FATE’S EDGE · SYSTEM REFERENCE DOCUMENT
Earlier section numbers
Older citations retain their meaning. These links locate the same rule under its descriptive heading.
- §15.1: Awarding XP
- §15.1.1: Session Awards (Guidelines)
- §15.1.2: Milestones
- §15.1.3: Boon Conversion
- §15.2: Spending XP
- §15.3: Upkeep
- §15.4: Rush Rule
- §15.4.1: Rush Rule Procedure
- §15.5: Tiers of Reputation
- §15.6: High-Tier Play and Boons
- §15.6.1: High-Tier Example: The Archmage's Choice
- §15.7: Advancement Notes
- §6.1: Weapons by Weight Class
- §6.1.1: Notes
- §6.2: Ranged Weapons and Ammunition
- §6.3: Armor
- §6.3.1: Notes
- §6.3.2: Armor Conversion Examples
- §6.4: Shields (Optional)
- §6.5: Mundane Gear
- §6.6: Supply Timer
- §6.7: Equipment Condition
- §6.7.1: Repair
- §6.8: Magical Items (Enchantments)
- §6.8.1: Enchantment Limits
- §6.8.2: Sample Enchantments
- §6.8.3: Removing an Enchantment
- §6.10: Weapon and Armor Acquisition
- §7.1: Turn Structure
- §7.2: Move
- §7.3: Actions
- §7.3.1: Attack
- §7.3.2: Disengage
- §7.3.3: Dash
- §7.3.4: Charge (Full Turn Action)
- §7.3.5: Skirmish (Full Turn Action)
- §7.3.6: Observe / Change Position
- §7.3.7: Setup (Teamwork)
- §7.3.8: Assist (Teamwork)
- §7.3.9: Protect
- §7.3.10: Interact
- §7.3.11: Defend
- §7.3.12: Free Actions
- §7.4: Reactions (Out of Turn)
- §7.5: Sidestep Strike
- §7.6: Shove
- §7.7: Grapple
- §7.8: Hiding and Cover
- §7.9: Ready and Overwatch
- §7.10: Refresh Windows
- §7.11: Summary Table of Actions
- §8.1: Rhythm of Battle
- §8.2: Turn Structure
- §8.2.1: Move
- §8.2.2: Disengage (Action)
- §8.3: Range Bands
- §8.4: Melee Flag
- §8.5: Opportunity Attacks
- §8.6: Full Turn Actions
- §8.6.1: Charge
- §8.6.2: Skirmish
- §8.7: Cover and Hiding
- §8.7.1: Cover
- §8.7.2: Hiding
- §8.8: Height Advantage
- §8.9: Difficult Terrain
- §8.10: Mounted Combat (Simplified)
- §8.11: Combat Action Options
- §8.12: Default Combat Assumptions
- §8.13: Example: Melee Exchange
- §8.14: Integration with Fatigue and Harm
- §17.1: Common Framework
- §17.2: Timers in Encounters
- §17.3: Social Encounters
- §17.3.1: Setting Up
- §17.3.2: Non-Face Characters Can Help
- §17.3.3: Persuasion Rolls
- §17.4: Environmental Encounters
- §17.4.1: Terrain and Positioning
- §17.4.2: Hazards and Timers
- §17.5: Magical Encounters
- §17.5.1: Adjudicating Spells in Combat
- §17.5.2: Traps and Wards
- §17.5.3: Summoning and Spirits
- §17.6: Extended Rituals and Downtime Encounters
- §17.7: Quick Reference Table
- §17.8: GM Reminders
- §18.1: Story Beats (SB)
- §18.1.1: SB Spend Menu
- §18.1.2: Limits on SB per Scene
- §18.2: Boons (Player Resource)
- §18.3: Timers
- §18.3.1: When to Use a Timer
- §18.3.2: Ticking Timers
- §18.3.3: Example Timers
- §18.4: Hazards
- §18.4.1: Environmental Hazards
- §18.4.2: Social Hazards
- §18.4.3: Magical Hazards
- §18.5: Fear Effects
- §18.5.1: Fear Track Escalation
- §18.6: The Deck of Consequences (Optional)
- §18.6.1: Deck Structure
- §18.6.2: Rank Severity
- §18.6.3: When to Draw
- §18.6.4: Procedure
- §18.6.5: Shortcut Table for Synthesis
- §18.7: Integrating Complications with SB and Boons
- §18.8: Example: Complication in Action
- §11.1: The Eight Elements
- §11.2: Effect Tags
- §11.3: Building a Spell
- §11.3.1: Dangerous Tags
- §11.3.2: Stacking Identical Effect Tags
- §11.4: Example Spells
- §11.5: Repair & Restoration
- §11.6: Influence Over Mortals
- §11.7: Control & Countermagic
- §11.8: Concealment & Revelation
- §11.9: Boons & Burdens
- §11.10: Influence & Oaths
- §11.11: Movement & Making
- §11.12: Knowledge, Movement & Transformation
- §11.13: Outsider-Specific Tags
- §11.14: Elemental Backlash Coloring (Quick Reference)
- §11.15: Stacking & Duration Rules (Global)
- §1: Call (1 Action)
- §2: Bind (1 Boon or 1 Fatigue)
- §3: Leash Capacity
- §6.9: Crafting: The Bench and the Codex
- §6.9.1: What You Can Make
- §6.9.2: The Roll
- §6.9.3: Outcomes
- §6.9.4: Flaws
- §6.9.5: Wonders, and What They Cost
- §6.9.6: Attunement and Upkeep
- §6.9.7: Gathering
- §14.1: Followers
- §14.1.1: What Followers Do
- §14.1.2: Using Followers
- §14.1.3: Follower States
- §14.1.4: Limits
- §14.2: Assets
- §14.2.1: What Assets Do
- §14.2.2: Asset Status
- §14.2.3: Activating Assets
- §14.3: Upkeep
- §14.4: Terrestrial Patrons
- §14.4.1: How Terrestrial Patrons Work
- §14.4.2: Clearing Obligation
- §14.4.3: Benefits of Terrestrial Patrons
- §14.5: Player Trusts
- §14.5.1: Forming a Trust
- §14.5.2: What a Trust Can Buy
- §14.5.3: Upkeep and Delegation
- §14.5.4: Dissolving a Trust
- §14.6: Followers vs. Assets vs. Patrons vs. Trusts
- §14.7: High-Tier Play
- §16.1: Legs and Travel Timers
- §16.2: Roles on the Road
- §16.3: Encounters and Events
- §16.4: Supply and Depletion
- §16.5: Optional: Regional Travel Decks
- §16.6: Weather and Terrain Modifiers
- §16.7: Foraging and Subsistence
- §16.8: GM Quick Cues
- §19.1: Deck Structure
- §19.2: Card Ranks & Severity
- §19.3: Jokers (Optional)
- §19.4: When to Draw
- §19.5: Procedure
- §19.5.1: Synthesizing Complications
- §19.6: Shortcut Table for Fast Interpretation
- §19.7: Integration with Fiction
- §19.8: GM Quick Cues
- §20.1: Setup
- §20.2: Interpreting the Spread
- §20.3: Using the Spread in Play
- §20.4: Campaign Timer
- §20.5: Ending & Legacy
- §20.6: GM Quick Cues
- §21.1: The Solo
- §21.2: The Mixed
- §21.3: The Mastermind
- §21.4: Balancing Archetypes
- §21.5: GM Quick Cues
- §21.6: Scene Example: The Bridge at Dusk
- §21.6.1: Setup
- §21.6.2: Player Action 1: Lyra Scouts Ahead
- §21.6.3: Player Action 2: Thane Charges
- §21.6.4: Player Action 3: Sera Casts a Spell
- §21.6.5: Spending Story Beats
- §21.6.6: Resolution
- §21.6.7: What This Example Teaches