligation cost.
- Mark Corruption accumulation (see below).
Push It
Resolve the Song immediately (instead of next turn). Mark 1 Fatigue and advance your Corruption Timer by 1 segment.
Corruption Timer
Your Corruption Timer has segments equal to your Spirit attribute. Mark a segment when you:
- Push a Song.
- Perform a Resonant Rite (a powerful thematic working designated by your Patron).
- The GM spends a Story Beat on your occult activities.
When the timer fills, you immediately gain a thematic boon and burden from the last Patron whose Rite you performed. Then reset the timer to zero (cannot go below your current Tier − 1).
Cantor Corruption Examples (The Eight Core Patrons)
When a Cantor's Corruption Timer fills, they immediately gain a thematic boon (benefit) and burden (drawback) from the last Patron whose Rite they performed. The timer resets to zero, but the mark of Corruption remains—a permanent change to the character's voice, manner, or soul. The examples below are for the eight patrons recommended for first characters. The GM and player should collaborate to create blooms that fit the fiction.
Oath of Flame & Light (Dawn & Vows)
Boon — Beacon's Gaze: Your eyes gleam with dawnlight. Once per session, you may force a single creature to speak truthfully to one question (Resist DV 4).
Burden — Unquenchable: You cannot knowingly tell a lie. Attempting to do so costs 1 Fatigue and the words burn in your throat.
The Traveler (Ways & Journeys)
Boon — Road's Memory: You can never be lost on a path you have walked before. +1 die to Navigation rolls on familiar routes.
Burden — Restless Feet: You cannot stay in one settlement for more than a week without marking 1 Fatigue. The road calls, and you must answer.
Inaea (Angel of the Spider)
Boon — Thread-Sight: You can perceive the emotional bonds between any two people within Near range (hostility, loyalty, love, debt). The GM describes what you see.
Burden — Tangled: You cannot ignore a plea for help from someone you have previously aided. Refusing costs 1 Fatigue and haunts your dreams.
The Witness (Truth & Revelation)
Boon — Unblinking: You instantly recognize when someone is lying to you. No roll required.
Burden — Cannot Look Away: You must correct any falsehood you hear, even if doing so is dangerous or socially ruinous. Remaining silent costs 1 Fatigue.
Carrion King (Decay & Renewal)
Boon — Rot's Harvest: You can sense organic matter in decay within Near range. +1 die to Endurance rolls involving scavenging or foraging.
Burden — Compost-Stained: A faint scent of turned earth follows you. Animals are nervous around you (–1 die to Animal Handling), and you cannot enter consecrated ground without marking 1 Fatigue.
Ikasha (She Who Sleeps)
Boon — Shadow's Daughter: In dim light or darkness, you may reroll one failed Stealth roll per scene.
Burden — Unseen, Unheard: Your voice is barely above a whisper. Anyone trying to hear you outside of Close range suffers –1 die to Insight checks involving sound.
Grimmir (The Old Man of the Forest)
Boon — Season's Tongue: You instinctively know the weather for the next 24 hours and gain +1 die to all Insight rolls in natural terrain.
Burden — Bark-Skinned: Your skin grows rough and moss-flecked. –1 die to social rolls in civilized settings; you are visibly wild.
Palinode (Queen of Encores)
Boon — Perfect Phrase: Once per session, you may reroll any failed Performance or Sway roll. The second result stands.
Burden — Unfinished: You cannot leave a performance incomplete. If you begin singing, playing, or speaking in public, you must finish or mark 1 Fatigue.
Source note: this table was flattened by text extraction (patron names were grouped separately from their boon/burden text). The pairings above were reconstructed by matching the order of patron headers to the order of subsequent boon/burden blocks; the Ikasha ↔ Shadow's Daughter pairing in particular is inferred from positional order rather than an explicit label.
Designer's Note: These blooms are intended to be dramatic, not punishing. A Corruption bloom should feel like a power surge with an interesting complication—not a penalty that discourages play. When a Cantor's timer fills, celebrate the transformation. The burden is a story hook, not a tax.
Inspire Chorus
Once per scene, while actively singing a Song, all allies within Near range shift Position +1 for one exchange (cannot exceed Controlled).
Witchcraft (Hedge Magic)
Witchcraft is the magic of thresholds, knots, and small favors. It is subtle, low-cost, and accessible to any character who pays attention to the world's edges. Unlike other magical paths, Witchcraft requires no Patron, no Codex, and no resource track—just a talent and a willingness to work at the boundaries.
The Two Speeds of Witchcraft
Witchcraft operates at two speeds:
- Hedge Gifts: No-roll, no-cost magical effects that work within a limited scope. These are the "short road" of Witchcraft.
- Quick Workings: Single-action rolls that produce subtle, scene-limited effects. These are the "short road" with a bit more power.
- Full Rituals: Extended workings that require Significant Time, a threshold, and often a witness. These are the "long road" of Witchcraft.
Requirements
- Craft of the Hedge (4 XP): Required for Hedge Gifts and Quick Workings.
- Optional: A witch mark (tattoo, scar, or birthmark) for flavor.
Hedge Gifts
Hedge Gifts are simple, reliable effects that require no roll. A character with Craft of the Hedge learns two Hedge Gifts of their choice. Additional Hedge Gifts cost 2 XP each.
| Gift | Effect |
|---|---|
| Steady Hand | Once 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 Favor | Once 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 Hand | Once per scene, touch someone. Their next physical action either gains +1 die (comfort) or suffers –1 die (warning). No roll. |
| Hearth-Sense | Once 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 Line | Once 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+Endurance (DV 3) or be stopped for that exchange. |
| The Unlit Candle | Once 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. |
Quick Workings
A Quick Working is a single-action roll that relies on the witch's knowledge of thresholds, elements, and will. Its effects are limited, subtle, and always carry the risk of consequence.
Procedure:
- Name the Threshold: Door, tide line, wound, vow, breath.
- Choose a Layer: Echo (what has been), Veil (what is), or Flow (what wishes to be).
- Choose a Single Tag: From the magic tags list.
- Set Position: Controlled (if you have time) or Desperate (if threatened).
- Roll: Wits+Lore, Spirit+Insight, or Presence+Sway (GM's choice).
- Apply Outcome: Use the standard Outcome Matrix.
Example Effects:
- A door sticks shut or opens.
- A candle gutters (brief darkness).
- A rope knot tightens or loosens.
- A pursuer's footing slips (1 Fatigue).
- A whispered name is heard or forgotten.
Full Rituals
A Full Ritual requires Significant Time, a proper threshold, and often a witness. Its effects are lasting or permanent: blessings, curses, bindings, or the hallowing of ground.
General Procedure:
- Identify the Threshold: Name the edge, learn its disposition.
- Choose Your Witness: A person, spirit, or Hollowed who watches.
- Name Your Will: What change you intend.
- Set Your Price: Memory, name, lock of hair, promise, blood.
- Make the Exchange: Roll (Spirit+Lore, Spirit+Insight, or appropriate), resolve, pay the price on success or partial.
Example Rituals:
Unravel the Wound (Heal Harm)
Requires: Significant Time, a threshold (doorway or basin of water), a witness.
Effect: Restores 1 level of Harm.
Price: A lock of hair, a memory of a childhood injury, a tear in a vial.
Roll: Spirit + Lore vs DV (3 for Harm 1, 4 for Harm 2, 5+ for Harm 3 requires a coven).
Success: Harm reduced; witch pays the price. Partial: Harm reduced, but witch gains a minor Condition or a Promise Timer. Miss: Wound does not heal; witch gains the Condition she tried to remove.
Hallow Threshold (Permanent Ward)
Requires: Significant Time, a permanent threshold (door, well, bridge, hearthstone), a witness who will maintain the consecration, an offering (bread, salt, coin, spoken promise).
Effect: The blessing lasts until the threshold is physically broken or the offering removed.
Roll: Spirit + Lore vs DV 4 (home), 5 (village well), or 6 (city gate).
Success: Threshold hallowed. Spirits, undead, and cursed creatures crossing must test Spirit+Endurance (DV 5) or be turned back. Partial: Blessing holds but has a weakness (the witch names one thing that can bypass it). Miss: Blessing fails; threshold becomes cursed for one season (all who cross feel unease, –1 die to first action).
Promise Timers
Many workings 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.
- Examples: sharing grief, tending a grave, protecting a hearth, reconciling rivals.
Talents of the Hedge
- Craft of the Hedge (4 XP): Requires Lore 1+ or Insight 1+. You learn two Hedge Gifts; you may perform Quick Workings; once per session, when you fail a Quick Working roll, you may convert the Miss into a Partial Success by marking 1 Fatigue.
- Hedge Gift of the Patron (6 XP): Requires Craft of the Hedge and a Bond to a Patron. Once per session, when you would use a Hedge Gift, you may instead invoke your Patron's Imbuement. Gain +1 die to all actions tied to your Patron's domain for the scene, but mark +1 Obligation immediately. No action required.
Threshold Magic and Household Disposition
Communities and dwellings possess a temperament. When entering a new settlement or threshold site, the GM may choose or roll for its disposition:
| Disposition | Effect |
|---|---|
| Hungry | Demands offerings; first working costs +1 Fatigue. |
| Grieving | Magic requires memory or loss narrative. |
| Fearful | First rite is Desperate Position. |
| Watching | +1 Effect if the house is fed or soothed. |
| Young | Chaotic outcomes on partials. |
| Old | Weak boons but harsh backlash. |
Household temperament can change through care, ritual, or story.
Obligation (Runekeepers and Invokers)
Obligation measures a Patron's claim on a character. Track it per Patron. The default Obligation capacity is:
Capacity = Spirit + Presence
Marking Obligation
Obligation is marked according to the specific Rite or action:
- Invoking a Rite (Runekeeper or Invoker): mark the Rite's listed Obligation cost (e.g.,
Obligation: 6). - Pushing a Rite: mark +1 additional Obligation (added to the Rite's base cost).
- Crack the Seal: mark double the Rite's base cost (or +2 minimum, +3 for High Rites).
- Using Rites from two different Patrons in the same scene: mark +1 Obligation to the second Patron.
Overflow
If your total Obligation (across all Patrons) exceeds your Capacity:
- Mark 1 Fatigue per segment over Capacity.
- You cannot invoke new Rites or perform Patron rituals until Obligation is reduced below Capacity.
Clearing Obligation
- Off-screen: Perform an Act of Service aligned with the Patron (provide an Intricate Description). Clear 1 segment of that Patron's Obligation.
- On-screen (Focused Devotion talent, 3–5 XP): Once per scene, spend 1 Boon to clear 1 segment (cannot clear segments accrued in the same scene).
Backlash (Free Casting)
Backlash is the unpredictable fallout from shaping raw magic. It occurs on a Partial or Miss, or on a Hit that shows two or more 1s.
Obligation Capacity and Overflow Summary
Capacity = Spirit + Presence
- Exceeding Capacity: Mark 1 Fatigue per segment over. Cannot invoke new Rites or perform Patron rituals until reduced.
- Clearing: Act of Service (off-screen, 1 segment) or Focused Devotion talent (on-screen, 1 Boon per segment).
Corruption Timer Summary (Cantor)
Timer Size = Spirit
- Mark a segment when you Push a Song, perform a Resonant Rite, or when the GM spends SB on your occult activities.
- When full: gain a thematic boon and burden from your last Patron; reset timer to zero.
Tags & Effects Library
Tags are keywords that define the mechanical and narrative behavior of spells, rites, talents, and assets. They do nothing on their own; they only function when granted by a rule (Spell, Rite, Talent, Ability). Unless noted otherwise, the Duration of a tag effect is Scene, and the DV for contests or resistances is set by the fiction (typical range 2–5).
The Eight Elements
Every spell or magical effect is built from one or more of the eight fundamental elements. The first four are physical; the second four are metaphysical.
| Element | Domain | Typical Backlash |
|---|---|---|
| Air | Movement, sound, wind, speed | Scatter, vertigo, deafening gusts |
| Fire | Energy, destruction, light, passion | Burns, smoke, uncontrolled blaze |
| Earth | Solidity, stone, metal, endurance | Rubble, heavy footing, tremors |
| Water | Fluidity, healing, cold, emotion | Flood, slippery ground, dampness |
| Fortune | Chance, luck, unpredictability | Random mishap, fragile success |
| Life | Vitality, growth, healing, nature | Overgrowth, fever, parasitic plants |
| Fate | Destiny, inevitability, causality | Options close, fixed outcome |
| Death/Dreams (Obishaal) | Endings, sleep, thresholds, memory | Whispers, numbness, threshold shifts |
The Four and the Four
The two halves rhyme. Fire and Life both consume a fuel to make something; Air and Fortune both refuse to be aimed; Water and Obishaal both close over a thing and give nothing back on demand; Earth and Fate are both weight, and what weight does to whatever is near it.
That is a way of remembering the list and a source of imagery for backlash. It is not a mechanic, and nothing in the game asks you to work out which half a given effect came from.
The Elemental Planes
Every element has a plane. Two of the eight have been described:
| Plane | Known as | Written up in |
|---|---|---|
| Obishaal (Death/Dreams) | The Ways Between — dream-roads and spirit-paths, where travel is measured in choices rather than miles: a wrong turn leads to yesterday, a right one to the version of you who decided differently. | Player's Guide ch. 14, GM Guide ch. 8, and the Psionics chapter. |
| Fire | The Realm of Fire, holding the City of Cinder — an infernal bazaar where the currency is concepts rather than coin. | Ashes of the Infernal Accord, which is set there. |
The other six exist and are unwritten. Build them when a story needs them.
The metaphysics are deliberately forgiving. This game is for sharing stories, not for adjudicating whether the Realm of Fire is exothermic. There is no cosmological chart to be consistent with, no canonical count of layers, no correct answer about how the planes touch. If your table wants the plane of Fortune to be a card game that has been going on for nine thousand years, it is, and nothing in this book will contradict you.
What the two described planes have in common is worth borrowing, not because it is a law but because it plays well: neither is reached by distance. The Ways Between charge you choices; the Realm of Fire charges you concessions. Arriving somewhere by paying for it is a scene. Arriving by walking a long way is a travel roll.
One thing to get right. Unwritten is not the same as nonexistent. There are eight planes; six are simply waiting for somebody's story. A supplement should leave room for them rather than write past them.
Effect Tags
Effect tags describe what the magic does. They are combined with element tags to form spells.
Common Effect Tags:
[AREA] [MARK] [BANISH] [MEND] [BARRIER] [OATH] [BIND] [PASSAGE] [CLEANSE] [REPAIR] [COMMAND] [REVEAL] [CONJURE] [SANCTIFY] [COUNTER] [SEAL] / [UNSEAL] [CURSE] [DEFEND] [STRIKE] [DISPEL] [TRANSPORT] [FORTIFY] [VEIL] [HEAL] [WARD]
Building a Spell
A spell is a combination of one or more element tags and one or more effect tags. The base Difficulty Value is:
DV = 1 + total number of tags (element + effect)
Dangerous Tags
Some effects are so powerful that each dangerous tag adds +2 DV instead of +1. Dangerous tags include: [GATE], [FOLD], [LEAP], [CREATE], [SUMMON], [TRANSMUTE], [ANIMATE], [TRANSFORM], [DOMINATE], [REWIND].
Stacking Identical Effect Tags
You may include the same effect tag multiple times to increase its potency. Each additional copy adds its normal DV cost. Example:
[AIR][DEFEND]– 2 tags → DV 3. Grants +1 die to one defense roll.[AIR][DEFEND][DEFEND]– 3 tags → DV 4. Grants +2 dice to one defense roll.
Stacking is limited by the caster's Tier (max 3 copies per effect at Tier III, 4 at Tier V).
Example Spells
| Name | Tags | Effect |
|---|---|---|
| Light (Cantrip) | [FIRE][ILLUMINATE] | DV 3, one roll. Creates small, sustained light. |
| Shield of Air | [AIR][DEFEND] | DV 3, one action. +1 die to next defense roll. |
| Double Shield | [AIR][DEFEND][DEFEND] | DV 4, one action. +2 dice to next defense roll. |
| Flame Cloak | [FIRE][AREA][DEFEND] | DV 4, two actions. Enemies –1 die to approach; caster +1 die to Defend rolls against fire. |
| Healing Touch | [LIFE][HEAL] | DV 3, one action. Removes 1 Fatigue from touched target. |
| Mend Wound | [LIFE][HEAL][HEAL] | DV 4, one action (or scene). Removes 2 Fatigue, or clears Harm 1 to Harm 0. |
| Teleport (Self) | [AIR][FOLD] | [FOLD] dangerous (+2). DV = 1+1+2 = 4. Teleport self within Near range. |
Repair & Restoration
Two tags handle mending objects: [MEND] for quick, temporary fixes in the field, and [REPAIR] for thorough, lasting restoration.
[MEND] (Quick Fix)
Quick Fix
Restore a damaged object to functioning order for the duration of the scene.
- DV: by fiction (severity of damage, size, material). Typical DV 2–4.
- Hit: Remove one level of Neglected or Compromised from a single item for the rest of the scene. The item works normally.
- Partial: The item functions for the scene but becomes Neglected (or worsens one step) when the scene ends.
- Miss: No repair; the item may become Compromised or break (GM discretion).
- Duration: Scene. After the scene, the damage returns (or worsens) unless followed by a proper
[REPAIR]during downtime.
Example: A snapped bowstring is magically re-knotted for the remainder of the fight; the next day it frays again.
[REPAIR] (Permanent Fix)
Permanent Fix
Fully restore a damaged object, tool, or piece of equipment.
- DV: by fiction (severity, material, magical nature). Typical DV 3–5. Magical items add +1 DV.
- Time: One downtime action (a few hours of focused work). Can be used during a scene only if the caster has Significant Time and appropriate tools.
- Hit: Remove all levels of Neglected and Compromised from a single item. The item is restored to full function.
- Partial: Remove one level of damage (e.g., Compromised → Neglected), or the item becomes Neglected but usable.
- Miss: No repair; the item may become Compromised or gain a new flaw (GM discretion).
Example: A shattered shield is reforged overnight; a rusted lock is cleaned and oiled to working order.
Influence Over Mortals
These tags affect the minds and loyalties of living beings. Using them to alter free will carries narrative and ethical consequences.
[BOND]
Beneficial
Strengthen or create a positive emotional tie between a target and a person, place, or ideal.
- DV: by fiction (target's current loyalty, resistance to magic). Typical DV 3–5.
- Hit: Increase a follower's Loyalty state by one step (e.g., Strained → Faithful). The target genuinely feels the bond.
- Partial: The bond forms but is fragile; any subsequent external pressure may break it (GM may downgrade loyalty on a future setback).
- Miss: No effect; the target may become suspicious or resistant to further magical influence.
- Ethical note: Forcing loyalty removes agency. The GM may rule that such magic is taboo, attracts Patron attention, or creates hidden complications (e.g., the follower secretly resents the caster).
Example: A Runekeeper of Inaea weaves a [BOND] rite to mend a hireling's shaken trust after a failed mission.
[SUBVERT]
Dangerous (+2 DV)
Coerce obedience or twist existing loyalties.
- DV: by fiction (target's will, opposing magic). Typical DV 5–7.
- Hit: The target follows one simple command or shifts loyalty one step in the caster's favor (e.g., Faithful → Strained toward their original master). The effect lasts one scene or until the command is fulfilled.
- Partial: The target hesitates, reveals information, or acts with clear reluctance; the compulsion is visible to observers.
- Miss: The target resists; the caster marks 1 Fatigue and the target's original loyalty increases by one step (they become more devoted to their original cause).
- Backlash: On any roll showing two or more 1s, the GM may impose a Patron's Disfavor or a Scandal timer (the act becomes known).
Example: A desperate Invoker of Maelstraeus uses [SUBVERT] to force a gate guard to look away. The guard later testifies under oath, and a bounty appears.
Control & Countermagic
[DISPEL]
Countermagic
End an ongoing magical effect or construct.
- DV: by fiction (usually equal to the effect's Tier or casting DV).
- Hit: Effect ends or is suppressed per source text.
- Partial: Effect suppressed briefly (one exchange) or reduced in scope.
- Miss: No effect; GM may gain SB.
[COUNTER]
Countermagic
Interrupt a spell, rite, or ritual in progress.
- Timing: During the casting window (declared action or ritual phase).
- DV: by fiction (complexity of the interrupted effect).
- Hit: Cancel the action; resources used are lost.
- Partial: Worsen the caster's Position or impose Fatigue.
- Miss: No interruption; GM may spend SB to escalate.
[BARRIER]
Control
Create cover, obstruction, or a physical wall.
- DV: by fiction (size, material, duration).
- Hit: Place a barrier with Integrity Timer
[2/4/6]; blocks movement/attacks until cracked. - Partial: Barrier is fragile or has a gap.
- Countered by:
[DISPEL], brute force (Athletics), or clever route.
[SEAL] / [UNSEAL]
Control
Magically lock or unlock a container, door, or portal (not spirits).
- DV: by fiction (quality of lock, magical binding).
- Hit: Locked/unlocked as intended; specify any bypass conditions.
- Partial: Seal is temporary or leaks (can be forced open with +1 DV).
Concealment & Revelation
[VEIL]
Concealment
Obscure a person, object, or zone.
- DV: by fiction (scale, conditions).
- Hit: Impose –1 die to Notice or perception rolls against the veiled subject; specify limits (angle, distance, scent).
- Partial: Works only at a limited range or in dim light.
- Countered by:
[REVEAL], strong light, physical proof.
[REVEAL]
Revelation
Expose illusions, disguises, or hidden clauses.
- DV: by fiction (complexity of the concealment).
- Hit: Surface the truth; describe how the revelation manifests (brief glow, visible flaw, etc.).
- Partial: A tell or clue, not the full picture.
[MARK]
Tracking
Tag a target for tracking or leverage.
- DV: by fiction (resistance, visibility).
- Hit: Place a visible or invisible mark; once per scene, you or an ally gain +1 die when acting directly against the Marked target.
- Partial: Mark is noisy or short-lived.
- Countered by:
[CLEANSE],[DISPEL], or listed materials (salt, iron).
Boons & Burdens
[CURSE]
Hindrance
Inflict a sticky hindrance with a clear release condition.
- DV: by fiction (severity, target's resilience).
- Hit: Apply a named Condition (e.g., Shaken, Weakened) that persists until the release condition is met.
- Partial: Condition is milder or intermittent.
- Countered by:
[CLEANSE]or the listed key (apology, theft return, pilgrimage).
[CLEANSE]
Beneficial
Remove or suppress a Condition (poison, disease, curse, fear).
- DV: by fiction (potency of the affliction).
- Hit: Remove one named Condition.
- Partial: Suppress or reduce severity for the scene.
[FORTIFY]
Beneficial
Harden a person, place, or object against a specific vector (fire, blades, fear, persuasion).
- DV: by fiction (scale, strength).
- Hit: Raise Position by one step or reduce consequence severity for attacks of that vector this scene.
- Partial: Limited scope (one ally, one doorway).
Influence & Oaths
[COMMAND]
Influence
Issue a clear order to a sapient target.
- DV: by fiction (authority, leverage, fear, ritual standing).
- Hit: Target complies now or suffers an immediate cost stated by the GM.
- Partial: Target hesitates, bargains, or partially complies.
- Miss: Refusal or blowback (GM may spend SB).
[OATH]
Binding
Bind parties to terms; breaking has teeth.
- DV: by fiction (witnesses, sanctity, stakes).
- Hit: Enforceable pact with stated boon for keeping and consequence for breaking.
- Partial: A loophole exists in the oath.
- Countered by: Release clause,
[CLEANSE]if text allows.
[SANCTIFY]
Consecration
Consecrate a zone to a code or Patron.
- DV: by fiction (size, opposition).
- Hit: Specify allowed/prohibited acts; violations start at Controlled Position or impose a soft consequence.
- Partial: Patchy coverage (e.g., only the altar, not the whole room).
- Countered by: Opposing rite, profanation (bloodshed, lies), time.
Movement & Making
[PASSAGE]
Movement
Declare a route as permitted or easy.
- DV: by fiction (length, danger).
- Hit: Allies on that path gain improved flow (+1 Position or ignore one level of difficult terrain).
- Partial: Only one ally or one segment benefits.
[TRANSPORT]
Movement
Move a target across an obstacle (blink, lift, pull).
- DV: by fiction (mass, range, warding).
- Hit: Relocate within listed range; state any tells or costs (SB, Fatigue).
- Partial: Arrive off-balance, drop gear, or suffer worse Position.
[CONJURE]
Making
Create a useful object, cover, or hazard.
- DV: by fiction (size, complexity).
- Hit: Conjure an item or zone with Integrity Timer
[2/4/6](if destructible) or a ticking hazard (burn, freeze, haze). - Partial: Fragile or short-lived (lasts one exchange).
- Countered by:
[DISPEL], force, time.
Knowledge, Movement & Transformation
[TRUTH]
Knowledge
Ask the GM one yes/no or short-answer question about the present situation. The GM answers truthfully.
- Hit: Full, clear answer.
- Partial: Cryptic or incomplete answer (still true).
- Miss: No answer; GM gains 1 SB.
[SECRET]
Knowledge
Reveal a deeply hidden fact about a person, place, or object – something the target actively conceals.
- Contest: Spirit+Lore vs. target's Spirit+Endurance (DV 4 for passive secrets).
- Hit: GM reveals the secret.
- Partial: A clue or hint toward the secret.
- Miss: No information; the secret becomes harder to find (+1 DV next time).
[READ]
Knowledge
Sense the target's current dominant emotion or a single surface thought. No roll required; narrative permission only. Cannot read deep secrets or memories.
[OMEN]
Knowledge
Glimpse a likely future tied to a specific action or decision.
- Hit: GM gives a cryptic warning (one sentence). You may reroll one die later this session if it relates to the omen.
- Partial: Omen is vague; no reroll.
- Miss: False omen; GM may spend 1 SB to make you act on misinformation.
[LIBERATE]
Beneficial
Automatically succeed on one attempt to escape mundane physical restraints (ropes, manacles, grapple). Magical restraints require a Spirit+Endurance test (DV 4) instead.
[BOOST]
Beneficial
Gain +1 die on a single related roll, or clear 1 Fatigue. This tag does nothing on its own; the spell description must state which benefit applies.
[TRANSFORM]
Dangerous
Take on a new form for the scene. Choose one benefit:
- +1 Armor
- +1 die to a specific skill (e.g., Stealth, Athletics)
- A minor supernatural ability (e.g., flight for one exchange, water breathing, claws that deal +1 Harm)
Partial: You gain the benefit but mark 1 Fatigue when the scene ends. Miss: No transformation; you mark 1 Fatigue.
[ERASURE] (Multi-Mode)
Dangerous
Choose one of the following when you cast:
- Annihilate: Destroy a single mundane object (size chest). Magical objects resist with a
[DISPEL]test (DV 4). - Oblivion: Erase a specific memory from a living target. Contest Spirit+Endurance (DV 4). On a Miss, you forget instead.
- Nullify: Void a formal debt, oath, or contract. Requires the original document or a witnessed recitation.
[PRESSURE]
Battlefield Control
All enemies within the affected zone suffer –1 die to physical actions (attacks, Athletics, etc.) for the duration.
[DREAM]
Knowledge
Enter a trance or dream state. Ask the GM one question about a past event or a possible future; the answer is always cryptic (one sentence). On a Hit, you may also ignore the first Fatigue from sleep deprivation this scene.
[TIME]
Situational Danger
Alter the flow of time in a small zone (Near range). Choose one:
- Slow: Enemies act at Desperate Position for one exchange.
- Haste: Allies gain +1 band of movement this turn.
Dangerous tag: [TIME] adds +2 DV when used to rewind or stop time completely (GM discretion).
[THRESHOLD]
Boundary
Interact with a boundary – door, gate, portal, or conceptual threshold (e.g., between life and death).
- Hit: You may open, close, or pass through a mundane threshold effortlessly. A magical threshold requires a Spirit+Endurance test (DV 4).
- Partial: The threshold resists; you cross but mark 1 Fatigue.
[BURDEN]
Self-Sacrifice
Take a Condition (e.g., Poisoned, Cursed, Fear) or 1 Fatigue from an ally onto yourself. The ally is freed from that affliction. Cannot transfer Harm directly.
Outsider-Specific Tags
[WARD]
Control
Challenge Outsiders crossing a warded edge or zone.
- DV = the target's TL (1 for a Lesser Outsider, 3 for a Greater).
- Hit: Crosses; add +DV segments to its Leash.
- Partial: Crosses; add +1 segment.
- Miss: Cannot cross this beat.
[BANISH]
Control
Drive a visible Outsider toward departure.
- DV = the target's TL.
- Hit: Add +DV to its Leash.
- Partial: Add +1.
- Miss: No effect.
[UNWARD]
Countermagic
Unmake or suppress a [WARD] created by a Talent, Ability, or Spell.
- DV: by fiction (strength of the ward).
- Hit: Dismiss or suppress per source text.
- Partial: Weaken or suppress briefly (one exchange).
- Miss: No effect.
Elemental Backlash Coloring (Quick Reference)
When a magical roll generates SB (1s) or when a Partial/Miss occurs, the GM may apply a thematic backlash based on the dominant element(s).
| Element | Minor / Major Backlash Examples |
|---|---|
| Earth | Rubble, pin, heavy footing; vs Air: sound carries, exposure |
| Fire | Burns, flares; vs Water: slick, sputter, dim |
| Air | Scatter, drop, vertigo; vs Earth: stuck, dust choke |
| Water | Leak, flood, cold drag; vs Fire: smoke, shorted gear |
| Fate | Options close, "only one way"; vs Fortune: mischance hits ally |
| Fortune | Side-effect elsewhere, fragile success; vs Fate: harsher fixed outcome |
| Life | Overgrowth, fever; vs Death/Dreams: numbness, sleep-tug |
| Death/Dreams | Fade, threshold opens/closes; vs Life: pain returns, rot |
Stacking & Duration Rules (Global)
- No Same-Source Stacking: Multiple scene-long effects from the same source do not stack; take the best instance.
- Identical Tag Collision: If two abilities would grant the same Tag in the same window, use the stronger; the weaker is suppressed while it lasts.
- Default Duration: Scene, unless a source states otherwise (e.g., "until the end of your next turn").
- DV by Fiction: Potency, preparation, place, materials, and opposition set DV (typical 2–4; 5+ for set-pieces).
Rites and Invokers
This chapter covers universal rituals (available to any character with time and components) and the Invoker path (characters who channel Patrons through consecrated Symbols).
Universal Rituals
Any character, regardless of magical talent, may attempt a universal ritual. Requirements:
- A clear intent (what you want to achieve).
- A method (e.g., summoning circle, prayer, sympathetic object).
- Components (consumed or used up).
- Time (at least one scene of uninterrupted work).
Ritual Resolution
The GM sets a DV (typically 4–6) based on scope. The player rolls Spirit + Lore (or another appropriate skill).
- Clean Success: The ritual works as intended.
- Success with SB: Works, but with a cost (backlash, extra time, compromised component). GM spends SB.
- Partial: Partial effect; player gains 1 Boon.
- Miss: Fails; GM may impose a complication (wrong spirit answers, ward backfires). Player gains 2 Boons.
Universal Rituals Table
| Ritual | Tier | Cast Time | Components & Effect |
|---|---|---|---|
| Wayfinder’s Thread | Low | 1 min | Red cord knotted thrice; whisper destination. Create tether to safe path. Cost: Fatigue if used >1/scene. Push: +1 SB reveals shortcut. |
| Oath-Ward | Low | 5 min | Chalk circle; sworn phrase. Ward small area vs intrusion. Cost: Breaking oath triggers SB. |
| Ember-Glass | Low | 1 min | Smoked glass. Sense heat sources through cover. Cost: lose torch/tinder. |
| Salt-Cut | Low | 1 min | Salt, bronze knife. Sever simple ongoing effect (rope, charm). Cost: consume salt. |
| River’s Memory | Medium | 10 min | Bowl, personal token. Scry recent event tied to token (blurry). Cost: token ruined. |
| Bargain-Bead | Medium | 10 min | Two carved beads. Invite spirit to parley. Cost: give valuable concession or take SB. |
| Quiet Veil | Medium | 5 min | Ash, muffled bell. Muffle group sounds for scene. Cost: Muted Condition. |
| Dream-Way Marker | Medium | 10 min | Inked sleep mask, water cadence. Mark safe entrance to Ways Between; short transit. Cost: all Shaken on waking. |
| Purge | Medium | 10 min | Bitter herbs, clean blade. Cleanse taint/curse one step. Cost: caster takes minor echo (–1 next action). |
| Summoner’s Gate | High | 20 min | Circle, true-name sigil. Call known entity safely. Cost: occupies concurrency slot; breaking terms creates SB. |
Source note: this table's rows were flattened by text extraction (ritual names, tiers, and cast times were grouped separately from their components/effect text, in matching sequential order). The pairings above were reconstructed by matching row order across the three original columns.
Invokers (Symbol Path)
Invokers channel power through consecrated Symbols — physical tokens tied to a specific Patron.
Requirements
- Patron’s Symbol (4 XP each): Minor Asset. Grants ritual access to that Patron’s Rites.
- One Symbol per Patron; Invokers may carry Symbols of multiple Patrons.
Ritual Invocation
- Takes DV + 1 rounds to complete.
- Display the Symbol openly (visible).
- Always marks +1 Obligation to that Patron.
- If the Symbol is displayed, DV –1 and Obligation –1 (minimum 0 Obligation).
Crack the Seal (Instant Cast)
Resolve the Rite immediately (1 action) by:
- Marking +2 Obligation (+3 for High Rites).
- Setting the Symbol to Compromised (inert until restored).
- The GM may immediately spend 1 SB on a thematic complication.
Restoring a Symbol
- Requires a Downtime action.
- Roll Wits + Arcana or Lore (DV 3).
- Clean Success: Symbol returns to Maintained.
- Partial: Symbol becomes Neglected (future rituals +1 Obligation).
- Miss: Symbol remains Compromised; requires a quest or Patron service to restore.
Multiple Symbols
- Carrying 4 or more different Symbols causes the first Invoker ritual each scene to mark +1 additional Obligation.
- Displaying a rival Patron’s Symbol while invoking another worsens Position by 1 and marks +1 Obligation to the current Patron. On any rolled 1, the GM may trigger a Patron omen or glitch.
Borrowed Grace (Invoker Talent)
Minor Talent Cost: 3–5 XP
Once per scene, spend 1 Boon or 1 Fatigue (1 action) to gain:
- +1 die to a single combat action, or
- +1 Effect to a social or stealth action.
Requires visibly displaying your Patron’s Symbol. If the Symbol is Compromised, Borrowed Grace works at –1 die.
The Traveler (Ways & Journeys)
The Traveler grants rites of safe passage, wayfinding, and road covenants. All rites below are available to Runekeepers and Invokers sworn to The Traveler.
Low Rites
Low Rite of Road-Sense (Obligation: 4)
Instant; Self; No.
[NAVIGATION] [AWARENESS]
Effect: You unerringly pick the fastest safe route in Near/Far range. Gain +1 die to avoid ambushes or delays. Create a 4-segment Path Memory timer to ignore one instance of difficult terrain.
Push It: Spot one hidden bypass, but generate 1 SB (Clubs).
DV: max(4 – Spirit, 1).
Low Rite of Traveler’s Boon (Obligation: 5)
Scene; Self/Ally; No.
[MOVEMENT] [BOND] [HASTE]
Effect: Ignore one level of difficult terrain or bureaucratic delay. +1 Effect to travel or escape checks. If shared, create a 2-segment Shared Journey bond with an ally.
Push It: Extend to one more ally; mark 1 SB (Diamonds).
DV: max(5 – Spirit, 1).
Standard Rite
Standard Rite of the Waymark (Obligation: 8)
Scene; Near; No.
[MARK] [GUIDANCE] [PASSAGE]
Effect: Declare a lane as permitted or easy. Allies gain improved Position/Effect or ignore one obstacle. Create a 6-segment Marked Path timer.
Push It: The lane persists between scenes; the first enemy to exploit it forces 1 SB (Spades).
DV: max(8 – Spirit, 2).
Note: For all The Traveler’s rites, the Difficulty Value is calculated as DV = max(Obligation Cost – Spirit, Rite Tier), where Rite Tier is 1 for Low, 2 for Standard. Spirit reduces both the roll difficulty and the risk of Obligation overflow.
Additional Sample Rites by Patron
These Low and Standard Rites are examples. See the full Player’s Guide for complete lists.
Oath of Flame & Light (Dawn, Vows)
Oath of Flame & Light
- Rite of Kindle Vow (Low): Bind a scene-long vow; bearer gains +1 die when fulfilling it.
- Rite of Lay on Hands (Low): Cleanse affliction, reduce Harm by 1, or remove 1 Fatigue.
- Rite of Radiant Smite (Standard): Your next melee strike flares with dawnfire. Upgrade Effect by one step, add +1 Burn Harm, or –1 die to their next roll. Against undead, oathbreakers, or outsiders: oath-breakers suffer +1 Harm and –1 die, outsiders gain +1 leash ticks.
The Sealed Gate (Thresholds, Wards)
The Sealed Gate
- Rite of Sealed Threshold (Low): Mark a doorway; unauthorized crossing requires Endurance test (DV 3).
- Rite of Circle of Denial (Standard): Protective circle; spirits/outsiders must resist (Resolve vs DV 4) to enter.
- Rite of Banishment Knot (High): Cast out a supernatural entity; test against its TL.
Raéyn, Mistress of the Sea (Tides, Storms)
Raéyn
- Rite of Tidemark’s Blessing (Low): Steady footing on wet surfaces; +1 die to balance/climb.
- Rite of Whispering Currents (Low): Learn safest route on water; +1 die to navigation.
- Rite of Wave-Road Blessing (Standard): Consecrate a sea lane; +2 dice to travel or evasion.
Ikasha, She Who Sleeps (Shadow, Secrets)
Ikasha
- Touch the Umbral Veil (Low): +1 die to one Stealth roll; soften a noise.
- Rite of Crossroads Raven (Low): Omen-raven gives +1 die to navigation or forces enemy hesitation.
- Become the Shadow at the Crossroads (High): Intangible to mundane harm; pass through gaps; +2 dice Stealth.
Obligation and Invokers
Invokers track Obligation per Patron. Each ritual invocation marks +1 Obligation (reduced by displaying the Symbol). Crack the Seal marks +2 Obligation (+3 for High Rites). Obligation Capacity = Spirit + Presence. Exceeding capacity causes Fatigue.
Ritual Interruption and Counterplay
- A ritual can be interrupted by damage, loud noise, or direct countermagic before completion.
- A character may use
[COUNTER]to disrupt a ritual in progress. - If interrupted, the ritual fails; components may be lost. The GM gains 1 SB.
Summoning
Summoning is the art of calling beings from beyond the mortal veil — spirits, elementals, the dead, fey, demons, or stranger entities. It is always dangerous, often costly, and never without consequence.
Who Can Summon?
Any character may attempt a summoning ritual, but only those with the Pact-Whisperer talent can reliably bind and command spirits in combat time. NPCs and plot events use the same principles: a summoner prepares a circle, pays a cost, and risks backlash.
Summoning for Narrative (Greater Powers)
Not all summonings are tactical. Sometimes the story demands calling a greater power — a patron-level entity, a forgotten god, or a primordial force. These rituals are not resolved with a single roll; they are extended challenges that drive the plot.
Ritual Structure for Greater Summonings
- Preparation Timer [6–12]: The summoner gathers rare components, secures a threshold, and learns the entity’s true name (or equivalent).
- The Calling: A dramatic scene where the summoner rolls Spirit + Lore vs. DV (set by the entity’s power). Failure may summon something else.
- The Bargain: Greater powers do not serve for free. They demand a price — a memory, a firstborn, a deed, or an ongoing Obligation (tracked as a campaign front).
- Consequences: On success, the entity manifests (briefly) and may grant a boon, answer a question, or perform a single impossible task. On failure, the entity corrupts, attacks, or curses the summoner.
Example: Summoning the Pale Shepherd’s Herald. A village elder attempts to summon a death-herald to save a dying child. Preparation timer [8]: gather grave-ash, a silver bell, and the child’s true name. Calling roll: Spirit 2 + Lore 3 = 5 dice vs DV 5 → Partial. The herald appears but demands a year of the elder’s remaining life. The elder accepts; the child lives.
PC Summoner (Pact-Whisperer)
Player characters who specialize in summoning take the Pact-Whisperer talent (2 XP). This allows them to call and bind spirits for temporary aid in scenes.
Summoning Talents (Summary)
The essential summoning talents are:
- Pact-Whisperer (2 XP): Base access to summoning.
- Lesser Pactwright (2 XP): Call spirits of TL 1.
- Greater Pactwright (4 XP): Call spirits of TL 3.
- Spirit Link (10 XP): Spirits act on your turn; all commands are free actions; reduce Leash ticking for natural behaviors by 1.
Core Mechanics – Call, Bind, and the Leash
Summoning a spirit follows three steps: Call, Bind, and Leash management.
Call (1 Action)
The spirit manifests at Near range. Choose a spirit template (see sample templates below).
Bind (1 Boon or 1 Fatigue)
Spend 1 Boon or mark 1 Fatigue to establish control. The spirit is now bound and will follow simple commands.
Leash Capacity
The spirit has a Leash — a track of segments equal to your Spirit + the spirit's TL. TL is 1 for a Lesser spirit, 3 for a Greater. The Leash represents the strain of keeping the spirit in the mortal world.
Ticking the Leash
The Leash ticks forward (gains segments) under the following conditions:
- The spirit takes Harm (1 segment per level of Harm).
- You command the spirit to act against its nature (1 segment).
- You split focus — take another significant action while the spirit is acting (1 segment).
- The spirit crosses a
[WARD]without dispelling it (DV = its TL; tick segments equal to the ward's DV). - (Optional narrative trigger) A rival contests control, or the spirit moves too far from you.
When the Leash Fills
When the Leash reaches its capacity, the spirit acts once according to its nature (the GM decides the action, which is often destructive or self-serving), then departs immediately (or turns hostile at the GM’s discretion). The bond is broken.
Boon Finesse
Once per round, you may spend 1 Boon to clear 1 tick from the current spirit’s Leash (cannot be used after the Leash has already filled). This represents appeasing the spirit, reaffirming control, or offering a small token.
Commanding Spirits
- Quick Command: Simple orders (“attack that enemy”, “move there”, “defend me”, “retrieve that object”) do not consume your Action. You may issue one Quick Command per round as a free action.
- Complex Command: If the order requires interpretation, multiple steps, or finesse (“guard this door and alert me if anyone passes”, “search the room for a hidden key”), it uses your Action for the turn.
- Spirit Link (Major Talent): Spirits act on your turn; all commands are free actions; reduce Leash ticking for natural behaviors by 1.
Spirit Bond Progression
For spirits you summon regularly (e.g., a favoured elemental or a recurring shade), track a Spirit Bond Timer [4].
- Mark segments for successful commands, shared victories, or mutual aid (once per type per session).
- At 2 segments: Gain +1 die to communicate with this spirit type.
- At 4 segments: The spirit becomes Favored. Choose one: Leash Capacity +1, or –1 tick per command (minimum 0). Additionally, the spirit grants you +1 Boon when it departs naturally (not destroyed or forced out).
Sample Spirit Templates
Lesser (TL 1)
TL 1
Resilience: 3 (standard)
- Shade: Stealthy scout; can pass through cracks; Harm 1, Leash = 1+Spirit.
- Emberling: Small fire elemental; deals 1 Harm (fire) on touch; can ignite objects.
- Tangle-root: Plant spirit; can entangle one target (Entangled condition, Athletics DV 3 to break).
Greater (TL 3)
TL 3
Resilience: 3 (standard)
- Flame Elemental: Area fire attack (Harm 2 to all in Close); immune to mundane fire; Leash = 3+Spirit.
- Shadow Hound: Track any scent; can move silently; attacks with Harm 2 (shadow bite).
- Stone Guardian: High defense; can interpose and reduce Harm to an ally by 1 (once per round). Harm 1, but +2 Armor.
Specializations (for recurring spirits)
Choose one specialization when a spirit becomes Favored:
- Combat Specialist: +1 Harm on attacks; ignores first Harm 1 per scene.
- Scout Form: Stealthy; a TL 1 spirit can carry 2 kg, a TL 3 spirit 10 kg; +2 dice to Stealth.
- Utility Spirit: Can perform simple tasks (opening unlocked doors, carrying light objects, fetching items).
- Shield Guardian: Once per round, interpose and convert an ally’s Harm 1 into Fatigue on the spirit.
GM Guidelines for Summoning
NPC Summoners
Treat enemy summoners as having the same limitations: they must Call (action) and Bind (Boon or Fatigue). Their spirits have a Leash timer. The GM may choose not to track Leash for minor NPCs if the fiction does not demand it, but for major antagonists, use the same mechanics — this creates tactical choices (e.g., attack the summoner to break control, or force the spirit to cross a ward).
Plot-Level Summonings
- Create a Ritual Timer [6–12] that the party can disrupt.
- Each segment represents a component (blood sacrifice, alignment of stars, chanting cultists).
- The party can sabotage components, kill cultists, or break the circle to halt the summoning.
- If the timer fills, the entity arrives — now the party must bargain, fight, or flee.
Hazards of Greater Summoning
- Uncontrolled Manifestation: The entity may be hostile to everyone, including the summoner.
- Collateral Damage: Reality warps, wards fail, the dead rise, or the environment becomes a hazard.
- Debt: Even if bound, the entity extracts a price — an Obligation timer that ticks per scene, demanding sacrifice or service.
Example: The Cult of the Ninth Bell. Cultists attempt to summon a fragment of the Ninth (void entity). A 6-segment timer: collect nine souls (segment 1), ring the forbidden bell (segment 2), etc. The party can interrupt at any segment. If the timer fills, the Ninth Rim appears — treat as a Tier IV hazard with a Bargain (offer a memory) or a Catastrophe (reality starts erasing the town).
Crafting: The Bench and the Codex
Crafting is not shopping. It is a project — something you start, that takes time you could have spent elsewhere, that the world gets a vote on, and that ends up carrying the marks of how it was made. A thing you bought is a thing. A thing you made is a record.
What You Can Make
| Kind | What it is | Costs | Project Timer |
|---|---|---|---|
| Provision | A consumable: a poultice, a charge of powder, a chalked ward, a doctored bottle. Used once. | Nothing but the scene and the materials. | None — one roll. |
| Work | A lasting mundane thing of real quality: a good blade, a lockpick roll, a boat that does not leak, a forged seal. | Nothing in XP. It is skill and time. | [4] or [6] |
| Wonder | An enchanted thing. Priced as a Talent: Minor 2 XP, Major 4 XP, Prestige 6 XP, Epic 8 XP (§6.8). | XP and Obligation — see 6.9.5. | [6], [8] or [10] |
The Roll
Attribute + Craft for a Provision or a Work; Attribute + Arcana for a Wonder. Which Attribute depends on how you are working: Wits to plan and measure, Body to force and forge, Spirit to coax, Presence to command a workshop of other hands.
DV is set by ambition:
| DV | What you are attempting |
|---|---|
| 2 | Mend it, or make another one exactly like the one you have made before. |
| 3 | A competent new thing in a craft you know. |
| 4 | Something at the edge of your craft, or in someone else's. |
| 5+ | Something nobody has made. The GM should ask you who told you it was possible. |
Position is set by the bench, not by you. This is the whole materials rule — no inventory arithmetic, no counting reagents against a recipe:
| Position | What that means at the bench |
|---|---|
| Dominant | The right materials, the right tools, the right place, and time you are not being chased through. |
| Controlled | Adequate. It will do. Most work happens here. |
| Desperate | Improvised materials, borrowed tools, the wrong roof, or someone counting down outside. |
So the answer to “do I have enough silver?” is never a subtraction. It is a Position, and it is the GM's to set from the fiction you have established. Gathering materials, buying them, stealing them, or being given them is how a player argues for Dominant.
Outcomes
| Result | At the bench |
|---|---|
| Clean Success | Fill 2 segments of the Project Timer. A Provision is simply finished. |
| Success with SB | Fill 2 segments. The GM banks the Story Beats, and the obvious place to spend them is here — the noise, the smoke, the light under the door. |
| Partial | Choose: fill 1 segment clean, or fill 2 and give the piece a Flaw. Gain 1 Boon either way. |
| Miss | Fill nothing. Gain 2 Boons. The materials are spoiled, or the wrong person heard the hammering, or a rival's mark is somehow in the grain. |
One roll per downtime action, or per scene you spend at the bench while the world waits. When the Timer fills, the thing exists.
Flaws
A Flaw is not a penalty. It is a property the object now has, and it is usually the most interesting thing about it. Name it when you take it:
- Thirsty — it wants something first. Blood, oil, a spoken name, a coin left overnight. Give it what it wants or roll at one Position worse.
- Loud — it announces you. Using it hands the GM 1 SB.
- Remembering — it does what its materials' previous owner wanted, occasionally, and the GM decides when.
- Brittle — on a Miss while using it, it breaks. Not damaged: broken.
- Marked — anyone who knows the craft can recognise the hand that made it, which is your hand.
You may buy a Flaw off later: a second project at DV 4, Timer [4]. Or keep it. A GM should be generous with Boons to a player who leans into a Flaw at the worst possible moment, because that is the entire point of the mechanic.
Wonders, and What They Cost
You cannot make magic. You can only borrow it and put it somewhere it will stay. So a Wonder costs three things:
- XP, at its Talent-equivalent tier: Minor 2, Major 4, Prestige 6, Epic 8 (§6.8).
- Obligation, marked at the moment of making, equal to the tier's step: 1 for Minor, 2 for Major, 3 for Prestige, 4 for Epic. You did not buy this. Someone lent it.
- Attunement, thereafter — see below.
A caster with no Patron marks the Obligation anyway. It goes to whatever answered.
Attunement and Upkeep
- You may be attuned to three Wonders at once. Attuning or releasing one takes a scene of quiet.
- Each attuned Wonder takes upkeep each downtime, on the standard curve: max(1, its XP cost ÷ 3, rounded up) in XP, or 1 XP and a downtime scene spent with it.
- Skip the upkeep and it decays one step: Maintained → Neglected → Compromised, per §6.7. A Compromised Wonder's enchantment is inert until repaired.
Artifacts — things you found rather than made, and things older than the people who named them — take no XP and no upkeep and never decay. They take Obligation instead, and they choose when.
Gathering
Once per downtime, a character may gather: Wits + Lore in a settlement or an archive, Wits + Endurance in the wild, DV set by how strange the thing is (2 for common, 3 for uncommon, 4 for rare, 5 for the sort of ingredient that has a name of its own). A success establishes in the fiction that you have the right stuff — which is to say it buys you Dominant at the bench for one project.
There is no reagent count. If the table starts doing arithmetic about how many petals are left, something has gone wrong upstream of the rules.
Followers and Assets
Followers and Assets represent the lasting impact of your character's actions on the world. They are not abstractions or passive bonuses — they are people, resources, and structures that exist in the fiction and can act independently of your character.
Together, Followers and Assets allow characters to project influence beyond a single roll or scene, shaping the world through relationships, preparation, and legacy.
Followers
Followers are named NPCs who have a personal relationship with your character. They may be students, allies, retainers, agents, family members, or dependents. Followers act in the fiction and can grow, change, or be lost as the story progresses.
What Followers Do
- Assist you during scenes through Bonds and Assists.
- Act offscreen to advance goals, gather information, or manage responsibilities.
- Accumulate narrative weight and may eventually become player characters.
Followers are not disposable tools. They have motives, limitations, and vulnerabilities, and the GM may place them at risk when the fiction demands it.
Using Followers
Followers typically influence play in three ways:
- Assists: Granting +1 die or narrative positioning when they are present and able to help.
- Bond Activation: Spending a Boon to draw on trust, loyalty, or shared history for insight or support.
- Offscreen Action: Handling tasks that would otherwise demand the PC's time or attention.
Follower States
Instead of tracking numeric timers, note a follower's Loyalty and Fitness as one of three states each.
| Loyalty State | Meaning | Mechanical Effect |
|---|---|---|
| Faithful | Committed, trustworthy | Normal assist, independent actions available. |
| Strained | Doubtful, pressured | Assist at –1 die; may refuse risky orders. |
| Broken | Betrayed or deserted | Follower leaves or becomes hostile. |
| Fitness State | Meaning | Mechanical Effect |
|---|---|---|
| Ready | Uninjured, rested | Full function. |
| Hurt | Wounded, exhausted | Assist at –1 die; no independent actions. |
| Down | Incapacitated | Requires rescue or medical care. |
Change states when the fiction demands it (e.g., after a failed mission, a moral compromise, or taking damage). No rolls are required.
Limits
- Followers do not replace player actions.
- Followers do not make rolls unless the GM explicitly calls for it.
- Followers cannot solve major conflicts without consequences.
When Followers succeed or fail, those outcomes become part of the story.
Assets
Assets are durable resources, positions, or structures under your character's control. They represent leverage — things that allow you to influence the world at scale.
Examples include:
- A safehouse, laboratory, or fortress.
- A mercantile network or smuggling route.
- A political office or religious authority.
- A powerful relic, symbol, or institutional role.
What Assets Do
Assets:
- Create advantages that persist beyond a single scene.
- Resolve problems that cannot be solved with a single roll.
- Shape the direction and scope of the campaign.
Assets are not passive bonuses. They matter only when invoked in the fiction.
Asset Status
Assets have a single Status that describes their overall health and usability.
| Status | Meaning | Effect |
|---|---|---|
| Flourishing | Well-maintained, respected | +1 die on rolls involving the asset, +1 Yield. |
| Stable | Normal operation | No modifier. |
| Strained | Problems accumulating | –1 die on asset-related rolls, no Yield. |
| Collapsed | Non-functional | Requires quest or major downtime to restore. |
The Status worsens when the asset is neglected, attacked, or suffers a public failure. It improves through dedicated downtime actions or successful missions that benefit the asset.
Activating Assets
Most Assets require the expenditure of Boons to activate.
When you spend a Boon on an Asset, you may:
- Advance or halt a
Timer. - Introduce or remove a complication.
- Secure resources, protection, or access.
- Influence events happening offscreen.
The GM determines the exact impact based on the scale of the Asset and the current situation.
Activation Examples:
- "My spy network delays the patrol — tick the Alarm timer backward by 1."
- "The safehouse has a hidden exit — we escape at Controlled Position."
- "My trading post provides fresh horses — remove one Supply segment."
- "My guild contact suppresses the rumor — cancel an incoming complication."
The GM may veto an activation that exceeds the Asset's scope.
Upkeep
During downtime, each Asset and Follower you maintain requires one of the following:
- Attention (Intensive): Spend a scene interacting with them (repairing, training, socializing).
- Resources (Efficient): Spend 1 XP (or a relevant String) to cover costs offscreen.
If you provide neither, the Asset or Follower degrades one step:
- Assets: Flourishing → Stable → Strained → Collapsed.
- Followers: Faithful → Strained → Broken.
Two consecutive downtimes without upkeep collapses the Asset or loses the Follower entirely.
Terrestrial Patrons
Not all power comes from cosmic entities. Terrestrial Patrons are mortal factions or individuals — nobles, guildmasters, crime lords, generals, merchant princes — who offer tangible aid in exchange for obligation.
How Terrestrial Patrons Work
When you accept a favor from a Terrestrial Patron (access, resources, protection, an Asset), you mark +1 Obligation to that patron. Your Obligation Capacity (Spirit + Presence) applies normally, and exceeding it causes Fatigue exactly as with cosmic Patrons (see the Magic System rules).
Favors are typically Diamonds — leverage, rewards, or Assets that would otherwise cost XP.
Examples:
- A noble grants you a safehouse (Minor Asset) in exchange for a future service.
- A guildmaster provides legal immunity (String) for one heist.
- A crime lord lends you enforcers (Cap 2 followers) for a single mission.
Clearing Obligation
Unlike supernatural Patrons, terrestrial obligations are cleared by performing tasks for the patron. The GM sets the scope:
- Minor task (deliver a message, pay a bribe): clears 1 Obligation.
- Significant task (escort a caravan, break a siege): clears 2 Obligation.
- Major task (assassinate a rival, broker a treaty): clears 3+ Obligation.
Each task becomes a story hook. Refusing a task when Obligation is full may turn the patron into a rival or enemy.
Benefits of Terrestrial Patrons
- No XP cost for favors — only Obligation.
- Access to Assets, Strings, and Followers you could not otherwise afford.
- Patrons escalate with your tier: a Tier I patron offers local favors; a Tier III patron offers regional power.
Player Trusts
A Trust is a shared pool of XP that players contribute to, used to acquire and maintain party-owned Assets and Followers. Trusts represent a collective enterprise — a mercenary company, a trading guild, a spy network, a religious order.
Forming a Trust
Any player may contribute XP to the Trust pool. Contributions are voluntary and cannot be withdrawn. The Trust has no individual owner; spending from the pool requires majority agreement.
What a Trust Can Buy
| Cost | Benefit |
|---|---|
| 4 XP | Minor Asset (shared safehouse, workshop, contact network). |
| 8 XP | Standard Asset (guild charter, spy ring, fortress lease). |
| 9 XP | Follower (Cap 3, loyal to the Trust, not any single PC). |
Assets and Followers acquired through a Trust belong to the party as a whole. Any member may activate them (spending their own Boons).
Upkeep and Delegation
Each downtime, the Trust must pay upkeep for its Assets and Followers using the standard rules — Efficient upkeep of max(1, cost ÷ 3) in XP, or 1 XP and a scene, per asset or follower). Alternatively, the Trust may delegate upkeep to a Cap 5 Follower:
- The Cap 5 follower can manage up to 4 Assets (or any combination of Assets and Followers totaling 4 slots).
- The follower's own upkeep covers the delegated Assets — no separate XP cost.
- Risk: If the follower becomes Compromised (disloyal, captured, or killed), all delegated Assets become Neglected or are lost until the follower is restored.
Dissolving a Trust
If the party disbands, remaining XP in the pool is lost. Assets may be transferred to individual characters who pay the XP cost (or accept Obligation to a Terrestrial Patron to cover the difference).
Followers vs. Assets vs. Patrons vs. Trusts
| Followers | Assets | Terrestrial Patrons | Trusts | |
|---|---|---|---|---|
| Nature | People | Resources / Structures | Mortal factions | Shared pool |
| Primary Role | Personal support | Strategic leverage | Favors for Obligation | Collective ownership |
| Activation | Assists, Bonds | Boon expenditure | Accepting favors | Majority vote |
| Risk | Emotional, narrative | Structural, political | Refusal turns hostile | Delegated follower compromise |
| Growth | Can become PCs | Expand or collapse | Escalate with tier | Assets/Followers persist |
Note: in the source PDF this comparison is a four-column table whose rows were flattened and hyphen-wrapped by text extraction (e.g., "Personal sup-port," "Emotional, nar-rative"). The table above reconstructs the original row/column structure from those fragments.
High-Tier Play
As characters advance, Followers, Assets, Patrons, and Trusts become increasingly important. Higher-tier Talents and Assets consume Boons, forcing players to choose between immediate success and long-term influence.
At Tier III and above, your personal dice pool may be maxed, but a Cap 3 Follower adds +3 to assist rolls, and a Major Asset can shift the outcome of a scene without a roll.
Victory is no longer just surviving the roll. It is choosing which parts of the world move when you do.
Travel Framework
Journeys are more than distance; they are sequences of pressure, discovery, and consequence. The travel framework turns long roads into a series of dramatic legs without micromanaging miles.
Legs and Travel Timers
- Break a long journey into legs, each representing a significant change in terrain, danger, or political region.
- Each leg uses a Travel Timer (default size 4 segments).
- The timer advances through progress actions, encounters, or scene resolution.
- When the timer fills, the party arrives at the destination (or the next region). Unresolved complications carry forward.
Roles on the Road
Assign one role per character each leg. Roles may rotate each leg.
| Role | Key Test | Benefit on Success |
|---|---|---|
| Guide | Wits + Lore | Tick the Travel Timer +1. |
| Scout | Wits + Stealth | Party cannot be surprised on the first encounter of the leg. |
| Quartermaster | Wits + Craft | Prevent one Supply drop or recover 1 spent Supply. |
| Watch | Presence + Insight | Party gains +1 Position on the first defense roll of any ambush. |
Each role action requires a roll (Attribute + appropriate skill, DV set by the GM). Failure may tick the Travel Timer backwards or introduce a complication.
Encounters and Events
Every 1–2 segments filled, the GM introduces an encounter or hazard. At minimum, each leg should include one meaningful encounter.
| Type | Examples | Typical Resolution |
|---|---|---|
| Discovery | Ruins, strange omens, hidden sites | Insight or exploration roll. |
| Hazard | Terrain challenge, illness, extreme weather | Survival or Endurance test; may use a hazard timer. |
| Encounter | Bandits, emissaries, beasts, rival travelers | Combat or social resolution. |
| Complication | Bond tested, supplies strained, pursuit gains ground | Roleplay or skill challenge. |
Encounters use the standard resolution loop (Position, DV, Outcome). On a failed travel roll, the GM may spend SB to introduce an encounter immediately.
Supply and Depletion
Track shared party supplies with a Supply Timer [4].
- Tick the timer when the Quartermaster fails a roll, when the GM spends SB on scarcity, or when the party is forced to march without resupply.
- When the timer fills, the party runs out of a critical resource (food, water, fuel). Apply a Condition (Hungry, Thirsty, etc.) or mark 1 Fatigue per character.
- Resupply at settlements, through successful foraging, or by spending a Cache token (see Asset rules).
Optional: Regional Travel Decks
If using the optional Regional Decks, draw a card from the destination's deck when the Travel Timer ticks. Suits suggest the nature of the encounter:
| Suit | Theme |
|---|---|
| Spades | Place – a landmark, ruin, or terrain feature. |
| Hearts | Actor – a traveler, patrol, or local guide. |
| Clubs | Pressure – weather, injury, resource loss. |
| Diamonds | Leverage – a shortcut, a cache, or a friendly face. |
The highest rank may set the Travel Timer size (e.g., 4 for 2–5, 6 for 6–10, 8 for Jack–King, 10 for Ace).
Weather and Terrain Modifiers
The GM may apply modifiers based on conditions:
| Condition | Effect |
|---|---|
| Difficult Terrain | Movement costs double; Charge/Skirmish require open ground |
| Extreme Weather (rain, snow, heat) | First travel roll each leg is Desperate. |
| Hazardous Weather (storm, blizzard, sandstorm) | Travel Timer ticks +1 at leg start; navigation DV +1. |
| Favorable Weather | First travel roll each leg gains +1 Position. |
Foraging and Subsistence
A character may forage during a leg instead of taking a role action. Roll Wits + Lore (DV by terrain, typical 3–4).
- Clean Success: Gain 1 Supply.
- Partial: Gain 1 Supply but mark 1 Fatigue (time or exposure).
- Miss: No Supply; GM gains 1 SB (scarce resources, dangerous plant, predator sign).
GM Quick Cues
- Travel should advance story stakes, not pause them. Use legs to foreshadow threats, deepen bonds, or reveal Patron omens.
- Let players showcase talents in their chosen roles.
- Mix discovery and hardship to keep legs tense but rewarding.
- A failed travel roll should never result in "nothing happens." Use SB to introduce an encounter or tick a hazard timer.
Deck of Consequences (Optional)
The Deck of Consequences is a narrative tool for injecting drama, setbacks, and twists. It replaces or supplements GM fiat with randomized complications that remain thematically consistent. Its use is entirely optional.
Deck Structure
Use a standard 52-card deck (jokers optional). Suits map to complication themes:
| Suit | Theme | Examples |
|---|---|---|
| Hearts | Social / Emotional | Betrayal, scandal, broken trust, awkward moment, ally under strain. |
| Spades | Physical / Harm | Bruise, injury, collapse, gear damage, ambush. |
| Clubs | Material / Cost | Resource loss, gear failure, debt, ruined supplies, theft. |
| Diamonds | Magical / Spiritual | Omen, curse, Patron attention, reality bend, haunting. |
Card Ranks & Severity
- Ace Scene-altering twist; compels immediate response.
- King, Queen, Jack Major complication with lasting effects.
- 10–8 Moderate complication that reshapes the current scene.
- 7–5 Minor complication; a nuisance that creates tension.
- 4–2 Subtle complication or foreshadowing omen.
Jokers (Optional)
- Red Joker: Catastrophic event (environmental collapse, Patron intervention).
- Black Joker: Dark boon (immediate help, but with lasting cost or debt).
When to Draw
The GM may draw from the deck when:
- A roll shows multiple 1s (e.g., three or more).
- The GM spends 2+ Story Beats at once.
- A major timer fills (scene or campaign timer).
- During travel to generate an unexpected encounter.
Aim for 1–2 draws per session; more if the tone skews chaotic.
Procedure
- Note the number of SB spent (or generated).
- Draw a number of cards equal to the SB spent (minimum 1, maximum 3).
- Synthesize a single narrative complication from the combination of suits and the highest rank.
- Do not reshuffle until the deck runs out or the session ends — this creates a natural "fate budget."
Synthesizing Complications
Combine the suits and the highest rank into one fiction-first twist. Examples:
- Hearts + Spades: Emotional betrayal that leads to physical harm ("Your ally flees, and the portcullis drops between you.").
- Clubs + Diamonds: Resource drain with magical backlash ("The ritual consumes your healing herbs and leaves a scar on the threshold.").
- All four suits: A crowd riots, loots your supplies, and a spirit feeds on the chaos.
Shortcut Table for Fast Interpretation
| Suit | Low (2–5) | High (J–A) |
|---|---|---|
| Hearts | Awkward social moment | Betrayal, scandal, broken trust |
| Spades | Bruise, small stumble | Serious injury, structural collapse |
| Clubs | Minor loss (rations, coins) | Major asset destroyed, debt called |
| Diamonds | Omen, eerie noise | Patron demand, reality bends |
Integration with Fiction
- Translate the raw card result into a fiction-first complication. Do not apply mechanical penalties alone.
- The complication should build on what is already happening in the scene, not restart the story.
- Respect player agency — allow clever mitigation, but ensure the consequence lands.
GM Quick Cues
- Use the deck to surprise yourself as well as the players.
- If a card does not fit the current fiction, draw again or adjust the rank up or down by one.
- For campaign-scale foreshadowing, draw a card at the end of a session and note its theme; introduce the complication in a later session.
Crown Spread (Optional)
The Crown Spread is a campaign-framing tool that uses a spread of cards to establish the long arc of a story. It provides seeds for GMs and players to weave motifs, omens, and foreshadowed events. Its use is entirely optional.
Setup
- In Session Zero (or before the campaign begins), lay out 5–7 cards in a semicircle (the "Crown"). Use either the Deck of Consequences or a standard card deck.
- Each card anchors a motif, omen, or looming event.
- Record the spread openly on a Campaign Sheet or digital log.
Interpreting the Spread
| Position | Meaning |
|---|---|
| Position 1 (Root) | The underlying tension or theme of the campaign. |
| Position 2 (Crest) | A key faction or patron influence that will rise. |
| Position 3 (Crown) | The climax image or major confrontation the arc builds toward. |
| Position 4 (Left Hand) | A bond, ally, or relationship that anchors play. |
| Position 5 (Right Hand) | A rival, betrayer, or challenger who pressures the party. |
| Positions 6 & 7 (Optional) | Expansions for setting-wide twists (environmental, mystical, or political). |
Using the Spread in Play
- Each drawn card becomes a Foreshadow Timer [4] attached to its motif. Advance the timer when events lean toward that omen (e.g., when the GM spends SB on related complications, when a major scene involves that faction, or when a travel leg passes through an area tied to the motif).
- When a Foreshadow Timer fills, the motif manifests concretely in play — a faction rises, a betrayer reveals themselves, a curse activates.
- Tie Spread cards to Campaign Timers for pacing.
Campaign Timer
The Campaign Timer tracks rising stakes across the entire arc.
- Default size: 8 segments.
- Advance the Campaign Timer when: multiple SB overflows in a session (e.g., three or more 1s on a single roll), when travel legs resolve with major cost (e.g., a character reaches Harm 2), or when Spread omens manifest concretely.
- When the Campaign Timer fills, the Crown confrontation arrives. Play through its fallout as the campaign climax.
Ending & Legacy
- After the Crown confrontation resolves, hold an epilogue session.
- Resolve any remaining Foreshadow Timers as epilogue vignettes.
- Players may mark Legacy Bonds — new anchors for future campaigns or descendants.
GM Quick Cues
- The Spread is not a railroad — it foreshadows, not dictates.
- Reinterpret cards liberally as play evolves; symbols matter more than literal events.
- Remind players of their omens between arcs to build tension and payoff.
Player Archetypes at the Table
Fate's Edge gameplay flexes to different player archetypes. These roles are not strict classes but rather approaches to play that help a group balance spotlight and tone.
The Solo
Focus: Mastery of self, independence, one-on-one drama.
Strengths: Quick spotlight scenes, duelists, scouts, specialists.
Risks: Can drift into isolation or hog solo arcs. Needs explicit ties to group goals.
GM Tools: Use Bonds, rival duels, and one-on-one omens to keep engagement tethered to the group.
The Mixed
Focus: Hybrid adaptability — both support and lead.
Strengths: Bridges gaps in group dynamics; excels in team tactics.
Risks: May feel overshadowed by extreme specialists.
GM Tools: Spotlight them when versatility matters: flexible magic, leadership, negotiation, or sudden pivots.
The Mastermind
Focus: Schemes, plans, and command over the long arc.
Strengths: Drives strategic play, coordinates others, excels in intrigue.
Risks: May over-plan or dominate spotlight with metagame thinking.
GM Tools: Challenge them with shifting information, Patron demands, and rivals who anticipate their moves.
Balancing Archetypes
- A healthy table mixes all three archetypes, ensuring solo tension, group cohesion, and strategic play coexist.
- Encourage players to flex between archetypes scene by scene; they are fluid, not fixed.
- Spotlight balance: in a 3-hour session, each archetype should anchor at least one major scene.
GM Quick Cues
- Use archetypes as a lens for framing scenes: duels for Solos, shifting tactics for Mixed, grand reveals for Masterminds.
- When spotlight imbalances arise, rotate complications or bonds to another archetype's strength.
- Archetypes inform how Patrons and factions court PCs: Solos as champions, Mixed as envoys, Masterminds as plotters.
Scene Example: The Bridge at Dusk
This example shows the core resolution loop in practice across multiple player actions.
Setup
The party—Lyra (rogue), Thane (fighter), and Sera (caster)—is on a narrow stone bridge overlooking a ravine. Cultists are chanting on the far side, completing a ritual that will summon a demon. The GM has already established a Ritual Completion [6] timer with 3 segments filled.
GM: "You're on the bridge. The cultists are 40 feet away, their chant rising. You have 3 segments left on the Ritual Completion timer. What do you do?"
Player Action 1: Lyra Scouts Ahead
Lyra: "I creep forward, keeping to the shadow of the bridge's railing, trying to see how many cultists there are and what they're doing."
GM: "Controlled, DV 3. On a Miss, you dislodge a stone and they notice you."
Lyra rolls (Wits 4 + Stealth 2 = 6 dice): 9, 7, 4, 3, 2, 1.
- Successes: 2 (9, 7) vs DV 3 → Partial
- SB: The 1 gives the GM 1 Story Beat.
- Boons: Lyra gains 1 Boon.
GM: "You get a good look. There are six cultists—four chanting around a stone altar, two watching the bridge. You count the segments: the ritual is at 4 of 6. They're close. But your foot scrapes a loose stone. The watch cultists are looking your way."
Lyra: "I freeze."
GM: "They don't see you. But they're alert now. What does everyone else do?"
Player Action 2: Thane Charges
Thane: "I charge the watch cultists while they're distracted. I want to take them out before they raise the alarm."
GM: "Charge is a Full Turn Action. Move two bands and attack. Costs 1 Fatigue. Your next defense is Desperate. The bridge is narrow—open ground, so no penalty."
GM: "Controlled, DV 3. On a Miss, you stumble and the cultists get a free shot."
Thane rolls (Body 3 + Melee 3 = 6 dice): 10, 8, 6, 5, 4, 2.
- Successes: 4 (10 counts as 2, 8, 6) vs DV 3 → Clean Success
- SB: None.
- Boons: None.
GM: "You barrel into the first cultist—he goes down hard (Harm 2 from your medium weapon). The second cultist stumbles back. The bridge shakes. I'll tick Collapse [4] +1—you're at 1 of 4. The ritual's chant falters, but doesn't stop."
Thane: "I'm in the middle of them now. Desperate defense?"
GM: "Yes. Your next defense is Desperate."
Player Action 3: Sera Casts a Spell
Sera: "I cast a [FIRE][AREA] burst to scatter the remaining cultists and disrupt the ritual. I want to hit the altar."
GM: "That's two tags—DV 4 (1 + 2 tags). It's a two-action spell (Weave then Cast). You're not in melee, so Controlled Position. On a Miss, backlash."
Sera: "I weave." (Action 1)
GM: "The fire gathers in your palm. The cultists see you. The chant quickens. Roll to cast."
Sera rolls (Wits 4 + Arcana 2 = 6 dice): 1, 1, 8, 7, 6, 3.
- Successes: 3 (8, 7, 6) vs DV 4 → Partial
- SB: Two 1s → GM gains 2 Story Beats.
- Boons: Sera gains 1 Boon.
GM: "The fire bursts outward. Two cultists are thrown back (Harm 1 each). The altar cracks—the ritual chant stutters. But the backlash: fire licks back at you. Mark 1 Fatigue, and the bridge timbers catch fire. I'll tick Collapse [4] +1—you're at 2 of 4. Also, I'll spend 1 SB: the lead cultist survives and screams, 'The Ninth will rise!'"
Spending Story Beats
The GM now has 3 SB total (1 from Lyra, 2 from Sera). The GM spends 2 SB:
GM: "I spend 2 SB. The lead cultist's scream echoes—and the bridge groans. You feel the stone shift. Tick Collapse [4] +1 (now 3 of 4). And a new timer: Reinforcements [6] starts ticking—something is coming from the far side of the ravine."
Resolution
The party has 1 segment left on the Ritual Completion timer, 1 segment before the bridge collapses, and a new threat incoming. The scene escalates.
GM: "The bridge groans. The fire is spreading. The lead cultist is reaching for a bell. What do you do?"
What This Example Teaches
- Position and DV are set based on fiction—not arbitrary numbers.
- Partials give Boons and progress, but with costs.
- 1s give SB even on successful rolls.
- SB are spent to escalate tension, not punish.
- Timers are visible and ticked openly.
- Fail forward: Even Partials and Misses change the situation—the story never stalls.
Quick Reference
Core Outcome Matrix
| Roll Result | Outcome | What Happens |
|---|---|---|
| Successes ≥ DV, SB = 0 | Clean Success | Intent achieved; no complication. |
| Successes ≥ DV, SB > 0 | Success with SB | Intent achieved; GM spends SB for complication. |
| 0 < Successes < DV | Partial | Progress made; player gains 1 Boon. |
| Successes = 0 | Miss | No progress; player gains 2 Boons; GM escalates with SB. |
Difficulty Value (DV) Ladder
| DV | Situation |
|---|---|
| 2 | Routine, low stakes, nearly guaranteed. |
| 3 | Default — pressured or minor opposition. |
| 4 | Hard — hostile conditions, active resistance. |
| 5 | Extreme — multiple constraints, dramatic gambles. |
The ladder ends at 5. There is no DV 6. A task harder than Extreme is not a bigger number — it is a clock, a worse Position, or a flat no. Raising the DV past 5 only moves the roll toward automatic failure, which is the one outcome the Outcome Matrix already has a row for and does not need a difficulty to produce.
Position & Effect
| Position | Narrative Frame | Mechanical Effect |
|---|---|---|
| Dominant | You press your advantage | Re-roll one failure. |
| Controlled | Balanced, normal risk | No re-rolls. |
| Desperate | You act under duress | Re-roll one success. |
A die showing 10 is never re-rolled.
Range Bands
| Band | Default Notes |
|---|---|
| Close | Touching; grapples, knives. Inside the arc of anything longer. |
| 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 | Distant same site; beyond every melee weapon. Needs time or a route. |
| Absent | Off-screen; needs cut or travel to interact. |
Armor Conversion Table
| Armor Type | 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 |
Minimum 1 Fatigue per hit, even if conversion would give 0.
Fatigue and Harm
| Fatigue | Effect |
|---|---|
| 1 (Winded) | Dominant → Controlled. |
| 2 (Strained) | Controlled rolls generate +1 SB on 1s. |
| 3 (Exhausted) | Controlled → Desperate. |
| 4+ (Collapse) | Body test DV 3 or Severe Harm. |
| Harm Level | Effect |
|---|---|
| Harm 1 | –1 die on actions directly related to the injury. |
| Harm 2 | –1 die on most actions until treated. |
| Harm 3 | Incapacitated or dying. |
Magic Paths Comparison
| Path | Cost | Risk | Speed | Flexibility |
|---|---|---|---|---|
| Caster (Freeform) | Spellcraft (6 XP) | Backlash | 2 actions (1 for cantrip) | Very high |
| Runekeeper (Rites) | Familiar + Codex | Obligation | 1 action | Moderate |
| Invoker (Symbols) | Patron's Symbol (4 XP) | Ritual time / Symbol damage | Slow or instant (Crack) | Moderate |
| Cantor (Songs) | Cantor's Path (8 XP) | Corruption | 1 action (resolve next turn) | Low |
Summoning Leash
- Capacity: Cap + Spirit segments.
- Ticks:
- Spirit takes Harm: 1 tick per Harm level.
- Command against nature: 1 tick.
- Split focus: 1 tick.
- Crosses a ward without dispelling: ticks = ward's DV.
- Leash fills: Spirit acts once to its nature, then departs.
- Boon Finesse: Spend 1 Boon to clear 1 tick (once per round).
Action Economy (Quick)
- Each turn: 1 Action + 1 Move.
- Move: shift one range band (Close ↔ Near ↔ Reach ↔ Far).
- Dash (Action): move two bands; next defense Desperate.
- Disengage (Action): then Move does not provoke opportunity attacks; cannot Attack this turn.
- Charge/Skirmish (Full Turn): move two bands and attack; costs 1 Fatigue; next defense Desperate; requires open ground.
Opportunity Attacks
Moving out of an enemy's Close range without Disengage provokes one free melee attack (Controlled Position). The following actions also provoke if performed while engaged in Close with an enemy:
- Making a ranged attack.
- Casting a spell without [TOUCH] or [WARD].
Boons at a Glance
- Earn: Partial = 1 Boon; Miss = 2 Boons.
- Hold: max 5; trim to 2 at scene end.
- Spend 1 Boon: re-roll a die, activate an Asset, improve Position by one step.
- Spend 2 Boons: convert to 1 XP (downtime, max 2 XP per session).
Default Values (GM Cues)
- Default DV = 3.
- Default Position = Controlled.
- Default Effect = Standard.
- Default Range = Near.
Tags Quick Reference (Abridged)
| Tag | Effect |
|---|---|
| AREA | Affects all in a zone; collateral risk. |
| BANISH | Drive an Outsider toward departure; DV = the target's TL. |
| BARRIER | Creates cover/obstruction with Integrity Timer. |
| BIND | Immobilizes target until broken. |
| CLEANSE | Remove or suppress a Condition. |
| COMMAND | Issue a clear order; resolve as social contest. |
| CONJURE | Create a useful object, cover, or hazard. |
| COUNTER | Interrupt a spell or rite in progress. |
| CURSE | Inflict a sticky hindrance with a clear release condition. |
| DISPEL | End or suppress an ongoing magical effect. |
| FORTIFY | Harden a target against a specific vector. |
| MARK | Tag a target; once/scene +1 die against it. |
| OATH | Bind parties to terms; breaking has teeth. |
| PASSAGE | Declare a route as permitted or easy. |
| REVEAL | Expose illusions, disguises, or hidden clauses. |
| SANCTIFY | Consecrate a zone to a code or Patron. |
| SEAL/UNSEAL | Magically lock or unlock a container / door. |
| TRANSPORT | Move a target across an obstacle. |
| VEIL | Obscure a person, object, or zone (–1 die to Notice). |
| WARD | Blocks specific entities (DV = the target's TL to cross). |
Example Spells & Rites
This appendix provides ready-to-use examples for each magical path. DVs and costs are guidelines; GMs may adjust based on fiction.
Spark (Cantrip)
DV 3 [FIRE][STRIKE]
Ranged Harm 1 (fire) to one target within Near.
Minor Illusion
DV 3 [WATER][VEIL]
Create a simple sound or image within Near for one exchange.
Gust
DV 3 [AIR][PASSAGE]
Push one object or creature of your size or smaller one band back.
Quick Patch
DV 3 [LIFE][MEND]
Temporarily repair one damaged item for the scene.
Ember Cloak
DV 3 [FIRE][DEFEND]
+1 die to Defend rolls against cold or melee attacks for the scene.
Web of Fate
DV 3 [FATE][BIND]
Immobilize one target within Near; break free requires Body + Athletics against DV 4.
Healing Mist
DV 4 [WATER][HEAL][AREA]
All allies in Close clear 1 Fatigue.
Stone Shield
DV 3 [EARTH][BARRIER]
Create a stone wall with Integrity Timer [4] that blocks movement.
Shadow Step
DV 4 [AIR][FOLD] (dangerous)
Teleport self within Near range. Leaves faint afterimage.
Fate’s Rebuke
DV 4 [FATE][STRIKE][STRIKE]
Ranged Harm 2 (psychic), ignores non-magical armor.
Sleep
DV 3 [DEATH][COMMAND]
One target within Near falls into a natural sleep; lasts scene or until harmed.
B.1 Runekeeper Rites (by Patron)
Runekeepers learn Rites from their Codex. Each Rite is invoked as 1 action and marks Obligation (+1 standard, +2 for Push).
B.1.1 The Sealed Gate (Thresholds, Wards, Binding)
Sealed Threshold
Tier: Low
Ward a doorway; unauthorized crossing requires Spirit + Endurance (DV 4). Lasts scene.
Circle of Denial
Tier: Standard
Protective circle vs Outsiders. To cross, Outsider tests DV = its TL; on hit, add its TL to its Leash.
Banishment Knot
Tier: High
Cast out a supernatural entity. Test Spirit + Lore against the target's TL. On hit, the entity departs (add its TL to its Leash if summoned).
B.1.2 Raéyn (Sea, Storms, Journeys)
Tidemark’s Blessing
Tier: Low
Steady footing on wet surfaces; +1 die to balance and climb. Lasts scene.
Whispering Currents
Tier: Low
Learn safest route on water; +1 die to navigation rolls for one leg.
Wave-Road Blessing
Tier: Standard
Consecrate a sea lane; +2 dice to travel or evasion rolls on that route for one journey.
B.1.3 Ikasha (Shadow, Secrets, Thresholds)
Touch the Umbral Veil
Tier: Low
+1 die to one Stealth roll; soften a single noise.
Crossroads Raven
Tier: Low
Omen-raven appears. Gain +1 die to navigation or force one enemy to hesitate (Resist DV 4).
Become the Shadow at the Crossroads
Tier: High
Intangible to mundane harm; pass through gaps; +2 dice to Stealth. Lasts scene.
B.2 Invoker Rituals (by Symbol)
Invokers perform rituals using a Patron’s Symbol. Rituals take DV+1 rounds and always mark +1 Obligation. Crack the Seal (instant) marks +2 Obligation (+3 for High) and renders the Symbol Compromised.
Oath-Ward
Tier: Low Patron: Any with Law/Ward domain
Chalk circle wards a small area (10ft radius). Violators test Spirit (DV 4) or cannot enter.
Wayfinder’s Thread
Tier: Low Patron: The Traveler
Knot a red cord thrice; create a tether to a safe path for one leg.
Salt-Cut
Tier: Low Patron: The Sealed Gate
Sever a simple ongoing magical effect (rope, charm, weak ward). Consumes salt.
River’s Memory
Tier: Standard Patron: Raéyn
Scry a recent event tied to a personal token. Blurry but accurate. Costs 1 Fatigue.
Bargain-Bead
Tier: Standard Patron: Any Patron
Invite a minor spirit to parley. Requires two carved beads; one consumed.
Purge
Tier: Standard Patron: Oath of Flame & Light
Cleanse one level of taint, curse, or corruption from a creature or object. Caster marks 1 Fatigue.
Summoner’s Gate
Tier: High Patron: Any with Summoning domain
Call a known entity safely. Requires circle and true name. Occupies a concurrency slot.
B.3 Cantor Songs
Cantors perform Low Rites as Songs. Singing takes 1 action; the effect resolves at the start of the caster’s next turn. Push (mark Fatigue + advance Corruption) resolves immediately.
Hearth’s Lullaby
Patron/Theme: Mercy, Rest
All allies within Near clear 1 Fatigue.
Storm’s Call
Patron/Theme: Weather, Sea
For one leg, treat weather hazards as one step milder (does not stack).
Raven’s Omen
Patron/Theme: Shadow, Secrets
One ally gains +1 die to their next Stealth or Deception roll.
Knot of Silence
Patron/Theme: Binding, Ward
Muffle all sound within Close range for one exchange.
Thread of Memory
Patron/Theme: Knowledge, Truth
Ask the GM one yes/no question about a past event in the current scene.
Bitter Dirge
Patron/Theme: Death, Endings
One enemy within Near suffers −1 die to their next action (fear).
B.4 Universal Rituals (Any Character)
Any character with the time, components, and a skill roll (usually Spirit + Lore) may attempt these rituals.
Wayfinder’s Thread (Universal)
1 min, red cord
Tie thrice; create tether to a safe path. On success, navigation rolls +1 die for one leg.
Oath-Ward (Universal)
5 min, chalk circle
Ward small area; violators test Spirit (DV 4) to enter.
Ember-Glass
1 min, smoked glass
Sense heat sources through cover for one scene.
Salt-Cut (Universal)
1 min, salt, bronze knife
Sever a simple ongoing effect (rope, charm, weak ward). Consumes salt.
River’s Memory (Universal)
10 min, bowl, personal token
Scry a recent event tied to token; blurry vision. Token is ruined.
Bargain-Bead (Universal)
10 min, two carved beads
Invite a minor spirit to parley. On success, spirit appears. Must offer concession.
Quiet Veil
5 min, ash, muffled bell
Muffle group sounds for one scene; all gain +1 die to Stealth.
Dream-Way Marker
10 min, inked sleep mask, water cadence
Mark safe entrance to the Ways Between; short transit possible. All wake Shaken.
Purge (Tainted Object)
10 min, bitter herbs, clean blade
Cleanse one level of taint from a small object. Caster takes minor backlash.
Example Characters
These Tier I (32 XP) characters illustrate core builds for different playstyles. Each includes attributes, skills, talents, equipment, a bond, and a complication.
Ellis — Aeler Initiate (Warrior/Runekeeper)
Tier I 32 XP
A young vent-prior’s apprentice who left the underways to prove that stone-law can walk the surface world without breaking.
Attributes
| Body | Spirit | Wits | Presence |
|---|---|---|---|
| 3 | 3 | 2 | 2 |
Skills
Melee 2, Athletics 1, Endurance 1, Lore 1, Craft 1, Insight 1
Talents 12 XP total
- Familiar (Thiasos) (2 XP) — A small iron bell that hums when stone is near.
- Codex (4 XP) — Sealed with a keystone rune; contains the Rites of the Sealed Gate.
- Weapon Master (5 XP) — +2 dice with warhammer; once/scene +1 Effect.
- Effortless Charge (4 XP) — Ignore Fatigue cost of Charge once/scene.
Equipment
- Warhammer (Medium melee, Harm 2, +1d at Close, +2d at Near).
- Iron Half-Plate (Medium armor, 1 Harm → 1 Fatigue, 2 Harm → 1 Fatigue).
- Codex (iron-bound slate).
- Breath-counter bell.
Bond
“I owe Vent-Prior Orla a debt of stone and silence. She taught me that the mountain listens even when we do not speak.”
Complication
Stone-Press Susceptible: In deep underground spaces, any failed roll ticks a personal Hallucination Timer [4].
Rites Known
- Sealed Threshold (Low) — Ward a doorway; unauthorized crossing requires Endurance test.
- Oath-Ward (Low) — Chalk circle wards a small area vs intrusion.
Lyra — Vilikari Rover (Rogue/Scout)
Tier I 32 XP
A border-runner who learned to read two ledgers before she could write her name, now carries secrets instead of cargo.
Attributes
| Body | Spirit | Wits | Presence |
|---|---|---|---|
| 2 | 2 | 4 | 3 |
Skills
Stealth 2, Deception 2, Sway 2, Insight 1, Craft 1, Insight 1
Talents 12 XP total
- Keen Senses (2 XP) — +1 die on perception checks to spot danger or hidden details.
- Trackless Step (2 XP) — Once/scene, leave no trail for the remainder of the scene.
- Silk Palms (2 XP) — When you bribe a minor official, gain temporary String Bought Silence.
- Backstab (6 XP) — When attacking from stealth, deal +1 Harm and ignore 1 point of Armor.
Equipment
- Paired daggers (Light melee, Harm 1, +2d at Close, +1d at Near).
- Padded leather (Light armor, 1 Harm → 1 Fatigue, 2 Harm → 1 Harm + 1 Fatigue).
- Lockpicks (Craft kit).
- False manifest (forged papers).
Bond
“Rurik the fence saved me from a customs trap. He expects me to return the favor when the ledger calls.”
Complication
Two-Ledger Debt: You keep a second ledger of favors owed to Vilikari smugglers. The GM may once per session tick a Favor Due timer [4] when you refuse a questionable job.
Sera — Lethai-thora Exile (Caster)
Tier I 32 XP
A former archivist who touched a forbidden scroll and now hears whispers from the space between written words.
Attributes
| Body | Spirit | Wits | Presence |
|---|---|---|---|
| 2 | 3 | 4 | 2 |
Skills
Arcana 2, Lore 3, Insight 2, Insight 1, Deception 1
Talents 10 XP total
- Spellcraft (6 XP) — Enables freeform casting (Weave + Cast).
- Long Memory (3 XP) — +1 die to Lore and Insight rolls involving historical knowledge.
- Cold Reading (3 XP) — +1 die to Sway and Insight when observing before acting.
Equipment
- Quarterstaff (Light melee, Harm 1, +2d at Close, can Defend as action).
- Scholar’s robes (no armor).
- Sealed scroll case (contains one forbidden fragment).
- Brass inkpot (focus for [REVEAL] effects).
Bond
“Keeper Lian hid me when the Censorate came. Her silence protects me; my voice will one day protect her secret.”
Complication
Whisper-Threshold: Whenever you cast a spell that generates two or more SB, you hear a voice from the Ninth Scroll. The GM gains a String: The Archive Knows Your Name.
Signature Spells
- Whisper-Light ([FIRE][ILLUMINATE]) — DV 3, one action. Small, silent light.
- Memory’s Veil ([WATER][VEIL]) — DV 3, two actions. Obscure one small object or door; –1 die to Notice.
- Scroll’s Rebuke ([FATE][STRIKE]) — DV 3, two actions. Ranged Harm 1 (psychic), ignores mundane armor.
Social Encounters
Use Persuasion Timers for extended negotiations, debates, or intimidation.
Setting Up
Non-Face Characters Can Help
Persuasion Rolls
Each distinct argument or lever advances the timer:
When the Opposition Timer fills, the target hardens — Position worsens or the ask becomes impossible. When the Persuasion Timer fills, the target agrees as framed.