Overview

A Fontis is a source or spring of power — the fundamental origin from which a character draws their abilities and influence. Rather than traditional classes, Fontis represents the nature and wellspring of a character’s strength, whether it flows from martial discipline, arcane study, primal connection, divine favor, or something stranger.

Choosing a Fontis defines not just what a character can do, but where their power comes from and how it expresses itself in the world. Fontis can be broad or highly specific, and multiple Fontis may be combined or layered over time.

Cost to Acquire

When choosing a Fontis, you must pay a number of Chapters equal to the number of Fontis selections your character has so far.

0 Fontis → 0 Chapters 2 Fontis → 2 Chapters
Old Index

Arcanist

Anchors temporal magic to eternal foundations

An Arcanist is a practitioner who has learned to perceive and work with the relationship between the eternal powers set in motion by original realities and the shifting currents of temporal magic. Through rigorous study and deliberate purpose, they learn how to anchor, extend, or transform effects across time by drawing upon those deeper, unchanging foundations. This connection most visibly manifests in the form of a Grimhold — a living tower they can call to their side — but the true work lies in the careful bridge they build between what is eternal and what is temporal.


Baseline Ability

You gain access to Tier 1 Arcane Spells. You may acquire a Tier 1 Arcane spell by spending one Spotlight (Chapter Refresh).


Find Grimhold (1 Familiarity)

As a Legendary Deed, you may summon your Grimhold. The tower appears at a location you designate within Long Range, rising from the ground fully intact with all its contents and furnishings exactly as you left them. It remains until you dismiss it or it is destroyed.

Sentient Grimhold (1 Familiarity)

Your Grimhold becomes sentient. It can gently move furniture within itself, open, close, and lock doors and windows, and perform other minor functions appropriate to a living tower. It always obeys you and will only obey you.

Spell Vault (1 Familiarity)

Your Grimhold can store spells. While within your Grimhold, you may cast a spell and choose to delay its benefit indefinitely instead of resolving it immediately. These stored spells remain within the Grimhold’s walls. While anywhere inside the Grimhold, you (or the sentient Grimhold itself) may command one of these stored spells to take effect. The target must also be within the Grimhold, and the spell cannot travel outside its walls.

Tier 2 Spellcasting (Chapter)

You gain access to Tier 2 Arcane Spells. You may acquire a Tier 2 Arcane spell by spending one Familiarity.

Tier 3 Spellcasting (Chapter)

You gain access to Tier 3 Arcane Spells. You may acquire a Tier 3 Arcane spell by spending one Chapter.

Artificer

Crafts wonders from the bones of the world

Those who carry the Artificer’s Guild seal are not lone inventors tinkering in isolation. They are licensed members of a sprawling, centuries-old network that maintains workshops in cities, frontier towns, and even some remote outposts. An ordinary Artificer is a practical problem-solver — part engineer, part arcanist, part guild tradesperson. They keep the world running: reinforcing caravan wagons against monster attacks, maintaining the arcane streetlamps of a city, forging replacement prosthetics, or crafting the specialized tools and weapons that adventuring companies rely on when standard gear falls short.

Yet the same license that grants access to a well-stocked workshop also opens the door to stranger pursuits. Some Artificers have turned their craft toward living metal that flows like water and remembers its shape. Others bind echoes of old spells into tattoos that fade only when spent. A rare few have learned to grow entire workshops inside the shells of loyal homunculi, while others etch autonomous instructions into their creations so precisely that their works continue operating long after their maker has moved on. The Guild does not forbid these experiments — it simply requires that the results remain useful… and that the license holder remains in good standing.

Baseline Ability

When you choose the Artificer Fontis, you receive a Guild Workshop License. This entitles you to a fully equipped workshop (or at least a private workspace within a shared guild workshop) belonging to the Artificer’s Guild in any settlement large enough to host one. The workshop contains all the tools, forges, workbenches, and arcane apparatus necessary for your craft. Your license allows you to claim a new workspace when your travels take you far from your current one.

Mechanical Note

This Fontis assumes you are using the "Crafting" instructions under the "General" Draft and the Rigging Spells set.

Features

Rigging Framework (1 Familiarity • Passive)
You gain access to the Rigging Spells set. Choose three Rigging Spells to learn.
Enhanced Foresight (1 Chapter)
Your maximum foresight increases by a number equal to 6 times the dice normally in your Wit Talents.
Detection (1 Familiarity • Passive)
You gain the Detect Craft (Function) Property as a Learned Property. Detect: The creation possesses some or all of the senses of an ordinary character (Sight, Hearing, Touch, Taste, Smell).
Marked Creations (1 Familiarity • Passive)
When you create something, you may mark it with a personal guild sigil. You always know the general direction and distance to any of your marked creations, and you can sense if one has been destroyed or heavily damaged.
Expert Handling (1 Chapter)
You may spend your own Spotlight (Chapter Refresh) in place of a creation’s Potential. If a creation is out of Potential, you can continue to use it by spending your own Spotlight (Chapter Refresh) in its place.
Masterful (1 Chapter)
You have developed exceptional focus in your craft. When you would normally spend a full Chapter to master a Learned Craft Property, you may instead spend 1 Familiarity to do so.
Autonomous Creations (1 Chapter)
Some Artificers etch autonomous instructions into their creations so precisely that the works continue operating long after their maker has moved on. You may acquire the Autonomy Craft Property as a Learned Property. This is an Extraordinary Property, you may only apply "Autonomy" to a creation if you use Extraordinary Wit for all Sustained Actions related to its creation. Autonomy: The creation possesses limited self-causal agency. It behaves similarly to a character, obeying the Artificer who created it and following their instructions. A creation with Autonomy may take one Action per Moment. This Property may be applied to the same creation multiple times, increasing the number of Actions it may take per Moment by one each time.
Field Reconstruction (1 Chapter)
You may spend 10 Spotlight (Moment Refresh) as a Sustained Action of Moments to recreate a creation you have previously crafted. The recreated creation holds together for one Moment. Maintaining the creation thereafter is a Quick Action that costs 10 Spotlight per Moment.
Quick Thinker (1 Familiarity • Passive)
When you are in a squad, you may spend 1 Spotlight (Story Refresh) to roll Leverage for a squad mate using your Wit Talent instead of the Talent otherwise required.
Improvised Tools (1 Familiarity • Passive)
You can improvise any tool you need using only the materials and objects available in your immediate environment.
Marvelous Ingenuity (1 Chapter)
You may spend 1 Chapter to learn a Craft Property that does not currently exist in the game (Narrator Discretion).
Legendary Improvisation (1 Chapter • Legendary Deed Option)
You may instantly improvise a creation using your current Craft Properties. Each Craft Property used has its own Impact. The normal penalty for improvising is ignored. This creation has a Duration of Story.
Eternalize Creation (1 Familiarity • Legendary Deed Option)
You may permanently remove the Duration limitation from one of your creations that was created with a temporary Duration. (Clarification: This refers to the duration of the existence of the creation, such as in "Legendary Improvisation", not the duration of its effect.)
Pristine Documentation (1 Chapter • Legendary Deed Option)
You may create a Technical Manual documenting one Craft Property you have mastered. The Manual provides the user the benefit of Mastery over that Craft Property as long as they are in direct possession of the Manual during their use of the property. As well, this Manual can be studied in order to Learn the Craft Property as one normally would by studying a creation which possesses it. Lastly, as a Legendary Deed, a reader may Master the Craft Property directly from the Manual without first Learning it.
Elevated Masterwork (1 Chapter • Legendary Deed Option)
You may double the maximum Potential of a creation. This can only be applied to a creation that has not already benefited from this Legendary Deed Option.
Stroke Of Genius (1 Chapter • Legendary Deed Option)
You may instantly Learn one Craft Property that you have been exposed to, even if only briefly.
Guild Intervention (1 Chapter • Legendary Deed Option)
You may call upon a high-ranking member of the Artificer’s Guild for aid. This can manifest as a powerful temporary ally, rare materials, or a major favor (Narrator discretion).
Signature Creation – Time (1 Chapter)
You may spend one Chapter and choose a creation you have previously made. You decrease the Time Type of the Sustained Action required to create it by one step. You may change which creation this feature applies to whenever a new Chapter of the Chronicle begins. This feature may be applied to the same creation multiple times.
Signature Creation – Cost (1 Chapter)
You may spend one Chapter and choose a creation you have previously made. You decrease the Spotlight Refresh cost of that creation by one step. You may change which creation this feature applies to whenever a new Chapter of the Chronicle begins. This feature may be applied to the same creation multiple times.
Guild License Upgrade (1 Familiarity • Passive)
Your Guild Workshop License has been upgraded, allowing you to modify your workshop space with Impacts and Craft Properties as you would one of your creations, adding new capability.
NANITES SON (1 Chapter)
Some speak in hushed tones of metal that flows like water and remembers its shape. You have learned to harness this phenomenon. You gain the Nanites Craft Form Property as a Learned Property. This is an Extraordinary Property, you may only apply Nanites to a creation if you use Extraordinary Wit for all Sustained Actions related to its creation. A creation with Nanites may shift between multiple forms, with the number of forms equal to the number of Nanites Properties applied to it. The specific forms it can shift into are chosen when the creation is made. Shifting between forms requires a Sustained Action of Moments using one of the Nanites Impacts. The Autonomy Craft Property is required for Nanites to function.
Advanced Nanites (1 Chapter)
You have mastered the flow of nanite-infused creations. Shifting between forms with the Nanites Craft Form Property may now be performed as an Instant Action rather than a Sustained Action of Moments.

Chronicler

Sees behind the curtain of reality, into the eternal Mythos

The Chronicler is someone who sees behind the curtain. They perceive the eternal Mythos, viewing their life and world as a series of roles, scenes, and tales all derived from the eternal Mythos. This may make them seem insane or foolish to others, but they have long since chosen to ignore such opinions.


Baseline Ability

The Chronicler adds "Intuition" to their Ascendant Tags.


The Eternal Mythos

"The Mythos is the deepest tendency of existence, drawing events into patterns and shapes that play out, across all of time and space, the eternal cadence of original realities. Where possibilities harden into word and deed, and great heroes stand against the creeping death of errant form and will which hungers to usurp the Light of Life.

Stories want to be completed. They become something more than the sum of their parts and impose a force of ancient purpose upon those drawn into their sound and fury.

Destiny calls. All stories told. No fate to seal except your own."


An Eye For Detail (1 Chapter)

As a Legendary Deed, the Chronicler can remove a detail from the current scene and capture it, storing it in their Legend (The player must record these Captured Details). When a detail is captured, even the memory of it is captured, so other characters do not recall it. The Chronicler can then deploy a stored detail into the current scene, which restores even the memory of its original context (Narrator Character's reponses to this memory may vary widely).

Deploying a captured detail costs nothing and can be done as an Instant Action. Capturing the detail is what costs the Legendary Deed.

Please cooperate with your Narrator so you do not destabilize the game or ruin everyone’s fun.

Contingency

Accounts for every possible outcome

Some people react to the world. Others have already accounted for it.

The Contingency Fontis is the ultimate chessmaster — the one who never enters a room without already having three exits planned, who treats every conversation like a multi-layered trap, and who has contingencies for their contingencies. They don’t improvise. They simply reveal what they already set in motion.

Baseline Ability

Your maximum foresight increases by a number equal to 6 times the dice normally in your Wit Talents.

Features

Quick Thinker (1 Chapter)
As an instant action, you may spend one Spotlight (Story Refresh) to Leverage an ally using Spirit rather than the talent otherwise required.
The Long Game (1 Chapter • Legendary Deed Option)
“I’ve been setting this up for weeks.”
You may declare a past action, retroactively. This action must have taken place in the previous Scene or any time before that.
Calculated Improvisation (1 Chapter)
You may spend 3 of your foresight hours to negate the penalty for improvising once, on something you are doing.
Adaptive Protocols (1 Chapter)
You may spend one Spotlight (Chapter Refresh) to gain access to any single Tier 1 Cognition from the General Draft for the remainder of the Chapter.

Echo

Interprets the hidden language of vibration

Those who walk the path of the Echo do not wield swords or spells in the traditional sense. They carry Runite — a rare metal born in the world’s first moments, still humming with the vibrations of creation itself. Through years of exacting training, Echos learn to feel the subtle tremors within the metal, interpreting changes in vibration, temperature, and reflection as clearly as others read words on a page.

Each Echo develops a unique Signature, a personal vibrational pattern that marks them among their kind. By touching refined Runite, they can send messages across distances, silence their movements, peer through reflections, or sense the intentions of those nearby. To the untrained eye, these effects are nearly imperceptible — little more than faint shifts in the metal’s appearance or temperature. To another Echo, they are unmistakable.

Baseline Ability

When you choose the Echo Fontis, you receive one Harmonic of your choice at no cost. This Harmonic is permanently available to you as part of your training with Runite.

Mechanical Note

Some Harmonics will require you to know the Signature of another Echo, and all Harmonics require you to at least be touching some refined Runite.

Broadcast (1 Familiarity • Active)

You may broadcast a vibrational message through your Runite, received by all Echos currently listening with this Harmonic. The message is encoded in the vibrational language of Runite and is only comprehensible to trained Echos.

Message (1 Familiarity • Active)

You may send a targeted message directly to another Echo through their Runite, provided you know their Signature. The message is only perceptible to the intended recipient.

View (1 Familiarity • Active)

You may create a vibrational link with a long-term counterpart piece of Runite (such as a matched pair), allowing you to see from the perspective of one piece through the reflection of the other.

Silence (1 Familiarity • Active)

You emit inaudible vibrations through your Runite that counteract sound waves, rendering your movements silent for the duration of the effect.

Fuse (1 Familiarity • Active)

You may temporarily fuse two pieces of Runite together at a molecular level. The fusion can only be undone by your Signature or a Signature you have previously authorized.

Post (1 Familiarity • Active)

You may encode a short message into a piece of Runite that will “hum” the message to anyone using this Harmonic to listen. This can also be used to identify the Signature of the Echo who left the message.

Mimic (1 Familiarity • Active)

You may finely tune the vibrations of Runite to mimic specific sounds or short sequences you have heard, allowing it to act as a playback device for distraction, communication, or illusion.

Attune (1 Familiarity • Active)

You may attune your Runite to the subtle vibrational shifts associated with different emotions in nearby individuals or crowds, allowing you to gauge emotional states, intentions, or potential threats.

Detect (1 Familiarity • Active)

You can detect abrupt alterations in your immediate environment—such as the approach of an enemy or the activation of a trap—through changes in your Runite’s vibration, temperature, and appearance.

Discern (1 Familiarity • Active)

The polished surface of your Runite, when properly attuned, can reveal the truth behind illusions or disguises in its reflection. This requires a trained eye to interpret correctly.

Clarify (1 Familiarity • Active)

You may manipulate the vibrational frequency of Runite to adjust its opacity, ranging from completely opaque to as transparent as glass. This can be used for surveillance, concealment, or signaling.

Scald (1 Familiarity • Active)

By increasing the frequency of vibrations within your Runite, you can cause it to generate heat. This can be used for warmth, to cauterize wounds, or as a weapon.

Spot (1 Familiarity • Active)

You can sense the direction and approximate distance of movement around you by interpreting subtle shifts in the vibrations of your Runite. Useful for tracking, hunting, or evasion.

See (1 Familiarity • Active)

By tuning into the vibrations of your Runite, you can “feel” your way through your surroundings, even in total darkness or when blinded, gaining information about terrain and obstacles.

Read (1 Familiarity • Active)

You can use your Runite to detect the elemental composition of objects or environments, such as identifying types of minerals, water purity, or the presence of toxic gases through subtle vibrational and temperature changes.

Glimmer

Awakens sleeping light within jade

A Glimmer is one who has learned to draw forth the latent power sleeping within jade — the mineralized seafoam of an ancient cataclysm when floodwaters and upheaving earth reshaped the world. To a Glimmer, jade is not merely stone, but a present echo of the eternal forces that first formed and continue to form existence. By carving and shaping it, they coax forth memory, resonance, and awareness long buried in the green depths.

Baseline Ability

You are experienced with carving and working Jade into a variety of forms. You may touch jade and spend 1 Spotlight (Story Refresh) to learn one historical fact about it: a previous possessor, the location where it was refined (if refined), or a significant event involving its use or presence.

Features

Vein Memory (1 Familiarity • Passive)
Jade you have personally touched retains a faint resonance with you. You instinctively know the rough direction and distance to any such piece of jade within the current region, and you can sense whether it has been significantly altered or damaged since you last touched it.
Carved Echo (1 Chapter)
You may spend 1 Spotlight to carve a short message, image, or emotional impression into a piece of jade. When creating the echo, you choose either a Story, Chapter or Chronicle Refresh. Anyone who later touches that jade and chooses to do so can experience the echo you left behind. The echo lasts for the duration matching the refresh type you chose when carving it.
Distant Glimmer (1 Familiarity • Active)
You may perceive through a piece of jade you have touched within the most previous chapter or current chapter, even if you do not know its current location. You perceive from the jade’s perspective using your own senses, as if you were present at its location. This lasts for one moment. (1 Spotlight, Story refresh)
Weight of the Ages (1 Chapter)
When you grip a piece of jade in your fist, the accumulated weight of ages can manifest through your unarmed strikes. You may use your Knowledge Talent in place of your Force Talent when making unarmed strikes against living targets.
Flourishing Vein (1 Chapter)
After a Sustained Action of Days spent carving a piece of jade, you may bury it in the earth. The carved jade becomes an Impact of 1 die. Each additional Sustained Action spent on the carving increases this Impact by 1 die. The buried jade will autonomously perform all sustained actions required to cultivate and tend plant life within that scene indefinitely, using its Impact value, acting as a tireless gardener. It channels the richness and life-giving power of the ancient floodwaters from which jade itself was born. It will not cause new plants to sprout on its own, but any plants you have sown will be cared for without further effort.
Eroding Touch (1 Chapter)
After a Sustained Action of Days spent carving a piece of jade, you may bury it in the earth. The carved jade becomes an Impact of 1 die. Each additional Sustained Action spent on the carving increases this Impact by 1 die. The buried jade will autonomously perform all sustained actions required to erode and shape stone within that scene into the forms you intended when carving the jade, using its Impact value. This effect channels the primordial seizing and eroding power of the ancient cataclysm from which jade itself was born.

Haunted

The unseen that walk beside you...

You are not alone. Something — or several somethings — linger just beyond the edge of sight, tethered to you by bonds of death, tragedy, or unfinished business. These unseen companions do not speak in words, but their presence is felt in the small, impossible ways the world bends around you.


Baseline Ability

You can hear and speak with the dead. The spirits around you carry messages from beyond, and with time and focus you can coax answers from those who have passed. This connection is always present, though the dead are not always cooperative or coherent.


Narrative Implications

The spirits are not mindless servants. They have their own hungers, grudges, and unfinished stories. When you ignore or mistreat them, or when their desires conflict with your own, the environment around you may begin to reflect their displeasure in quiet, eerie ways. The bond between you and your unseen companions is intimate, complicated, and never entirely safe.


Unseen Companions (1 Familiarity)

Each time you take this feature (you can take this feature multiple times), you gain another unseen spirit bound to you. These spirits can only complete Sustained Actions — they are not capable of ordinary or regular actions. By default, they can only perform sustained actions that you yourself are capable of performing given time and focus.

These spirits are limited to interacting with the normal residence of the character they follow. They are not able to interact with things regularly outside of that residence. Over days or weeks of remaining in one place, the spirits slowly reshape the environment you call home. Doors may creak open to rooms that weren't there before. Objects may shift or multiply. The air may grow colder in certain corners, or warmer. The changes are subtle, cumulative, and entirely unnoticed by anyone who does not already know the truth of your condition.

Spirit's Favor (1 Chapter)

As a Legendary Deed, you may ask one of the spirits bound to you for a favor within the scene you currently occupy. They will agree to this favor, and can roll your Impression Talent for any actions they take as a result. If the favor requested is ongoing, the spirit remains for no longer than the current Scene.

Hero

Embodies conviction made manifest

The Hero is the living embodiment of conviction made manifest. They do not merely believe in something greater than themselves—they bind their entire being to it, letting that ideal shape every strike, every word, every sacrifice. Whether the cause is just or tragically misguided, the Hero’s power flows from an unshakeable commitment to what they hold as the highest good. This single-minded dedication can inspire entire nations… or lead them into ruin.


Baseline Benefit

You gain an Ascendant Tag that names your chief value or ideal. You also gain access to the Blade of Ages Exalt as a Legendary Deed Option.


Battlecry (1 Familiarity)

Let out a cry that echoes with your ideal. Erase all 1st and 2nd Severity Harm from allies within the current Scene.

Inspiration (Critical Benefit • 1 Familiarity)

Through sound and gesture, the Hero can grant one or more of their Criticals to an ally in the scene. When the Hero spends one Critical to use this benefit, they may bestow one or more of their remaining Criticals upon a single ally. That ally may use the granted Criticals at their next normal opportunity to spend a Critical.

Mycel

Thrives through living webs of connection

A Mycel is one who has become symbiotically bound to a fungal colony that now lives within their body — whether this connection was chosen willingly or occurred through unfortunate circumstance. The colony does not seek to dominate or replace its host’s will. It simply exists alongside them, content to share the same flesh and follow the same path. To a Mycel, the world is laced with hidden threads of mycelium and spore, and the colony within them acts as both interpreter and companion. While the presence of the fungus can be deeply unsettling to others — and sometimes even to the host themselves — the colony wishes its host no harm and offers strange forms of aid born from its alien nature.

Baseline Ability

When you choose the Mycel Fontis, you gain the ability to speak to fungus. Additionally, you may spend 1 Spotlight (Chapter Refresh) to use your Essence Talent in place of your Intuition Talent on any roll that would normally require Intuition.

Features

Unsettling Presence (1 Familiarity • Passive)
The fungal colony within you subtly alters your appearance and demeanor in small, hard-to-place ways (a faint musty scent, slight discoloration under the skin, eyes that catch the light oddly). This makes you unnerving to be around. You gain a passive bonus to intimidation or creating unease in social situations.
Spore Miasma (1 Familiarity • Active)
You release a cloud of spores at Short Range that can exert a subtle mind control effect. While maintaining command, the range extends to Medium. When you issue a new command, the target rolls Impression against your Essence. This costs 1 Spotlight (Scene Refresh) and lasts for one Moment.
Fungal Bloom (1 Chapter)
When threatened, the colony reacts defensively by causing strange fungal growths to rapidly manifest. As an instant action, spend 1 Spotlight (Chapter Refresh) to gain +1 Potency on one defensive action.
Mycelial Intrusion (1 Familiarity • Active)
As a Sustained Action of Hours using Essence while remaining stationary, the colony spreads deeply into the surrounding environment. Spend 1 Spotlight (Story Refresh) to allow the colony to reach outside the current Scene area.
Corpse Whisper (1 Chapter)
The colony can enter a recently dead body (dead since the previous or current Story) at Close Range. You may spend 1 Spotlight (Chapter Refresh) to animate the target’s mind like manually turning the gears inside a clock. The target does not regain consciousness, but the colony can prompt them and hear their mind’s responses. Duration: Scene.
Symbiotic Horror (1 Familiarity)
When in danger, the colony can manifest defensive alterations to your body beyond its normal capabilities. As an instant action, spend 1 Spotlight (Chapter Refresh) to describe a defensive bodily change (examples: breathing underwater, surviving a deadly fall, growing appendages to aid escape, or developing camouflage). This only affects your own body. Duration: Scene (or until dismissed).
Twin Minds (1 Familiarity)
The character effectively has two minds working in tandem — their own and the colony’s. When making any defensive Impression rolls, they may roll twice and take the better result.

Pilgrim

A vessel bearing the Way of God

A Pilgrim is one who has set their soul upon the Way of God. Their power flows not from force or hidden compact, but from Indictum — the Eternal Pattern, the Song of Creation, the sustaining Word of God. From the impact of Indictum proceed Lodictum and Virdictum in perfect unity: order and strength, structure and life. Through willing conformity to the Way, the Pilgrim allows these two to remain joined within them. As they walk in obedience and love, the living Presence of God increases in their heart, restoring what Maldictum would divide. Where others grasp at power by separating strength from its true Pattern, the Pilgrim becomes a vessel in which order and life are reconciled. Their authority is never their own; it is the undivided Presence of God, growing in those who have given themselves to the Way.


Baseline Ability

You gain access to Tier 1 Divine Spells. You may acquire a Tier 1 Divine Spell by spending one Spotlight (Chapter Refresh). Indictum is added to your Presence Tags.


Narrative Implications

This person has learned of God’s Way by observation, obedience, and possibly by revelation of Watchers. They have a calling on them which is not of their own priority and which they do not know now, but will become clear as time goes on. Write “Purpose” in your Dormant Tags.


Sound Mind (Chapter)

You may select 3 Tier 1 Cognitions.


Tier 2 Divine Spellcasting (Chapter)

Requires the Baseline Ability.
You gain access to Tier 2 Divine Spells. You may acquire a Tier 2 Divine Spell by spending one Familiarity.

Tier 3 Divine Spellcasting (Chapter)

Requires Tier 2 Divine Spellcasting.
You gain access to Tier 3 Divine Spells. You may acquire a Tier 3 Divine Spell by spending one Familiarity.

Tier 4 Divine Spellcasting (Chapter)

Requires Tier 3 Divine Spellcasting.
You gain access to Tier 4 Divine Spells. You may acquire a Tier 4 Divine Spell by spending one Chapter.

Tier 5 Divine Spellcasting (Chapter)

Requires Tier 4 Divine Spellcasting.
You gain access to Tier 5 Divine Spells. You may acquire a Tier 5 Divine Spell by spending one Chapter.

Tier 6 Divine Spellcasting (Chapter)

Requires Tier 5 Divine Spellcasting.
You gain access to Tier 6 Divine Spells. You may acquire a Tier 6 Divine Spell by spending one Chapter.

Tier 7 Divine Spellcasting (Chapter)

Requires Tier 6 Divine Spellcasting.
You gain access to Tier 7 Divine Spells. You may acquire a Tier 7 Divine Spell by spending one Chapter.

Ranger

Walks the border between quiet civility and savagery

The Ranger does not protect civilization from within its walls. They walk its borders.

Wherever the low-hanging fruits of quiet order take root—whether a handful of homesteads carved from the wilderness, a trading post growing into a town, or the outer districts of a rising city—the Ranger stands between that fragile order and the savagery that would consume it. They do not fight for glory, recognition, or the comforts of the communities they shield. Their work is solitary, often unseen, and rarely thanked.

They are self-reliant by necessity. The Ranger carries what they need, repairs what they can, and moves through the unknown without the safety of numbers or the luxury of supply lines. They watch the things that prey upon the civilized: creatures that see settlement as easy prey, raiders who view order as weakness, and darker forces that stir when the world grows too structured and soft. The Ranger does not wait for threats to reach the gates. They meet them in the spaces between.

It is a thankless role. There are no songs sung for the one who returns alone after ending something the townsfolk will never know existed. The Ranger expects none. Their only measure of success is the continued existence of the quiet civility they will never fully claim for themselves.


Baseline Ability: Moonlight Serenade

The Ranger can perceive their surroundings as though bathed in the light of a full moon under a clear night sky. As an Instant Action, the Ranger can spend 1 Spotlight (Moment Refresh) to grant this perception to one ally within Close range for the duration of one Moment.


Steel Trap (1 Familiarity)

The Ranger gains Superior Potency when defending against any effect that attempts to beguile, foil, or overthrow the mind or senses.


Precision of the Ravager (1 Chapter)

D6 results of 1 count as critical for the Ranger.

Rook

Commands loyal rooks in unbreakable formation

A mysterious individual with a deep affinity for intelligent dark birds — ravens, crows, magpies, and other dark, intelligent, mysterious birds. These birds are friendly and cooperative, acting as eyes, messengers, and scouts.

Baseline Ability

When you choose the Rook Fontis, you gain the ability to command ravens, crows, magpies, and other dark, intelligent, mysterious birds. These birds will follow basic instructions such as “take this coin to Jerry over there,” “fly over that area and come back,” or repeat a single word such as “Murderer” or “Danger.” Commands using this basic ability must be given through gestures or verbal commands. You can also communicate very simple ideas and emotions with the birds.

Features

Murder’s Eyes (1 Chapter)
The birds in the area passively share sight with each other (buff to the flock). You may spend Spotlight to tap into this shared sight network. (10 Spotlight, Moment Refresh)
Murder’s Watch (1 Familiarity • Passive)
Birds act as living alarms or sentries within the current Scene.
Rook’s Post (1 Familiarity • Passive)
Standing messenger network. Birds only communicate single-syllable words effectively. There is a brief time delay (default: “One Moment”) for birds to fly back and forth.
Veil of Omens (1 Familiarity • Active)
Create a distracting cloud of birds to aid stealth. (1 Spotlight, Scene refresh)
Corvid Companion (1 Chapter)
Telepathic communication + shared senses + the bonded bird gains access to the wielder’s Spirit Talents. You may only have one bird under the effect of this feature at a time. Changing the bonded bird costs either 1 Spotlight (Chapter Refresh) or a Sustained Action of Hours using Spirit.
Grim Tidings (1 Familiarity • Active)
Use birds to apply social pressure or intimidation. (1 Spotlight, Story refresh)

Saltwake

One who should have drowned, but didn't

A Saltwake is someone who perished at sea and yet lives. Whether they washed ashore days later, clawed their way out of the depths, or simply woke up on a distant beach with salt in their lungs, they carry the sea with them. The ocean claimed them once. It has not forgotten.


Baseline Ability

You do not need to breathe. Add Saltwake to your Presence Tags.


Sea-Born (Familiarity)

You gain Superior Potency on Rolls made while swimming or navigating at sea. You are not harmed or affected by the cold.


Drowned's Call (Chapter)

As a Legendary Deed, you may call upon the sea to aid you. This can manifest as a sudden current, a thick fog, or the arrival of sea creatures. The exact effect is negotiated with the Narrator.


Unclaimed (Chapter)

While at sea, if you are Shattered, you may spend one Spotlight (Chapter Refresh) to not be Shattered.


Fleetwill (Familiarity)

You have a swimming speed two times your walking speed, as you will yourself through the water without needing to actively use your body to swim.

Scholar

Lore keeper and preservationist of formal knowledge

A Scholar is the quintessential formal knowledge professional — a lore keeper, preservationist, and master of recorded information. They treat books, scrolls, tablets, and archives not merely as objects, but as vessels of living memory that can be accessed, preserved, and replicated with precision.

Baseline Ability

You may touch a store of knowledge — such as a book, scroll, tablet, or other record — and instantly gain the knowledge stored within. This grants you a reliable mental record you can refer to at will, along with all the benefits of having read it. However, if there are benefits other than the raw information itself (such as magical effects, hidden powers, or special insights), this ability does not grant them.

Features

Reliable Scribe (1 Chapter)
As a Legendary Deed, you may duplicate a tome, scroll, or other record with perfect fidelity. The duplicate is indistinguishable from the original in both content and craftsmanship.
Warded Touch (1 Chapter)
When interacting with a magic item that would normally trigger a magical effect upon touch or reading, you may choose whether or not to be affected by that effect. (1 Spotlight, Chapter Refresh)
Perfect Recall (1 Familiarity • Passive)
You may recall any words you have seen, heard, or thought with perfect reliability, as if you were experiencing them again in the moment.
Identification (1 Familiarity)
You may accurately identify an object. You can do this as a Sustained Action of Minutes using your Knowledge, or instantly by spending 1 Spotlight (Story Refresh).

Scoundrel

Don't hate the player, hate the game

The Scoundrel has seen how the world actually works.

Civilized order is not held together by strength or virtue. It runs on stories — the fragile agreements people make with themselves about safety, fairness, loyalty, and belonging. The Scoundrel understands that these stories can be rewritten with the right word, the right silence, or the right image placed in front of the right eyes. They do not need to force doors open. They simply know which ones are already unlocked by trust, habit, and the desperate need to believe.

To the Scoundrel, the behavior of people is a system — one that can be read, tested, and played like an instrument. Words, gestures, and images are the tools they use to strike the right notes. A carefully chosen phrase can redirect blame. A well-timed gesture can disarm suspicion. An image planted at the right moment can collapse years of careful reputation. The Scoundrel does not invent these mechanics. They simply stopped pretending they did not exist.

Some use this understanding to prey on the order around them, feeding on its blind spots and self-deceptions. Others turn the same tools against those predators, using manipulation to expose, disrupt, or redirect. Either path requires the same knowledge: that perception is the weakest point in any system built by people.

They have looked too long at the seams of civilized life to pretend the game is not being played. The Scoundrel moves through it anyway — not because they believe in the stories, but because they know exactly how fragile they are.


Baseline Ability

Verbal Agility: The Scoundrel gains the Awakened Tag "Language".


False Presence (1 Familiarity)

You may choose one tag and add it to your Presence tags.


Inspiration (Critical Benefit • 1 Chapter)

Through sound and gesture, the Scoundrel can grant one or more of their Criticals to an ally in the scene. When the Scoundrel spends one Critical to use this benefit, they may bestow one or more of their remaining Criticals upon a single ally. That ally may use the granted Criticals at their next normal opportunity to spend a Critical.

Tamer

Dominion over beasts and magical animals (Credit: First Legendary Beast Master)

The Tamer Fontis grants dominion over creatures that are not yet Beings — animals, beasts, and magical animals who lack full consciousness and sentience. The Tamer’s power is rooted in dominance, their ability to bring these lesser creatures under their will. The Tamers cultivate their beasts and work to raise their beastial nature to its peak.

Baseline Ability

When you choose the Tamer Fontis, you gain the ability to speak to beasts and magical animals. You can communicate with them using simple language, gestures, and intent, understanding their responses in return.

Mechanical Clarifications

Tamed Beast: A beast that has been selected as a type through Pack Leader and successfully Tamed via a Sustained Action using Essence.
Bonded Beast: A Tamed beast that is currently bonded to one of the Tamer’s Dens through the Den Keeper feature.
Kindled Beast: A Tamed beast that has had a Soul kindled within it through the "As Flame Kindles Flame" feature. It is now a self-actualized, sentient individual with its own will and priorities. It remains a Narrator Character but can now make independent choices and may refuse or reject the Tamer.

Features

Pack Leader (1 Chapter)
Spend a Chapter to select a type of beast or magical animal. From that point forward, you are able to Tame those of the chosen type (You cannot Tame a beast that is a Being with a Soul. Such a beast may choose to follow you, and if they choose to do so, you may treat them as a Tamed Beast while they remain willing). Taming is performed as a Sustained Action using Essence. Tamed beasts will always obey the commands of the Tamer, although they might object or hesitate under extreme circumstances. The time required is based on the specific type chosen and is determined by the Narrator.
Animal Aspect (1 Chapter)
Spend one Familiarity to gain access to a Beastial (Magics) feature possessed by one of your currently Tamed beasts. This feature remains available to you for as long as you have at least one Tamed beast that possesses it. If you lose access, you do not need to spend Familiarity again to regain it — you simply need to Tame another beast that has the desired feature.
Den Keeper (1 Chapter)
You gain a weightless pocket space bound to you in which you can keep one of your Tamed beasts. This den is inaccessible to outside forces. The bonded beast may leave of its own volition at any time. While inside the den, the beast can perceive the area immediately around you using its five senses. Bonding or un-bonding a beast requires a Sustained Action of Hours using Essence. You maintain a mental link with any beast bonded to your den, allowing verbal communication and sharing senses between you (and other bonded beasts in other Dens). This feature may be taken multiple times; each instance grants a separate den (one beast per den).
Inexorable Aspect (1 Chapter)
As a Legendary Deed, you may use one Beastial (Magics) feature possessed by one of your bonded beasts once. You may choose from any Beastial (Magics) feature currently possessed by any of your bonded beasts.
Elevated Aspect (1 Familiarity)
Spend one Chapter to select a Beastial (Magics) feature from the list. You may teach the chosen feature to your Tamed beasts, provided they are compatible with the feature (share a Tag with the feature). This feature applies to any feature that you have gained through Animal Aspect as well.
Domain of the Alpha (1 Chapter)
As a Legendary Deed, you may establish the current Scene as your Tamer Domain. You may only have one Tamer Domain at a time. While within your Tamer Domain, your Tamed beasts gain Superior Potency. Additionally, all of your Tamed beasts always know the location of your Tamer Domain and will work together to reach it if separated.
Decree of the Alpha (1 Familiarity)
As either a Legendary Deed or as a Sustained Action of Days using Impression, the Tamer can set a law for their Domain (Requires "Domain of the Alpha") that all of their Tamed Beasts will obey. These laws will apply whether or not the Tamed Beasts are within the Tamer's Domain, and these laws will apply to all of the Tamer's current and future Tamed Beasts.
As Flame Kindles Flame (1 Chapter)
As a Legendary Deed, by the Accord of the Prime Physic and through your bond with your beast, you may kindle a Soul within one of your Tamed beasts. This raises the beast to the level of an intelligent Being, a person, the same as the Tamer. The beast becomes a self-actualized, sentient individual with their own will. They remain a Narrator Character but may now make choices based on their own priorities and desires.
Inspired Evolution (1 Chapter)
As a Legendary Deed, you may add one additional Tag to a chosen Tamed beast’s Tags. This may increase their compatibility with new Beastial (Magics) Features (as referenced in Elevated Aspect), depending on the Tag chosen.
Chimeric Form (1 Familiarity)
As a Legendary Deed, the Tamer may fuse all of their currently bonded beasts into a single Chimeric Form for the duration of one scene. The bonded beasts automatically form a Squad with no limitations. The Tamer chooses the arrangement of limbs, overall body size, and general shape. The Chimeric Form may use any traversal modes possessed by its component beasts (the Tamer may choose one or all of them). Each bonded beast retains its individual presence and awareness inside the Chimeric Form. While the Chimeric Form is active, the bonded beasts do not take individual Moments.
Advanced Durability (1 Chapter)
If one of your Tamed beasts would receive Harm, you may spend 1 Spotlight (Chapter Refresh) to negate that Harm. In the fiction, this is represented as the beast demonstrating advanced defensive behavior that allows them to escape the harmful force.
Nurturing Dens (1 Chapter)
The Tamer’s Dens (as referenced in Den Keeper) become an ideal habitat for the specific beast currently bonded to it, providing a natural landscape and sources of food. Additionally, the Harm Severity of all Harm a bonded beast is recovering from is reduced by one type if the beast spends the full time required for recovery within their Den.
Mental Link (1 Familiarity)
As a Legendary Deed, you may establish a permanent mental link with one of your Tamed beasts. Through this link, you can share the senses of the beast and communicate with them verbally over any distance, mentally.
Warden's Accord (1 Familiarity)
As a Legendary Deed, you may instantly complete the Sustained Action for taming a beast.
Steward of the Kingdom (1 Chapter)
As a passive effect, the Tamer is on better terms with all beasts and magical animals. If the Tamer encounters such creatures, hostile creatures become neutral and neutral creatures become friendly. Friendly creatures will not necessarily obey, but they may be helpful if it would align with their own habits, tendencies and nature. If there is another Being with their own self-causal agency (Soul) who is directing beasts against the Tamer, then this feature will not necessarily neutralize their hostility or make them friendly, by default they will be unaffected by this feature.
Pack Elder (1 Chapter)
This feature grants the Tamer’s Tamed, Bonded, and Kindled beasts the benefit of the Tamer’s Spirit Talents.
Fist of The Beast King (1 Chapter)
As a Quick Action, the Tamer can spend one Spotlight (Chapter Refresh) to gain Leverage from all of their currently Bonded Beasts (regardless if they are currently in a Squad, or even present in the Scene at that Moment) for the next Body Roll that the Tamer makes. This Leverage is rolled using the same Talent of each Bonded Beast as the Tamer is currently Rolling.
Apex Predator (1 Chapter)
As an Action, the Tamer can enter the Beastial Mindset of an "Apex Predator" (a character can only be in one Beastial Mindset at a time). Doing so costs 10 Spotlight (Moment Refresh) and lasts for one Moment.
While in this Beastial Mindset:
• You have Superior Potency on all of your attacks.
• As an Instant Action, you may spend 1 Spotlight (Story Refresh) to add one die of Leverage to an attack.
Titanic Defender (1 Chapter)
As an Action, the Tamer can enter the Beastial Mindset of a "Titanic Defender" (a character can only be in one Beastial Mindset at a time). Doing so costs 10 Spotlight (Moment Refresh) and lasts for one Moment.
While in this Beastial Mindset:
• You have Superior Potency on all of your defenses.
• As an Instant Action, you may spend 1 Spotlight (Story Refresh) to add one die of Leverage to a defense.
Relentless Hunter (1 Chapter)
As an Action, the Tamer can enter the Beastial Mindset of a "Relentless Hunter" (a character can only be in one Beastial Mindset at a time). Doing so costs 10 Spotlight (Moment Refresh) and lasts for one Moment.
While in this Beastial Mindset:
• You have Superior Potency on all searches, tracking, and perception Rolls made to locate or pursue a target.
• As an Instant Action, you may spend 1 Spotlight (Story Refresh) to add one die of Leverage to a search, tracking, or pursuit Roll.
Pack Mindset (1 Familiarity)
When the Tamer enters a Beastial Mindset, they may instead cause one of their Bonded Beasts to enter that Beastial Mindset.
Beastial Reflex (1 Familiarity)
The Tamer’s Beastial Mindset features can now be activated as an Instant Action rather than an Action.

Vanguard

Charges forward as the living spearhead

The Vanguard is the living embodiment of martial professionalism. They are the career soldier who has survived a dozen campaigns, the sellsword whose blade is always for hire but never for free, the grim-faced castle guard who has stood watch through more winters than they care to count. Where others fight for glory, faith, or desperation, the Vanguard fights because it is their craft — and they have become very, very good at it.

Baseline Ability

They can spend 1 Spotlight (Chapter Refresh) instead of Familiarity in order to advance in the Familiarity Frame of a Weapon (Daggers, Polearms, Long-Blades).

Features

Suppress Harm (Instant Action)
Spend 1 Spotlight (Scene Refresh) to suppress the effect of one Harm they have for one Action.
Negate Harm (Instant Action)
Spend 1 Spotlight (Chapter Refresh) to negate a Harm they are currently receiving.

Wraith

The devil's bargain...

A Wraith is someone who has struck a bargain with an unknowable patron. Whether driven by malice, delusion, or desperation, they have entered an arrangement they cannot fully comprehend. They are both deceived and predatory, seeking power to overcome someone or something else. The cost of this power is not always visible at first, but it is always present.


Baseline Ability

Your patron grants you the ability to communicate with them at any time. They always hear you, though they do not always answer. In addition, when you take this Fontis, choose two features from any existing Fontis selections. These features may come from different selections.

For the cost of one Chapter, you may acquire one additional feature from any other Fontis. Each time you do so, a narrative integration is triggered. The foreign power does not integrate cleanly. It is bolted on rather than grown from within. The soul is shattered by this mechanical, external imposition. You become a Lost character.

This is precisely what the Divine avoids. God does not bolt power onto a person from the outside. He makes the source of power—Himself—within the person, through willing and knowing conformity to His Way. It is done in love. There is no love in the motives of the Wraith. Its gifts are cold, efficient, and ultimately corrosive to the self that receives them.


Narrative Implications

The Wraith remains subject to the will of their patron. When they resist or disobey, a Narrative Integration is invoked. The consequences (one additional Lag) of this integration accumulate. The Wraith cannot escape the weight of these consequences until they either surrender the power granted by their patron or cease their disobedience.


Features

Tier 1 Desecrated Spells (1 Familiarity)
You may acquire a Tier 1 Desecrated Spell by spending one Familiarity.

False Presence (1 Familiarity)
You may choose one tag and add it to your Presence tags.