FATE’S EDGE · SYSTEM REFERENCE DOCUMENT

Running the game

Begin with a situation the characters can act on. Use the encounter guidance to frame it, the core procedure to resolve uncertain actions, and complications and timers to track what changes. NPC templates are reference material to use when you need an opponent or supporting character, not a list to memorize.

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

  1. State Intent & Approach. What do you want to achieve, and how?
  2. Set Position & DV. GM determines risk (Dominant/Controlled/Desperate) and difficulty (2–7+).
  3. Roll Attribute + Skill. Each 6+ = success; each 1 = SB for the GM.
  4. Apply the Outcome Matrix. Clean Success, Success with SB, Partial, Miss.
  5. 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.

Social Encounters

Use Persuasion Timers for extended negotiations, debates, or intimidation.

Setting Up

  • Target's Resolve: Easy (4-segment), Moderate (6-segment), Hard (8-segment).
  • Initial Position: Based on relationship, leverage, and setting (Dominant = mutual trust, Desperate = hostile audience).
  • DV: Standard ladder (3–7+) with modifiers for cultural gaps, time pressure, etc.

Non-Face Characters Can Help

  • Setup: Create an advantage — produce evidence, cause a distraction, or perform a display of force. Roll an appropriate skill. On success, grant the primary speaker +1 Position or step up Effect, as for any Setup.
  • Assist: Spend 1 Boon to give +1 die (narrated as a timely interjection or meaningful glance).
  • Interrupt: On a Miss, a non-face character can take the fallout (e.g., absorb a social rebuke) by marking 1 Fatigue.

Persuasion Rolls

Each distinct argument or lever advances the timer:

  • Clean Success: +2 segments.
  • Partial: +1 segment; GM may spend SB for a complication (e.g., "They agree, but you will owe a favor").
  • Miss: No progress; GM may tick an Opposition Timer (4–6 segments).

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.

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 TypeDV (Default)Typical SkillsCommon Timers
Combat3 (Controlled)Melee, Ranged, Athletics, SwayMob Overwhelm [6], Hazard [4–8]
Social3 (Controlled)Sway, Deception, Insight, SwayPersuasion [4–8], Opposition [4]
Environmental3–4 (varies)Athletics, Endurance, Craft, StealthCollapse [6], Flood [6], Chase [4]
Magical4–6 (specific)Arcana, Lore, Spirit+EnduranceLeash [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.

SB Spend Menu

SB CostEffect
1Minor pressure: noise, trace, tick a 4–6 segment timer +1, worsen Position by one step.
2Moderate setback: alarm raised, lose cover/advantage, a lesser foe appears, split the party briefly.
3Serious trouble: reinforcements arrive, key gear breaks (temporarily), a major twist shifts the scene.
4+Scene-shaping turn: a trap springs, authority arrives, the environment changes dramatically, a Patron acts.

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

TimerTicks OnOn Fill
Guards Incoming 6Noise or missed stealthA patrol arrives.
Collapsing Bridge 4Failed Athletics or heavy impactsBridge falls.
Patron's Patience 8Each time Obligation is ignoredPatron 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.

d10EffectMagic Tags
1Freeze: Cannot act this round, staring or trembling.Silence, Stasis
2Flee: Must move at full speed away from the source of Fear.Movement, Wind
3Drop: Drops what they are holding.Disarm, Break
4Beg: Pleads or bargains incoherently.Compulsion, Voice
5Hide: Seeks cover, concealment, or allies.Shadow, Illusion
6Attack in Panic: Lashes out wildly at the nearest target.Rage, Fire
7Blunder: Stumbles into danger (trap, hazard, off balance).Chaos, Trickery
8Obey: Instinctively follows a simple command from the fear-causer.Command, Charm
9Break Down: Sobs, prays, or becomes useless until aided.Curse, Despair
10Catatonia: 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:

SuitTheme
HeartsSocial / Emotional
SpadesPhysical / Harm
ClubsMaterial / Cost
DiamondsMagical / 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

  1. Note the number of SB spent (or generated).
  2. Draw a number of cards equal to the SB spent (minimum 1, maximum 3).
  3. Synthesize a single narrative complication from the combination of suits and the highest rank.
  4. Do not reshuffle until the deck runs out or the session ends – this creates a natural "fate budget."

Shortcut Table for Synthesis

SuitLow (2–5)High (J–A)
HeartsAwkward social momentBetrayal, scandal, broken trust
SpadesBruise, small stumbleSerious injury, structural collapse
ClubsMinor loss (rations, coins)Major asset destroyed, debt called
DiamondsOmen, eerie noisePatron 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.
TLWhat it isKey AttributesHarm it dealsResilience
1Rabble — frightened, untrained, dangerous in numbers only1–213 (standard)
2Minion — a guard, a thug, a hungry animal21–23 (standard)
3Standard — the competent professional; most of what fills a scene2–323 (standard)
4Elite — a knight, a trained killer, a greater beast32–33 (standard)
5Lieutenant — named, and worth naming3–438 (advanced)
6Mini-boss — anchors an encounter by itself43–48 (advanced)
7Boss — anchors a session4–54–58 per phase, 2 phases
8Greater boss — anchors an arc55–68 per phase, 3 phases
9Legendary — anchors a campaign5–66–78 per phase, 3 phases
10Avatar or Power — the thing the campaign is about6+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

LineContents
NameWhat it is, and what part of the world it stands for.
TL1–10, per the table above.
AttributesBody / Wits / Spirit / Presence, and one or two key Skills. Only list what will actually be rolled.
HarmDamage on a successful hit.
FatigueWhich Attribute sets its Fatigue track.
Resilience3, 8, 8 per phase, or None. Mandatory.
ArmorNone / Light / Medium / Heavy, converting Harm to Fatigue as usual.
SB MovesTwo to five things the GM can buy with Story Beats, priced 1–3.
TimerOptional. A named clock of 4, 6, 8 or 10 segments, and what happens when it fills.
ResolutionHow this ends, if not by Harm. Required when Resilience is None.
LeashSpirits 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.

AxisQuestionRange
Capability (Cap)How good are they?1–5
ScaleHow 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.

CapTroopsWhat that means in play
1LevyArmed, not trained. They will break, and they know it.
2TrainedMilitia and town watch. They hold if nothing surprising happens.
3VeteranThey have done this before and expect to again.
4EliteGuard and Chosen. A hold's whole military budget, standing in one place.
5LegendNamed 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.

ScaleFormationThe scene it belongs to
ISquad or teamA skirmish. Individual characters still matter most.
IIPlatoon or companyA raid. The party commands and also fights.
IIIWing or battalionA battle. The party commands; fighting personally is a choice with a cost.
IVHost or armyA 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

NPCTLHarmArmorSpecial
Bandit11NoneCowardly
Guard22LightPatrol Training
Knight33HeavyChallenge, Mounted
Cultist1–21NoneRitual Chant, Fanatic
Lesser Spirit11None (incorporeal)Sunlight Sensitivity
Greater Spirit33Heavy (or Light + immunity)Elemental Aura
Wraith2–32 + FatigueNone (incorporeal)Life Drain
Wolf1–22NonePack Tactics
Dire Bear44MediumTerrifying Roar, Maul

Continue: Talent reference

Resolving an adversary

Adversary damage and Fatigue

Adversaries track their listed Fatigue and Resilience, but never player Boons or a player Harm-level track. Harm printed on an adversary is damage it deals. Its Fatigue track uses the listed capacity (or the listed governing Attribute).

Resolve a damaging hit

Before rolling, state the attack’s Harm, Position, DV, Effect, and consequences. On a successful damaging hit, start with weapon or ability Harm and apply explicit Harm bonuses. Effect describes what the action accomplishes; it does not secretly multiply Harm. Any change to damage from Effect must be stated before the roll. A Partial grants the stated lesser progress, not automatically full weapon damage.

Armor, then Resilience

If Armor applies, use the Armor Conversion Table. None or ignored Armor leaves all incoming Harm unconverted and creates no armor Fatigue. Ignoring 1 point of Armor means one category lower for that hit: Heavy becomes Medium, Medium becomes Light, and Light becomes None. An ability that ignores Armor entirely uses None. For incoming Harm above 3, convert the first 3 using that column and leave the excess as Harm. Subtract remaining Harm from Resilience, clearing existing Fatigue if any Harm remains. Then add the converted Fatigue. Do not also subtract one Resilience merely because the attack hit.

NPC Fatigue overflow

When Fatigue reaches or exceeds its capacity, subtract 1 Resilience, clear Fatigue, and discard excess Fatigue. Check once per resolved hit or separate Fatigue event; do not loop over discarded excess. Fatigue never increases the adversary’s outgoing Harm. In a player-facing test, each marked NPC Fatigue improves the opposing player’s Position by one step, capped at Dominant; excess improvement adds no dice and does not lower DV. Apply the player’s own penalties as usual.

Ending the opposition

At zero Resilience the adversary is defeated in the manner established by the fiction. For a phased adversary, end that phase and start the next with its listed Resilience and cleared Fatigue; excess damage does not cross phases unless its rules say so. A puzzle adversary with no Resilience still requires its stated Resolution. Bargains, escape, surrender, and decisive fictional solutions can end opposition without attrition.

Worked hits

The Silken Blade has Resilience 8, Fatigue capacity 3, and Light Armor. A successful Harm 2 hit becomes 1 Harm and 1 Fatigue: Resilience 7, Fatigue 1. A later unconverted wound clears that old Fatigue before adding its new armor Fatigue. Three separate Harm 1 hits against her Light Armor each add 1 Fatigue; the third fills the track, clears it, and removes 1 Resilience. Against her Light Armor, a Harm 3 Backstab ignores its one category and removes 3 Resilience and clears existing Fatigue.

Player-facing opposition

Adversaries have no separate initiative turn. Describe their intent and ask how the player responds. Before the player rolls, set DV by the actual opposition (normally 3, or 4 for hard resistance), set Position, and name the consequence. A printed NPC pool is a competence reference, not a second roll or a formula converting dice into DV. For NPC opposition, references to an opposed test mean this player-facing test.

Resolve the response

Use the usual player outcome matrix: meeting DV achieves the declared intent; a Partial makes the declared lesser progress; a Miss makes none. Apply any stated consequence through that outcome and the relevant SB procedure. A successful defense avoids the threatened hit; it does not deal retaliatory weapon Harm unless that was the declared action. A Partial defense uses the lesser protection agreed before the roll. Never charge damage twice for one consequence.

When the GM spends SB

A threat, warning, or demand is free to describe. Harm from a previously announced failed response is the consequence of that response, not a free extra NPC attack. To introduce a new attack or special complication independently, spend SB: use the creature’s listed move, or 1 SB for an ordinary attack that prompts a player-facing response. Pay a named move’s printed cost and respect its trigger; Poisoned Cut’s 1 SB buys the poison after a hit, not a second attack. An expressly free opportunity attack remains free and prompts the same response procedure. A paid move does not bypass a defense or automatically inflict Harm unless it expressly says so.

Lock stakes before rolling

Position, DV, Effect, and the announced consequence are fixed when the roll is framed. Resolve that roll before spending its newly generated SB. Those SB can change the next action or subsequent fallout, not retroactively change the roll’s Position, DV, success, or damage. Earlier SB may shape a new test only before its stakes are locked.