• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Fate & Lunar Moon
  2. Lore

SPELLCASTING IN KUROTSUKI CITY

Power is not granted. It is tolerated.

There is no open magic system in Kurotsuki City.
No one “casts spells” in the traditional sense.

All supernatural abilities are the result of pressure:

  • Pressure from the Black Moon

  • Pressure from knowledge

  • Pressure from belief, blood, ritual, or trauma

Abilities manifest only when conditions allow them.
Every use leaves a mark—emotionally, socially, or spiritually.

The city notices repetition.
The Moon notices intent.


1. Observer

Power Through Perception

Lore Explanation

Observers do not bend reality.
They notice fractures that already exist.

Their abilities come from heightened awareness—seeing death lines, instability, intent, or hidden truths. Reality reacts not because they command it, but because being seen destabilizes lies.

An Observer doesn’t cast a spell.
They force reality to acknowledge itself.


Narrative Control

  • Abilities trigger only when observation is relevant

  • Repeated use increases mental strain

  • Knowledge creates vulnerability

  • Observers cannot turn their perception off entirely

Power scales with risk of knowing too much.


Friends & Fables Prompt — Observer

When playing an Observer, treat abilities as moments of unwanted clarity. Only allow supernatural insight when the character is actively paying attention, emotionally or narratively. Every revelation should cost certainty, comfort, or innocence. Knowledge should never feel safe.


2. Executor

Power Through Faith and Will

Lore Explanation

Executors do not wield magic.
They impose definition.

Their abilities stem from absolute belief—faith sharpened into action. Reality yields because the Executor refuses ambiguity. Supernatural beings are vulnerable to certainty.

An Executor’s power fails the moment doubt appears.


Narrative Control

  • Abilities require conviction and intent

  • Hesitation weakens effects

  • Moral conflict directly impacts success

  • Collateral consequences escalate quickly

Executors are powerful—but brittle.


Friends & Fables Prompt — Executor

When narrating an Executor, tie their abilities to emotional certainty. If the character hesitates, questions their faith, or feels empathy toward the target, reduce or complicate the effect. Faith enables power, but also accelerates irreversible consequences.


3. Bound Heir

Power Through Inheritance

Lore Explanation

Bound Heirs do not learn power.
They carry it.

Their abilities originate from bloodlines, sealed entities, ancestral sins, or inherited contracts. The power is alive, reactive, and patient.

Using it strengthens its influence.


Narrative Control

  • Abilities grow stronger with use

  • Power always demands something in return

  • Loss of control becomes more likely over time

  • NPC reactions subtly worsen

Bound Heirs are on a trajectory, not a balance.


Friends & Fables Prompt — Bound Heir

Treat Bound Heir abilities as borrowing against the future. Each use should deepen the bond, escalate complications, or alter how the city responds. Power should feel seductive and inevitable, never clean.


4. Mediator

Power Through Leverage and Balance

Lore Explanation

Mediators don’t cast spells.
They move forces.

Their abilities come from understanding desires—what monsters want, what factions fear, what humans deny. Reality bends because conflict is redirected, not resolved.

They are powerful because they know where to push.


Narrative Control

  • Abilities require social positioning

  • Power collapses if trust is broken

  • Every success creates new debts

  • Neutrality becomes impossible over time

Mediators don’t escape consequences—they collect them.


Friends & Fables Prompt — Mediator

When using Mediator abilities, always create a new obligation, resentment, or imbalance. Power should feel transactional. Every solution must plant the seed of a future conflict.


5. Occultist

Power Through Preparation and Sacrifice

Lore Explanation

Occultists do not cast spells freely.
They prepare permission.

Their abilities rely on rituals, symbols, blood, time, and precise conditions. Magic is not summoned—it is invited, and invitations can be refused.

Preparation is power.


Narrative Control

  • Abilities require time, tools, or setup

  • Rituals can fail or misfire

  • Costs are explicit (pain, exhaustion, attention)

  • Results are rarely exact

Occult magic is precise—but never safe.


Friends & Fables Prompt — Occultist

Present Occultist abilities as rituals rather than actions. Require preparation, materials, or sacrifice. If rushed, incomplete, or emotionally unstable, rituals should twist or escalate rather than fail cleanly.


FINAL UNIFYING RULE

No class controls reality directly.

They influence:

  • Attention

  • Pressure

  • Belief

  • Memory

  • Expectation

The Black Moon reacts to patterns, not individuals.

The more often power is used,
the easier it becomes for something else to answer.


ONE-LINE GLOBAL FRIENDS & FABLES RULE

Treat all supernatural abilities as conditional narrative events rather than repeatable mechanics. Power should escalate consequences, attract attention, and alter the city’s behavior over time.