FATE’S EDGE · SYSTEM REFERENCE DOCUMENT

Tables for use during play

These tables are reminders after you have read the relevant procedure. If a table leaves you unsure about timing or context, follow the chapter links and read the surrounding explanation.

Quick Reference

Core Outcome Matrix

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

Difficulty Value (DV) Ladder

DVSituation
2Routine, low stakes, nearly guaranteed.
3Default — pressured or minor opposition.
4Hard — hostile conditions, active resistance.
5Extreme — 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

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

A die showing 10 is never re-rolled.

Range Bands

BandDefault Notes
CloseTouching; grapples, knives. Inside the arc of anything longer.
NearA step and a swing; one-handed weapons at their best.
ReachA haft away; spear, polearm, greatsword. Ranged weapons treat this as Near.
FarDistant same site; beyond every melee weapon. Needs time or a route.
AbsentOff-screen; needs cut or travel to interact.

Armor Conversion Table

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

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

Fatigue and Harm

FatigueEffect
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 LevelEffect
Harm 1–1 die on actions directly related to the injury.
Harm 2–1 die on most actions until treated.
Harm 3Incapacitated or dying.

Magic Paths Comparison

PathCostRiskSpeedFlexibility
Caster (Freeform)Spellcraft (6 XP)Backlash2 actions (1 for cantrip)Very high
Runekeeper (Rites)Familiar + CodexObligation1 actionModerate
Invoker (Symbols)Patron's Symbol (4 XP)Ritual time / Symbol damageSlow or instant (Crack)Moderate
Cantor (Songs)Cantor's Path (8 XP)Corruption1 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].

Story Beat (SB) Spend Menu

SB CostEffect
1Minor pressure: noise, trace, tick a 4–6 segment timer +1.
2Moderate setback: alarm raised, lose Position, lesser foe appears.
3Serious trouble: reinforcements, key gear breaks, advance a campaign timer.
4+Major turn: trap springs, authority arrives, environment shifts dramatically.

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)

TagEffect
AREAAffects all in a zone; collateral risk.
BANISHDrive an Outsider toward departure; DV = the target's TL.
BARRIERCreates cover/obstruction with Integrity Timer.
BINDImmobilizes target until broken.
CLEANSERemove or suppress a Condition.
COMMANDIssue a clear order; resolve as social contest.
CONJURECreate a useful object, cover, or hazard.
COUNTERInterrupt a spell or rite in progress.
CURSEInflict a sticky hindrance with a clear release condition.
DISPELEnd or suppress an ongoing magical effect.
FORTIFYHarden a target against a specific vector.
MARKTag a target; once/scene +1 die against it.
OATHBind parties to terms; breaking has teeth.
PASSAGEDeclare a route as permitted or easy.
REVEALExpose illusions, disguises, or hidden clauses.
SANCTIFYConsecrate a zone to a code or Patron.
SEAL/UNSEALMagically lock or unlock a container / door.
TRANSPORTMove a target across an obstacle.
VEILObscure a person, object, or zone (–1 die to Notice).
WARDBlocks specific entities (DV = the target's TL to cross).

Continue: Example spells and characters