Character Creation

This chapter is not complete without referencing the Skills, Gifts and Equipment chapter (even the Magic chapter, for some characters).

Creating a character in Fae Edge is pretty open ended and can get quite overwhelming at first. It helps if you answer these questions first before proceeding any further:

1) Explain your character in 7 words or less. This is highly crucial as it will influence you in spending Ranks appropriately that fits this description. Examples include: “A mad wizard with a sweet tooth” or “A hardened soldier haunted by his past” or “A reckless and suicidal daredevil”. You can also make it sound cool and lofty instead of something concrete and descriptive if you wish.

2) What race you want to play as? Different race have different temperaments and have skill sets that complement to its identity.

Once you have the answers to these two questions you can start building your character with a clear direction. The example that we’ll be using for the rest of this chapter will be a that of a male Spriggan “Who believes in the blade of justice”.

Part 1: Attributes

Attributes are inherent traits that all everyone possess and seldom need any repetitive practice to be good at. In Fae Edge, it’s mostly used in defensive or passive capabilities rather than active. These attributes are:

Awareness: How sensitive your character is at picking up hidden queues or noticing little details.

Willpower: How strong your character resists mental fatigue and how strong your mental constitution is. Really useful in casting and resisting magic.

Composure: How cool and collected your character is, controlling urges, impulses and outbursts.

Strength: How strong your character is in picking up weights and breaking things. Does not contribute in combat though.

Reflex: How fast your character reacts physically that requires speed or sudden movements.

Toughness: How resilient your character is at withstanding abuse to your body. A very important attribute to fight death when being hit by a weapon in combat.

All attributes start with a Bad Rank. You have 8 free Ranks to improve your attributes however you wish but with one exception: You must have at least 1 Good attribute (exact, not minimum)

Part 2: Skills

This part will be a bit more involved, as there is quite a list and the description on how they might be used that follows. But in general, skills are divided into 2 categories: Broad Skills and Narrow Skills.

A Broad Skill allow you to use multiple items or situations using a single relevant skill. They’re good for general use, but the lack of focus hinders its use somewhat. Broad Skills have Scale: -1.

A Narrow Skill revolves on the usage of a single item or a single subject. They’re more focused and perform better than Broad Skills.

All skills start at Poor Rank unless stated otherwise. If you are asked to perform a skill that you did not list in your character sheet, it is assumed to have Poor Rank as well. Some skills need to have at least one Rank invested in it for you to use it, otherwise it will result in automatic failure. You will be notified which skill has this feature.

You have 20 free Ranks to distribute among your skills to make them better. A complete list of skills will be available in its own chapter.

Part 2.5: Magic

If your character is created to cast spells, they’re treated as Skills and share the Rank pool as normal Skills as well. Spell Rank denotes how well you can cast that spell successfully. Normally a spell that you can take requires Ranks that you must have in the Magical Attunement skill and/or the specific elemental Attunement skill beforehand.

Part 3: Gifts

Gifts are extremely powerful abilities that can only be taken upon character creation. Though the effect might look similar, Gifts are not spells and do not have incantations or components needed. They are instantaneous and can interrupt the normal turn flow if needed.

But all Gifts are one use only, and after using a Gift, you must permanently lower either your Strength, Reflex or Toughness by one Rank. The Gift can never be used again nor can it replenished in an way, once used, it is gone for good.

The type of Gifts relies on your chosen race and, to a certain extent, your Game Master may grant it for you based on your character’s 7 word description.

You must choose 2 non-duplicate Gifts. A complete list of Gifts is available in its own chapter.

Part 4: Bonds

Bonds are connections that you forge for your character. Bonds provide a situational bonus but also restricts how you play your character. Upon beaching your Bond restriction, the Game Master may give you a harsh penalty in return.

Choose one from this list:

Bond of Oath: Your character may be part of an order which forces its member to take a sacred oath of some kind. No matter what, you must go out of your way to pursue fulfilling that oath, even if you only heard rumors about it.

Bonus: +1 Rank to Willpower.

Bond of Kinship: Your character may have formed a pact or promise with another character, either within your party or with an NPC. No matter what, you must protect the other person even at the cost of your own safety, or throw everything in an attempt to rescue them if such a situation arise.

Bonus: +1 Rank to Toughness temporarily only if you are using this ability: If you are within close range as your partner in combat, you may exchange places with him when he loses a combat round and is about to roll against the winner’s Lethal.

Bond of Death: A death of another person (or more) haunts you and you constantly seek reparation or revenge on their deaths. Like the Bond of Oath, you will go out of your way to fulfill this when the situation presents itself. However, unlike the Bond of Oath, you may attempt to withstand the impulses on fulfilling it temporarily on a successful Good Willpower roll.

Bonus: +1 to your rolls whenever it is related to you fulfilling this bond. Such rolls is dependent on the Game Master.

Bond of Brotherhood: You belong to a gang or a close knit fraternity of some sort. You will enjoy the benefits of its membership in terms of financial or any other kinds of support. The price is that you will always place your brotherhood first above anyone else, even to the point of abandoning your party to do so.

Bonus: While in parts of the city, you may call upon the favours of your brotherhood to make your life a bit easier. Free boarding, money, even equipment and magical scrolls.

Bond of Blood: Unlike the revenge factor in the Bond of Death, Bond of Blood runs deeper than that. You swear the destruction of a certain clan/race/group and your hunger to exact death on them will not wane until every last of them is dead or ruined. However, this does not produce a strong compulsion to exact this revenge immediately upon every opportunity, but a stay of execution usually mean an even bigger opportunity to slay more of them next time. Note that you do not have to personally be involved in their demise.

Bonus: +1 Rank to Composure.

Bond of Honour: You are bound by a code of conduct that is higher than yourself. You devote your life to this code and even spread its ideals to those within your reach of influence. Doesn’t mean that other people understand or even takes you seriously though, but your yourself must hold it steadfast and act on it regardless of the consequences.

Bonus: Re-roll a failed Lethal roll with a +1 bonus. This can only be done once per day.

Bond of Shame: Something that you, or your family or even ancestor has done that brings humiliation to your family. You must strive to go above the stigma and fight for your family’s honour, even when it is obviously hard to do so, or, hide your identity from the world and protect yourself from being hurt. The choice is yours

Bonus: Not really a bonus, but other people who knows who you are will react differently towards you the moment they find out, often this is negative but those who know you might back you up no matter what. If the latter happens, gain Scale: +1 to any one of your Attributes. This bonus can only be applied once and is highly dependent on the outcome of you coming out of your shell.

Bond of Lies: You used to believe in something until it is proven to be not what it seems, like being in an order of knights when they’re really just closet cultists that wants to spread the Darkness within, for example. Upon discovering the truth, you vow to take matters into your own hands and correct what is wrong.

Bonus: +1 Rank to Awareness.

Part 5: Racial Adjustments

In this part, choose your race from the Race chapter. There will modifications to attributes and skills as well as one or two special abilities. Whatever the modification may be, no stat may be modified above Great and below Terrible.

Part 6: Spending Customization Points

You’ll have 10 Customization Points (or CP) to buy extra Ranks or even another Gift to what you have created so far. The only restriction is no attribute, skill or spell maybe upgraded to Superb. The cost of buying extra Ranks are as follows:

1 CP: 1 Skill Rank
3 CP: 1 Attribute Rank
7 CP: 1 Gift


Fae Edge Core: The FUDGE System

Fae Edge is built upon the FUDGE (Freeform. Universal. Do-it-yourself. Game. Engine) RPG system written by Stefan O’ Sullivan. The system uses words to describe stat values and results instead of numbers (though numbers can still be used). We call these values as Ranks and are arranged as thus, from the best to the worst:

Superb (+3)
Great (+2)
Good (+1)
Fair (0)
Bad (-1)
Poor (-2)
Terrible (-3)

Traditionally, FUDGE uses 4 FUDGE dice (4dF), which is 4 six-sided dice with each die having 2 faces with ‘+’, 2 faces with ‘-‘ and 2 faces blank, giving a roll range of -4 to +4.

Fae Edge uses a simpler implementation of the 4dF and instead uses 2 regular six-sided dice (2d6). Rolls in Fae Edge is calculated as 2d6-7, which results in a range of -5 to +5. The -5 roll result is treated as a Critical Failure (also an auto-failure no matter how high your stats are) while the +5 roll result is treated as a Critical Success (also an auto-success no matter how low your stats are).

To simplify, the role of the dice is to modify your stat Rank to be compared against a difficulty Rank to determine whether you succeed of fail at doing something.

To give an example of how this works, let’s say Sara, who plays an Imp called Resfar, wants to throw the dart to hit a bullseye in the tavern’s dart board. Resfar has a Dart Skill of Fair. The Game Master dictates that a result of Good or more would land the dart somewhere close to the middle. Sara rolls a 4 and a 1 on two dice, for a result of -2 (4+1-7=-2). If you look at the Rank table, from Resfar’s Fair Skill, the roll result of -2 would move this 2 Ranks down, to a Poor dart throw. Resfar’s dart went wild and didn’t even hit the broad side of the dart board, which prompted the laughter of the entire tavern and losing 5 gold pieces as part of his bet earlier in the process.

The final result can never be better than Superb, nor can it be worse than Terrible. The only result that is better than Superb is a Critical Success. Conversely, the only result that is worse than Terrible is a Critical Failure.

Fae Edge also re-purposed FUDGE points into aptly named EDGE points. Unlike FUDGE points where it can be spent for various effects, spending an EDGE point only has one function:

To change the final result to a Critical Success.


Scale is a difference adjustment to your stat’s Rank. For example, a Fair Toughness (Scale: 1) is equivalent to being one Rank higher for Scale: 0, or Good Toughness (Scale: 0). By default, the Scale value is 0. Scales can be negative as well. Some rolls may pit you against a difficulty Rank with a Scale value. The adjustment is always applied to your stat and not to the difficulty.

For example, let’s revisit Sara and Resfar again. Resfar has Good Arobatics (Scale: 1). He’s attempting a really tough obstacle course that the Game Master deem to be Scale: 1 and needs a Fair Acrobatics attempt to clear it. Since both Resfar and the obstacle course has Scale: 1, the Scale difference is 0 (1-1=0) and Resfar just needs to roll normally against a Fair difficulty. If another normal character would attempt it, (remember, normally the Scale is 0), they would have to make the roll at a penalty of one Rank lower instead (0-1=-1).

Regardless of the stat Rank adjustment, a stat cannot be adjusted as lower than Terrible nor can it be adjusted as higher than Superb.


The Giftless

Here we explore the awesome power that each fae possess and the price they exact in using them. The repercussions are often permanent.

Regardless of race, all fae folk share one thing in common: they have powerful one shot abilities known as Gifts. Each race will have different types of Gifts, though one can have multiple Gifts. It is not unheard of, though rare, of a fae that could use more than 4 Gifts in his or her life time. Gifts are always expendable and explosive. For example, a Sylph could have a Gift that wraps all her enemies within line of sight to be wrapped in vampiric vines that suck the life force of their victims dry, or a Spriggan could summon a shadow monster that can cut through a boulder with but a touch of its claws.

Every fae knows how many Gifts they each possess, though they could never detect how many Gifts another fae may have, regardless of the means (usually magic. It has been tried time and again but all attempts have failed miserably to date). Using one means that it is lost forever and could never be regained. Not only that, but using a Gift also exacts a toll on the fae’s body or mind, causing it to deteriorate slightly. Scholars have long stipulated that these Gifts are the essential life force of the fae, and totally depleting it will be catastrophic to the individual in the long run. Yet no one knows why such an essential life force can be manipulated at a level that humbles even magic.

A fae that has used up all his Gifts is known as the Giftless. The Giftless can easily be spotted because their wings become visibly deteriorated and damaged. They could still fly, but not as long nor as nimbly as they once did. Over time, their body and mind will break down bit by bit until they totally collapsed.

When it comes to the Giftless, there is a certain stigma associated to it which is shared among all Fortress Cities. The populace in general shun the Giftless for they have nothing else to contribute and their potential are spent. Once a fae is Giftless, they can never gain another new Gift nor regain the ones they have lost, though they could rebuild their broken body and mind from the tolls that the Gift demanded upon its use. The situation is permanent and their social standing is similarly shared as well.


Fae Edge will be using a heavily modified FUDGE system ( with a few big twists:

2d6-7 will be used, which gives a range of -5 to +5. -5 will be treated as Critical Failure and +5 will be treated as Critical Success. Both of these extremes will have significant story repercussions attached to them, in addition to handling the Critical results as auto-fail and auto-success respectively.

We’ll still maintain the 1 hit kill as in the 200 word RPG. Each weapon will have a Lethal rank and the loser of the combat will have to roll Toughness against the Lethal rank. While failure is certain death, a player facing certain death can escape it by spending an EDGE point to turn the failing Toughness roll into a Critical Success OR by taking a Fettle. A Fettle is a semi-permanent disadvantage that will grant penalties in certain situations (yes, we’re going slightly FATE-ish here).

FUDGE point = EDGE point in this game, with only one function: Turning a roll into a Critical Success.

Gifts and Bonds taken from the 200 word RPG. Bonds will have positive as well as negative effects, which replaces FUDGE’S Gift/Flaw system.

Reduced Attribute list and a bigger emphasis on Skills. Attributes will be critical checks (like Toughness as an example). Magic will still be treated as separate Skills. However the spells that you can include might depend on your level of a certain Attribute.

Scale can be attached to individual Attribute/Skill.

Points trade can happen in character creation. Rank pools to be decided.

Note that above all, no prior knowledge of FUDGE is required to enjoy this game. Everything will be spelled out as clearly as possible.

Also, an edit is due in the base background post to take “Giftless” individuals into account and how they are stigmatized.


The People of Fae Edge Part 2: Imp, Goblin and Kobold

This is part 2 of 2 in introducing the races of Fae Edge. A more complete document with all 6 races including their game stat is underway and will be released once the rules blog about them is published.


Imps are earthy red-skinned (or of similar hue), most of them heavy set with skin akin to stone. Most imps have earthen brown hair though exotic hues such as purple and blue are seen as well. They have bat like wings with a surface that looks like cracked leather. Imps are strong, big and tough. But do not make a mistake of inversing brawns with brains, they’re highly intelligent and often carry scholarly discourse with the best of the fae (which makes them a favourite of the Sylph when they need someone to talk to).

Imps wear their emotions on their sleeves are are often seen to be ill-tempered at times. Yet they are for the most part socially likable, though not as honeyed tongued as the Spriggan. They often busy themselves with the administrative services of the Fortress City they are in, so most of them are government officials or serve the local municipal in some way or another. They’re also often seen serving the local enforcement corps as well.

Most races welcome the presence of an Imp. They’re known to be honest at the best of times or at least you can count on them not to spill a secret when it comes down to it. That doesn’t mean Imps are incorruptible, far from it, but their candid demeanor do them credit whether they warrant it or not.


Goblins are grey skinned, often a bit shorter than the average fae and have small, squinty eyes. They have wings similar to a dragonfly and nobody can outfly a Goblin if they’re really serious about it. This makes them ideal recruits for the Couriers where speed is of the essence. They normally sport dark grey to black hair and often adorn them with beads or other ornaments. You can literally sport a Goblin from a mile away while they’re within the confines of a Fortress City.

Goblins are naturally born tinkerers and inventors. They can’t use magic for some reason, but they have inquisitive minds and very nimble fingers that allow them to come with mechanical marvels, which ironically are normally powered by magical means. They have a working relationship with the Sylph because of this.

They’re not really socially amicable when interacting with other races. But communication within their race is often livid, boisterous and warm. Other races view them as eccentrics and normally give them a wide berth when they pass as a group. They’re often found in the commercial district, where they ply their trade for the wealthy individuals that can afford their inventions.


Kobolds are masters of stealth. Their dark grey scaled skin (though the scale are really fine, you won’t notice them until you touch them) and often dark hair makes them suitable for it. They sport mosquito-like wings that do not make a sound as they flap on while they fly. The Courier often send a party of Kobolds on scouting missions before a caravan is underway.

Kobolds are shrewd businessmen, dealers and gamblers. They view life as one big game and think of ways to get ahead. Their risk appetite is very large and they often show as little fear as anyone could manage, even none. They get along with everyone, but trust no one, especially one of their own. You can expect a kobold to double cross you as much as they would genuinely help you from the bottom of their heart.

Kobolds are also good shots with the bow and make excellent soldiers and scouts as well. Kobold soldiers are normally trusted due to their position and prized skill with the bow, though others are kept under a close eye and utmost scrutiny.

The People of Fae Edge Part 1: Sidhe, Spriggan and Sylph

This is part 1 of 2 in exploring the races of Fae Edge. No mechanical information is here, only background. The game mechanics of the races will be posted later.

The races of the fae differ from each other not only by looks, but also by their philosophy and outlook. Though each Fortress City’s social landscape differ from one another, the way the races conduct themselves surprisingly do not change much. It is something intrinsic that scholars fail to pinpoint where such common psyche began and why it persists to this day.


The mighty and noble Sidhe. Easily the most well built and regal looking of all the races, they have alabaster white skin with large bird like wings. Most have jet black hair, yet some Sidhes are known to have fiery red hairs as well. They like to keep their hair short, for both men and women. Rarely does one see a Sidhe with flowing locks but they’re often viewed as having tiny rebellious spirit among their kind.

Sidhe normally carry themselves to be the paragon of virtue. Polite, maintaining proper body posture and discipline and solemn voice tones that rarely betray their emotions. It’s not easy to discern what emotions dwell within a Sidhe for they hide it well, which makes them perfect leaders and politicians.

Though the Sidhe look noble and good, their moral compass varies wildly. Even the most evil of Sidhe can offer a genuine smile with the intention of getting what they want. Witnessing a Sidhe performing acts of violence with a face of a saint is disconcerting for many other races. This ironically earns them the reputation of being the most untrustworthy of all the fae races.

Yet they are still looked up upon and often thrown into leadership roles despite this. Regardless on how the Sidhe acts, they always do it with purpose and a clear mind, which other races begrudgingly admit as something that can be depended upon.


The crafty Spriggan has smooth brown skin, often wild green or yellow hair and wings of a moth. Their physique varies within their race from the wiry to the obese though they’re often seen in the commercial district running businesses. The average Spriggan has wits about him to see him getting what he wants. While some may not be learned, all Spriggan are known to be quick on their feet and their head, making quick assessments and calculations and getting out of a tight situation no matter how grim it might be.

Most Spriggan are social creatures with silver tongues. Even the poorest of Spriggan can talk his way into things (whether it’s good or bad, that’s another story). The Spriggan are known for being good company, but some see them as shady and a bit untrustworthy, but not to the level of Sidhes.

But among all the fae, the Spriggan are most in tune with nature. They can sense when the season will change and are often excellent trackers, which makes them invaluable among the Couriers. They also have a knack of sensing dangers and often choosing flight when a fight or flight situation presents itself.


The Sylph are graceful creatures, often with light olive green skin sharp elfin features and wings of a butterfly. Even the Sidhe’s poise is no match for a Sylph’s grace when they walk side by side. They have hair in various shades of green and are often kept long and orderly, either via braids or neat ponytails for both male and female. It’s often hard to discern their gender until they actually talk, though the males are slightly bulkier than females, but their height and build are almost the same otherwise.

The Sylph are often aloof and reserved. They have excellent mental capabilities and are know to memorize long sections of text or even multiple huge tomes and are able to cite them without a hitch. It is no accident that most Sylphs devote themselves to the arcane arts, where they get to divulge their compulsion for reading and consuming knowledge. Yet some Sylphs make great accountants and quartermasters, using their impressive memories to remember figures and transactions which they can recollect with ease.

The Sylph are often tight lipped and thus keep the most secrets. If any race are suited for the role of a spy, the Sylph would be it. Yet the other races couldn’t even imagine them to fulfill such a role which makes them good candidates for it.

The World of Fae Edge

This is a big picture overview of the setting of Fae Edge. Still rough in the edges, but you get a better feel for the world now. We’ll keep dragging you further down the rabbit hole, don’t worry.

The world is already lost. Evil has won. Darkness has consumed everything. Nobody but the Ancients remember how it happened, but it did. An evil entity known only as the Darkness now spread, consumed and corrupted living beings into twisted versions of themselves that desire nothing other than blood, death and destruction. This corruption is later known as the Scourge, as dictated in the fae’s history books.

The various faerie races have banded together and their mightiest and wisest mages have erected huge magical forcefields around their respective cities. These livable cities are later known as Fortress Cities and are fast becoming overpopulated over the generations. Enclosed from the outside world, the fae folk are not immune to the pull of politics. Over time, the level of political intrigue among those within positions of power were as deadly and corrupting as the Darkness outside.

Many races were lost during the Scourge, but the races that survived, namely the Sidhe, Spriggan, Sylph, Imp, Goblin and Kobold, share the confines of the Fortress Cities. Each race have distinctive features such as skin colour, skin texture, facial structure, physique and wing shape, which invites discrimination in some Fortress Cities. Each Fortress City have their own unique customs, laws and politics. Often, the highest form of punishment is to be banished outside the shield alone without any magical protection against the Darkness. Even capital punishment is preferred by hardened criminals as opposed to banishment. It’s not a stretch to claim that each Fortress City are their own country.

Communications between the Fortress Cities are sparse and deadly, as no magical means are possible due to the strength of the Darkness outside. So communiques have to be delivered by hand, with companies of brave faeries risking traveling through the Darkness to other Fortress Cities. These brave folk are known as Couriers. Only the most desperate or the mad would join them. Yet their service is important and at times, even crucial to the survival of the Fortress Cities and its inhabitants.

It is unknown how many Fortress Cities are there in the world, but each Fortress City only has an idea of the existence of a handful of other Fortress Cities at most. And ruins of Fortress Cities are not unknown in the Darkness infested wilderness, which begs the question of which Fortress City will fall next, instead of if another one will fall.

Not only does the wildlife gets corrupted by the Darkness, infected faeries have been sighted as well. Wild, feral and deadly, these fallen faeries are collectively known as the Unseelie. It is unknown whether the Unseelie are merely unthinking and instinctive monsters or they are intelligent and have civilizations of their own out there.

Other creatures of Darkness, such as the Trollkin, Chitters, Bonegnashers and Shriekers (to name a few) also prey the wilderness. It’s no wonder that the average Courier goes mad at some point after a few excursions outside the shield. But it’s a big world out there. Who knows what else is in there? Waiting to be boldly discovered.