Fae Edge Character Sheet

Fae Edge Character Sheet

Character sheet for Fae Edge. Free for personal use. Character creation chapter will come up soon so you can utilize this as soon as possible.


The Professions of Fae Edge: The Warrior

These are character classes that a player may choose for their characters upon its creation. However, this chapter does not contain rules but background information about each class, which in itself may lend story ideas for the Game Master to utilize.

The Warrior

Warriors are by far the most common calling among the non-common citizens of a Fortress City. The familiarity with weapons and tactics make them indispensable as front line vanguards within a party. Their high martial prowess as well as their toughness make them suitable for the role. Among the classes available, the warrior class has the oldest history and the most legends surrounding them. From the beginning of recorded history of the Fae, warriors are often mentioned as the hero that time and again drive back the Darkness either in the defense of a Fortress City or the liberation of a fallen one.

The most famous warrior is perhaps J’on Delfay, an imp of imposing built, even among its kind. He was often depicted wielding a two-handed hammer with the hammer head as big as he was. The hammer, named Earthshaker, could only be wielded by him and legend has it when it struck the earth, it shook and splits, swallowing its enemies alive before swiftly closing back up. Yet he only lived for 5 years after his first triumph of defending the first Fortress City while the Archmages work frantically to erect the shield that protects it to this day. In those 5 years however, he has led successful campaigns traveling to other Fortress Cities to similarly defend them or liberated fallen cities from the Darkness. His most notable achievement was defeating the Changeling Lord Samurkah, who could change his form and appendages into anything he wishes.

The profile of J’on Delfay is still present in today’s gold coins, forever giving hope for those who know where to seek it.

Warriors are normally trained by individuals in a knight-squire relationship. Their tutelages are often 1-on-1 and usually being when the candidate is very young. While it is not unknown for an extremely skilled warrior to train a group of squires, these individuals are far and rare. Their training regime is strict and the weapon they eventually master often depends on what their knights use as well.

There are perhaps a lot of variations and specializations of the warrior, some prefer to wear heavy armour and wield heavy weapons, wading deep in the front ranks while others prefer light weapons wielded in each hand, preferring to wear light or no armour to increase their mobility. These different focuses are often called colleges. The most common colleges are:

Stalwarts: Masters of defense, sporting heavy armour and tower shields, often with a heavy single handed weapon such as an axe or hammer.

Vanguards: Also sporting heavy armour, but with medium shield and often a blade as the preferred weapon of choice. A balance between offense and defense.

Duelists: Light armoured and usually wield a single blade with an open free hand. This college aims at moving swiftly and delivering killing blows with every strike whenever possible.

Skirmishers: Also a college that favours little to no armour, skirmishers often fight with two weapons, moving fast and cutting down their foes in a whirlwind of death. Some skirmishers prefer a light buckler over a second weapon, but uses them in an offensive manner as well.

Demolishers: Heavily armoured and wielding a two-handed weapon of some sort. These are slow and purposeful fighters that wield such heavy and cumbersome weapons with grace and precision. Most demolishers prefer the two-handed hammer, following the footsteps of the legendary hero J’on Delfay, but other two-handed weapons such as the axe and sword are also a common sight.

The EDGE System

The EDGE System uses two normal six-sided dice, or 2d6. Performing all tasks in the game involves rolling 2d6 against your character’s Trait. A roll result of equal or lower than your Trait is a success. A roll may be modified according to its difficulty:

Easy: -1
Normal: 0
Challenging: +1
Hard: +3
Epic: +5
Impossible: +7

Any roll of lower difficulty than Easy should be trivial enough that anyone can perform it successfully without any or much difficulty. Note that these modifiers are applied to the roll result, not the Trait. The Traits are never modified.

There are 8 Traits used in Fae Edge, with scores ranging from 4 (minimum) to 10 (maximum):



Notice that there are no charisma related Trait. All social interactions are resolved without rolling and the results should be handled by the Game Master based on how well the group role plays their characters. Details on the usage of each Trait will be covered later.

A Trait may have multiple Edges and Hindrances. Edges and Hindrances are specific actions related to the chosen Trait. I.e: “Using a two-handed sword” can be used as an Edge or Hindrance under the Might Trait. Having an Edge means you roll an extra d6 and choose any 2 dice for your result. Having a Hindrance means you roll an extra d6 and must choose 1 die with the highest result.

Having multiple Edges and Hindrance entitles you to roll extra d6 for each matching situations, but you still pick any 2 dice for Edges and pick 1 die with the highest result for Hindrances.

If you have an Edge and a Hindrance coinciding within a single roll, each pair of Edge and Hindrance cancels each other out. Do not roll an extra die for each pair of Edge and Hindrance that you have within a single roll. I.e: Darian has an Edge in Speed: “Using twin daggers”. However, he also has a Hindrance “Fighting with the left arm” from an injury he suffered earlier. If he uses two daggers in the fight, the Edge and Hindrance both cancel each other out and he rolls normally, with no extra dice added.

There are no critical or automatic success or failure rolls in this system.

Characters have no health stats, but may collect Fettles to prevent death up to a certain point. A Fettle is a permanent effect that is gained when the character fails a Lethal roll. More information about this will be present in the Combat chapter later on. Fettles may be Minor or Major, and in Mental or Physical form.

This concludes the base mechanics of the EDGE system. Further information and details about the system will be covered in other chapters.

A Shift of the Core Rules

Though FUDGE is a great engine to build upon, some parts of it seemed clunky to write about. Even looking at the character creation chapter, it’s hard for me to put a standard roll modifier into an elegant expression with any consistency.

After thinking about this a bit, I’ll be shifting Fae Edge away from FUDGE, and implementing a simpler engine that focuses more on role playing rather than rolling for a social outcome. Actually role playing persuading someone is always more interesting (and makes more sense) than successfully rolling a Persuade skill, and having common sense that a Warrior shouldn’t know something about arcane magic better than the Mage simply because of a better roll.

I might do away with skill rolls altogether.

Part of this shift is also influenced by other role play centric engines, such as Dread, Fiasco and Cthulhu: Dark. Though I wouldn’t want to create something that is free-form as those, I still would like to have solid mechanics in combat, magic and levelling up.

Expect the development of the game to branch even more distinctly now:

The Background Setting is still fine, it will still continue but it might include more game centric entries with background information on how it appears in the game. For example, one of the elements that I wish to implement in this RPG that has been missing in other recent games is the character class. How did that class develop to its current form? What was the history? Were there notable individuals that contributed to the skills and techniques the class grants? Are any of those legends still alive? How do the 6 races view the class and are they gravitating towards (or staying away from) it? Stuff like that.

The Core Rules will be completely redone. Current post tagged to this category will be re-tagged into a different one.

I hope to introduce to a new core mechanic post soon, so stay tuned!