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.


A first taste in the dark world of faeries

This is a 200 word RPG, written to get started with playing Fae Edge immediately. A lot of it requires fleshing out by the GM (there’s only so much you can put in 200 words in the first place) and the setting could only be explained in a couple of sentences… for now.

The system is outlined here and is the base on how the game will turn out once we’re finished with it.

You’re a fae in a world in Darkness. Trapped in magically shielded Fortress Cities, lethal intrigue is commonplace.

You may be a Sidhe (+1 Nobility), Spriggan (+1 Resourcefulness), Sylph (+1 Knowledge) or Imp (+1 Physique). Everybody flies.

You have 6 Attributes: Physique, Resourcefulness, Knowledge, Nobility, Toughness and Willpower. Starting at 4 points, assign 8 extra points among them.

For each Attribute, you may have Skills to enhance it. You have 5 points to assign a new Skill or to enhance an existing one.

Spells are Willpower Skills. -1 Willpower temporarily every time a spell is cast.

You have 3 Gifts, which are expendable powerful effects related to your race.

You have 3 Bonds, which are restrictions you set for yourself.

To perform a Task, roll 2 dice, apply modifiers and succeed if your roll is equal to or lower than your Attribute. Skills and other modifiers boost your Attribute. Rolling your BASE Attribute is a Critical Success.

For Combat, roll Physique against your opponent. If you succeed AND roll higher, you win. Rolling a Critical Success is a win, canceled only by another Critical Success. Ignore draws. The loser rolls Toughness modified by the weapon’s Lethal value. Failure is death.