Crystal Swan

Hello and nice to meet you. I am Minato, Crystal Swan and handmaiden of the Garden. This is Hyacinthus, my sage.

Good morning. Mind your manners around my Blossom or else!

About

Public Knowledge

Crystal Swans are the princess daughters of the Floran realm. Each Rose Queen assembles a court of Swans as handmaidens and daughters. In turn, the vast majority of Swans reside in the Garden’s busy courts for their entire lives.

In fact, the title “Crystal Swan” actually refers to any handmaiden or child of the Rose Queens. Only a fraction of these Swans are actually cultivators on the Path!

The Rose Queens seem to enjoy the confusion this overlapping name brings. If nothing else, folk tend to be more polite to a Swan when they cannot gauge her power.

The Swans eschew concerns of history and pedigree. Instead, most Swans take names from the songs of history; the same names repeat over and over in the official records. Perhaps this is yet another face of the Dance of Titles. However, scholars sometimes notice an odd quirk: names that once appeared as Crystal Swans in ancient days later might appear as the names of Rose Queens this day…

Male swans

As a Floran lineage, the Swans are mostly women. Male Swans distinguish themselves by a different title: the Phoenix Kings.

While Swans act as handmaidens of the court, the Phoenix Kings act as flamboyant monarchs of the stage. Many become actors and singers, traveling the land to awe all with their prodigious talent.

They are, of course, the most eligible bachelors in all the land. Ladies…

Application

In ancient days, the Crystal Swans arose seemingly at random. These “wandering Swans” would emerge from the wilds, accompanied only by their pixie and a dream, and many would go on to found important settlements or serve the realm as heroes.

Today, the Rose Queen courts hold open applications for the position of Crystal Swans on the first day of Spring each year.

This is a hugely competitive event, second only to the high soccer tournaments for popularity. The pageant draws doting mothers and their daughters from all over Flora!

In keeping with Floran chaos, however, the Rose Queens select their new Swans by whim and fancy. One year, the Queens selected the best singers in the land. Another, they held a martial arts tournament – and picked the most graceful losers. On a third occasion, the Queens simply presented a dozen new Swans without comment.

Florans consider selection to be among the highest honors, throwing elaborate feasts when a local child is selected. The new Swan is soon to depart, surrendering her past life to tend to her sworn Queen.

In theory, any lineage might become a Swan, though most folk outside Flora are reluctant to bind themselves to the mercurial Rose Queens. Still, every year a few outsiders apply as well.

Path History

Every Garden begins with a single Seed

As long as there have been Florans, there have been Crystal Swans.

As long as there have been Rose Queens, there have been Crystal Swans.

There is no secret here; outsiders simply refuses to believe the obvious. The Swans are the Queens, and the Queens the Swans. From the silliest pixie to the highest Queen, all join in the whirling dance.

All dream the Garden dream. Together, we sing forth the future.

So spoke the Crystal Swan Liliana, circa 2200, to an Aloran Swan who had awoken to find a rose growing behind her ear

Power

As a Crystal Swan, you channel the cultivation of your soul into the Garden. From that Garden you receive powerful allies in life: your heart-bond companion pixie and your puissant summon.

Your power rests in clever thinking. Leave the brutish head-bashing to the Bulls!

  • Primary element: Water
  • Secondary: Fire
  • Bane: Special
    • You may not choose Air as your Grace
    • Unlike other Paths, you avoid your Bane by sharing your power with your companions

Blended lineage

You count as both Floran and your original lineage. You may select Lineage powers from both.

The Courts have flowery names for these blended lineages

  • Aloran + Floran - Violet Dragon
  • Izu + Floran - Verdant Lily
  • Whistler + Floran - Soaring Rose
  • Wehran + Floran - Dusky Rose

Your lineage blessings take on a mixture of both lineage traits; you often sport unique and striking blessings. Some examples:

  • A Violet Dragon whose scales turned to leaves
  • A Verdant Lily who grew three extra tails, each tail tipped with a flowerbud
  • A Soaring Rose that grew a cloak of vines to billow in the wind

Pixie Companion

When you become a Swan, a pixie arrives to be your permanent companion and minder. Though pixies are stereotyped as silly and childish, yours matures as you grow in power; she becomes a powerful advisor and ally.

The pixie bonding is complete, permanent, and - to the pixies of Flora - a terribly serious matter. These chosen pixies consider it their literal life duty to nurture you as a Swan!

You share power with your pixie; only together do you reach truly cultivated heights.

Base mechanics

Unique among all Paths, you and your Pixie share the four elements. As a Swan alone, your Bane would be Air. However, your pixie claims Air at the start of play, and you thus avoid your Bane.

By default, you and your pixie are Together. You count as a single character for every effect while Together.

  • You share the same statistics (Aura, Health, Charge, Chakra, etc)
  • You have one Action; you Challenge with the best Ki available between the two of you
    • For example, your pixie executes Air Challenges to avoid your Bane
  • You have one Move; you both move together as a unit and cannot be separated
  • You are both considered to possess the same Grace

While you are Together, your Ki Pools are:

  • Air d8
  • Water: d10 or d8 (depending on chosen element at character creation)
  • Earth: d10 or d8 (depending on chosen element at character creation)
  • Fire: d10 or d8 (depending on chosen element at character creation)

You may choose to Split Up. This increases your action economy but exposes you to more risk. When you split up, adjust your Ki pools:

  • While acting as your Swan, Break any element which you have donated to your Pixie
  • While acting as your Pixie, Break any element which your Swan retains
  • You both continue to use your full Attribute values and other bonuses for Challenges

While Split Up:

  • You and your Pixie still share Aura, no matter how far apart you travel!
    • If you end up in separate scenes, your Aura only regenerates when both scenes end
    • If one half of you starts a new Scene, then no regeneration occurs!
  • Your Pixie has one Health; if she takes damage and cannot block with Aura, she explodes in a shower of leaves
  • You and your Pixie have separate Moves and Actions, one each
  • You both benefit from Chakra effects such as equipment
    • Tiny pixie versions of your equipment appear for the pixie’s use; best not to ask how she finds those
  • You both benefit from the effects of your Grace
  • When spending Charge for additional benefits, you must choose to apply to either your Swan or your Pixie
  • Summons remain with your Swan; Pixies cannot command the Summons

As you cultivate, you may swap additional elements with your Pixie; the exact outcome will depend on your pixie’s evolution

Base pixie

The Rose Queens told me to take good care of you. I say the best care is self-care! Ice creeeeam!

Pixies greatly resemble the lands of their homes; their hair, skin, eyes, and wings usually include signs of their elemental homeland.

  • A newly joined pixie stands between 15 and 30 cm tall and weighs virtually nothing
  • When not gorging themselves on candy, pixies easily subsist on dew and sunlight

At start of play, your pixie automatically assumes your element of Air.

When separated at this level, your pixie will have:

  • Ki Pool of Air Cd8; Water, Fire, and Earth each Break once from your baseline

If your pixie is reduced to 0 Health for any reason, she explodes in a shower of elemental power

  • She returns to your side at the start of your next Scene, none the worse for wear
  • In addition to any Equipment that you sync, your Pixie always has a pixie bow (C1 shortbow) and a pixie dagger (C1 dagger) available

Your Pixie has the following boons:

  • Your pixie may fly; this flight sounds a melodic chiming with every flutter
  • While Split Up, your pixie gains a Bonus Ki to Stealth Challenges as long as she attempts to hide no one else

Your pixie can grant Pixie Aid

  • Spend Charge (Water or Earth) and choose one:
    • Grant a +C bonus to a single Challenge for an ally in the same zone
    • Or grant a +2 bonus to all defenses of a single ally in the same zone until the start of your next turn
  • While Together, cast this benefit based on your position
  • While Split Up, cast this benefit based on your Pixie’s position

Your pixie is an independent person, fiercely devoted to your cause.

  • You play your pixie
    • Optionally, you may hand control of her to a friend or the storyteller for a form of co-op play. In case of disputes, your vision wins
  • Your pixie is your best cheerleader, sure of the potential within you
  • Her perspective is quite Fae, seeing the world as a vast dream of play, and often struggles to understand the “stagnant” nature of other folk

Pixie Cultivation

At Circle 3, gain:

Pixie telepathy

  • You may speak with your pixie telepathically while the two of you are within Charm kilometers of each other

At C4, additionally:

Pixie sharing

  • Your mental bond with your pixie is so strong you may share sensations, thoughts, and even memories with your other half
  • The two of you are permanently linked in this way and influence each other’s thoughts and feelings
  • No known effect in Seln except your death can sever this ability

A-pixie-othis

  • You may assume a pixie form at will; while in this form you count as Fae
  • This form is twin to your pixie minder and includes all matching abilities and rules
  • You may not summon while in this form; your summon, if present, evaporates
  • Oh god, now there’s two of them!

Pixie Evolution

Your pixie will evolve twice - once when you reach Circle 3 and once when you reach Circle 4. At C3, you will choose her path of specialization.

Choose one of the three paths below

The Glimmer

A tiny ninja with gossamer wings

Evolution I

Appearance:

  • Your pixie grows to between 30 and 45 cm
  • Her formerly ostentatious colors become shifting camouflage
  • Glimmers remain playful but gain surprising cunning and planning capabilities not expected of your average pixie

Your growing Glimmer claims your Earth

  • If Earth was your Grace, she will have: Earth Cd10, Air Cd8, Water Cd6, Fire Cd6
  • Otherwise, she will have: Earth Cd8, Air Cd8, Water Cd6, Fire Cd6

She gains new abilities:

Vanish

  • You and your pixie both gain the ability to Vanish: you and your pixie may Challenge for Stealth even when under direct observation

Careful Aim

  • While under Stealth, you and your pixie add +1 Damage to all effects

Summon Silence

  • At the start of your turn, you may spend 1 Air Charge to lower Alertness by 10

Kiss of the Sightless

  • You may spend 1 Earth Charge to grant invisibility to one character within the same zone as your pixie

Evolution II

Appearance:

  • Your Glimmer grows to about 60 cm tall
  • Your Glimmer’s camoflague grows so strong that she is often all but invisible
    • The gleam of her eye or flash of her smile is all most will see of her

She gains new abilities:

Native invisibility

  • Your pixie is always Invisible unless she chooses to reveal herself
  • When you are Together, you may share this Invisibility

Breath of life:

  • You gain +1 Air Charge

Aura leech

  • On a successful Attack, your Glimmer regains Aura equal to damage dealt
    • You may spend 1 Air Charge to instead grant this regained Aura to one ally in the same zone as your Glimmer

The Knight Protector

Protecting what we cherish most…I think I finally understand what the Queens were talking about

Evolution I

Appearance:

  • Your pixie grows much larger, standing a meter or more tall, and packs a punch of someone twice her size!
  • Her manner grows more assertive and protective, particularly of you
  • Many Knights grow small vines or thorns, echoing the Rosethorns

Your growing Knight claims your Fire

  • If Fire was your Grace, she will have: Fire Cd10, Air Cd8, Water Cd6, Earth Cd6
  • Otherwise, she will have: Fire Cd8, Air Cd8, Water Cd6, Earth Cd6

She gains new abilities:

Weakened flight

  • She may still fly but must end her turn on a surface
  • You may spend 1 Charge (Any) to boost her to true flight for a Scene

Shield of the Forest

  • You may spend 1 Earth Charge to force an effect that would target you or an ally within the Knight’s zone to instead target your Knight

Regenerative Aura

  • You and your Knight regenerate 1 Aura to your shared Aura at the start of her turn
  • Since your summon also uses your Aura, this applies to them as well!

Evolution II

Appearance:

  • Your pixie grows yet again, now standing as tall as most Florans (or taller)!
  • In point of fact, if you’ve been shrinking, you might be mistaken as HER pixie! She not so secretly finds this amusing

Your mature Knight claims your Earth - leaving you with Water alone!

  • If Earth was your Grace, she will have: Earth Cd10, Air Cd8, Earth Cd8, Water Cd6
  • Otherwise, she will have: Earth Cd8, Air Cd8, Earth Cd8, Water Cd6

She gains new abilities.

Careful Strikes

  • Your Knight always benefits from the Reach weapon core
  • Your Knight always benefits from the Shadetouch weapon core
  • Your Knight always benefits from the Metalcutting weapon core

Regenerative Aura II

  • In addition to the 1 Aura regenerated per round for herself, the Knight generates 1 Aura for a single ally of her choosing in the same zone as the Knight

Gift of the skies

  • Your Knight loses the ability to fly
  • You gain Pixie flight permanently

The Sage

Time and space. They never seemed so important before. But now my eyes open to new mysteries…

Evolution I

Appearance

  • Outwardly, your pixie’s appearance does not change
  • Her mind, however, greatly expands
    • Her intellect expands to rival your own!

Unlike the other pixies, your Sage claims no additional elements. Instead, she Boosts Air to d10.

  • Her elements: Air Cd10, Water Cd6, Earth Cd6, Fire Cd6

Charge of Potential

  • You and your pixie gain a special Charge of LightDark
  • This Charge converts to any other kind of Charge on consumption
  • You may grant this Charge to an ally within the same zone as your Sage; this does not require an Action

Foreseen Brilliance

  • You may spend 1 Charge matching the element of a Challenge underway by either friend or foe
  • For allies:
    • You roll 1d6 and add that value to your ally’s Result
  • For foes:
    • You roll 1d6 and subtract that value from the foe’s Result

Invisible understanding

  • Spend your LightDark Charge and select one ally in this Scene
  • That ally instantly teleports to any space they have previously occupied in the last C rounds
    • The zone and space must be valid for entry now
    • Ignore Difficult Terrain

Evolution II

Appearance

  • No physical changes
  • Your pixie, however, sometimes flickers in time and space
    • Sometimes she remembers things that haven’t happened yet
    • Sometimes she tells you things she never saw
    • Once she told you to count your d8’s faster!

She gains new abilities.

Vision of beyond

  • You and your pixie both gain the following: Spiritsight, Shadesight, Ki sight, Spirittouch, Shadetouch

The Pure Game of Titles

  • Your Sage may grant you one Title at Equilibrium each year
  • Your appearance changes over the course of a few days to match that Title
    • She has fine control over the details of your new appearance
    • In universe, she does not need to ask your appearance (though you play continue to play your Sage)
  • This grants you a new Ki Identity
  • This changes your lifespan. Indeed, could a Crystal Swan life forever like this…?

Tactical distortion

  • You and your pixie may take your turn in any phase
  • At any time, you may declare that you and your Sage will act next; then you (while Together) or you both (while Split Up) take your turns after the current turn completes

Pixie Synchronization

You and your pixie evolve together.

  • When the pixie grows, you shrink
  • Her brilliant colors start to appear through your hair, eyes, or skin
  • As your minds draw closer together:
    • The pixie learns more of your wisdom and world beyond forest games
    • You share of the simple joy and connected nature of the pixies and the Garden

How do you converge?

  • Sisters? Twins, even?
  • Mother and daughter? (And which is which?)

Though the pixie evolutions vary, all come with a mental awakening for your pixie

  • She is impulsive and childlike at the start of your path
  • Over the years, she grows brilliant as a cultivator herself

In turn, you ingest a spark of the pixie’s playful nature

  • The dance of the Game of Titles seems every more serious; Titles have power!
  • Your taste for Fae snacks like flower sap grows quite refined. Such subtle flavors of sugar!

For Phoenix Lords, the changes often differ

  • For a Phoenix Lord, your pixie and you awaken to style
  • Your hair silken and immaculate; your features and tastes refined; your mannerisms polished to perfection

As usual, you may freely alter these changes to suit your needs. Here we will cover some suggestions for mind and body.

Beginning of your Path:

  • You shrink a few inches over the year (its probably just your imagination!)
  • Your eyes glimmer with opalescent heterochromia
  • Faint patterns in the color of your pixie’s wings appear in your hair under the right light
  • You always smell of flowers

Pixie Evolution I:

  • The patterns in your hair match the colors of your pixie’s wings, brilliant and colorful
  • You find that you get drunk off pixie nectar and cannot resist a good cake
  • Your ears grow very long and slender, twitching with your thoughts
  • Your features soften; you are often mistaken for younger

Pixie Evolution II:

  • General
    • You share in your pixie’s vibrant colors; ever shifting tattoos of color appear on your arms, shoulders and back
    • You share in your pixie’s youth, remaining fresh faced even after decades
    • You share in your pixie’s stature; no taller than a Blossom and some Swans clock in at 120 cm!
  • Glimmer
    • Your hair darkens to deepest shadow, like a pool of ink on a blank page, and spills artfully like liquid
    • Even in broad daylight you find yourself in a pool of shade as though the sun was afraid to touch you
    • The best tricks are the longest ones; you cannot help but tease your friends by misplacing their combs
  • Knight
    • You keep shrinking, year after year, until you reach your pixie’s original height
    • You find yourself getting lost in pretty things like gemstones or sunsets until your knight prods you
    • It is your Knight that keeps track of tasks and responsibilities; you often indulge in flights of fancy
    • Sometimes you just forget to be hungry; isn’t it funny how your knight insists on eating every day?
  • Sage
    • Your features and body type shift slightly on a regular basis: a tiny bit taller or shorter; a few years younger or older
    • You often wake in the morning to find your hair has changed colors, or you have (or have lost) a tattoo
    • Sometimes you dream the same day two or even three times, watching events ripple through time with different choices
    • Your pixie and you so closely resemble each other in features that you are like twins of different size

Summon

Your summon is an elemental construct powered by your will. It is not truly alive and acts only on your command.

At start of play in Circle 2, you will be able to summon the Jackalope plus one of your choice below:

  • Cragbear
  • Serpent
  • Phoenix

As you advance, you will gain additional summons

  • At Step 3, choose another from the list above

Once you enter Circle 3, the list expands:

  • Cragbear
  • Serpent
  • Phoenix
  • Jade Panther
  • Onyx Fox

At the beginning of Circle 3 (ie, Step 4), choose another from the list above

At Step 6, choose another

Finally, at Step 8, gain your final remaining summon

Summon Rules

Each summon has a Foci, a physical object from which its form springs.

  • Common Foci forms are: pendants, wood carvings, rings, jewelry, scroll prints, and stuffed animals
  • You must be able to touch the Foci to conjure the summon
  • You are assumed to have all relevant Foci within convenient reach at all points in time unless otherwise stated
    • Foci do not require sync to a Chakra; a Swan’s expansive spirit can attune to all Foci already!
  • If a Foci is destroyed, you may create a new one by spending an hour of meditation with an appropriate vessel

Foci can be improved to accept Weapon and Armor Cores.

  • Each Foci has C-1 slots for Weapon or Armor Cores
  • You may freely mix Weapon and Armor Cores for unique advantages
  • You may remove affixed Cores at Equilibrium; the spent Cores are lost at no refund
  • Ignore Synthesize requirements; if you have the Core, you can apply it regardless of your Fire values

You may use one and only one Foci at a time. This means you may only ever have one Summon out.

  • At the beginning of the Scene, choose one summon to bring with you (at no Charge cost)
  • You may change your Summon during the Scene by paying its Charge cost:
    • Jackalope: No cost
    • Serpent: 1 Water Charge
    • Cragbear: 1 Earth Charge
    • Phoenix: 1 Fire Charge
    • Jade Panther: 1 Light Charge
    • Onyx Fox: 1 Dark Charge
  • New summons always appear Adjacent to you
  • This takes effect instantly; you may immediately use your new Summon form

You may also spend Charge to empower your Summons for a brief moment. Each summon has a Charge effect listed.

Further rules:

  • The summon is an extension of your spirit; it uses your Aura, Charges, Chakra, Ki and Attributes
    • While you are Together with your pixie, you use your improved pools
    • When you Split Up from your pixie, the summon uses your pools, suffering any Banes
  • While you are at 0 Aura, damage against your summon causes it to evaporate
    • You may not resummon the same Foci again in that Scene
    • Your Foci remains intact for future use
  • The summon gets one Move and one Action each round, just like you
    • Thus, if you Split Up with your pixie, you will have 3 sets of Move and Action
  • Calculate Adjacency for summon abilities based on the summon’s position
  • Summons may act on the turn they arrive in the Scene
  • You may banish your summon by spending an Action, no matter where it is

To command your summon, you must use spoken word.

  • You may use any language that you speak, of course, and more obscure languages may befuddle foes
  • Foes may Challenge Water to understand the intent of a command, if not the full language
  • If not commanded or unable to hear a command, the summon takes no Action at all
  • Thus, the summon becomes dormant if it moves beyond hearing range

The Jackalope

The common jackalope! Nobody will suspect a thing!

Statistics:

  • Speed: 4 * C
  • Reach: 0
  • Damage: 0

Power: Cute and fluffy!

  • While the Jackalope is present, choose one ally in the same zone as the jackalope
    • The Jackalope grants +1 to all Challengs to that ally while the jackalope is present
    • You may spend your Action to change the target ally

Charge:

  • Spend 1 Earth Charge: the Jackalope goes Invisible for the rest of the Scene

Special:

  • You may command the jackalope telepathically within your zone or Adjacent zones
  • The jackalope may not take the Attack, Throw, or Blockade actions

Personality

  • Most jackalopes act more like pets than wild animals
  • This cuddly attitude often helps them sneak around unremarked
  • Your jackalope is not a useful combat companion. Instead, you may use it for exploration, subterfuge, and annoying nearby Doe.

WaterFire - The feathered serpent

Clever as the storms on which it rides

Statistics:

  • Speed: 5 * C
    • Your Serpent ignores Difficult Terrain
  • Reach: 1
  • Damage: C-1

Power: Threatening hiss

  • All foes Adjacent to the Serpent take a Penalty C to all Challenges

Charge:

  • On a successful melee Attack, spend 1 Water Charge
    • The serpent automatically grapples with the foe, biting with venomous fangs
    • The foe automatically takes 1 Damage, ignoring Armor, at the start of your turn until the grapple is broken (Ongoing attack effect)

Personality:

  • Most feathered serpents are prickly and standoffish, tolerating attention only from their Swan
  • The hiss of a feathered serpent is menacing!

EarthFire - The cragbear

Implacable and undefeatable

Statistics:

  • Speed: 3 * C
  • Reach: 1
  • Damage: C-1
  • Armor: 1

Power:

  • Momentum: When the Cragbear enters the same space as a foe, automatically Throw any foes within the space up to Prowess meters in a straight line away
    • You choose the direction of the line

Charge:

  • Intercept: When you or an ally becomes the target of an Attack, spend 1 Earth Charge. The cragbear rushes forth and becomes the target of the Attack instead.

Personality:

  • Most cragbears tend towards lazy and amiable like big teddy bears
  • When roused to fight, though, cragbears smash through all obstacles with single-minded fury

AirFire - The phoenix of the inferno

Fury of the phoenix!

Statistics:

  • Speed: 5 * C, flying
  • Reach: 1
  • Damage: C-1, ranged only

phoenix - ranged flying, ranged attack, thorns

Power:

  • Fireball: The phoenix may make an AOE attack with range of Drive and radius of C meters
    • This is optional; you may choose to make a standard ranged attack instead

Charge:

  • Spend 1 Fire Charge: Blazing Bright
    • Select a concrete element of your choice
    • The phoenix does 1 Damage to that element against all Adjacent foes

Personality:

  • Most phoenix are the most beautiful thing in the room and they know it
  • Though perfectly capable of withstanding inclement weather, the phoenix will complain about cold or damp endlessly

Circle 3

At Circle 3, additionally gain two more Foci:

LightWater - Jade Panther

Patient as the ripple of light across a wave

Statistics:

  • Speed: 5 * C
  • Reach: 1
  • Damage: C-1

Power:

  • The Jade Panther has Spiritsight and Spirittouch
  • The Jade Panther grants you spiritsight (but not Spirittouch)
  • Protective Inspiration: You and allies Adjacent to the Jade Panther reroll any Ki which land with a value of 1 once; you must use the new Result

Charge:

  • Spend 1 Air Charge: Jade Protection:
    • All effects against you and allies in the same zone as you suffer a Penalty Charm until the start of your next turn

Personality:

  • Most jade panthers have singular mom cat instinct; more than one Swan has reported their Jade Panther grooming their hair in their sleep!
  • While other summons obey commands exactly, the Jade Panther tends to interpret orders with discretion to minimize conflict and disruption

DarkEarth - Onyx fox

Time for the fox to come out and play!

Statistics:

  • Speed: 5 * C
  • Reach: 1
  • Damage: C-1

Special:

  • While the fox is summoned, you lose the ability to speak
    • Instead, the words you wish to speak come out of your fox’s mouth on your behalf
    • Your fox likes to put a little ‘spin’ on your words for fun, eh heh heh
    • You may still telepathically communicate with your pixie

Power:

  • The Onyx Fox has Shadesight and Shadetouch
  • The Onyx Fox grants you Shadesight (but not Shadetouch)
  • Tricks of the Tail: Foes within Charm meters of the Fox, respecting line of sight, must reroll any Ki that land on maximum possible value
    • For example, 1d6 -> 6 -> must reroll; 1d8 -> 8 -> must reroll
    • The foe uses the second roll

Charge:

  • Spend 1 Earth Charge: Fate’s Treasured Child
    • Choose one foe within Charm meters of the Onyx Fox
    • Consume C Bonus Dice and Boosts from that Foe; the bonus vanishes and the dice are lost
    • The Onyx Fox reports that stolen d12 are especially tasty

Personality:

  • The Onyx Fox are mischievious and devious in equal measure. Though loyal to their Swan, most Onyx Fox cannot resist misbehaving
  • Despite their capricious nature, the Onyx Fox serve as earnest psychopomps of the departed; when a Swan dies, their Onyx Fox accompanies them to their next Realm
  • Legend says the Onyx Fox demanded “a voice to play with” as the price of becoming a summon

Expanded Spirit

Your Aura protects you, your pixie, and your Summon.

  • Any effect which deals Damage applies against your Aura, regardless of whether the target was you, your pixie, or your summon

When you are at zero Aura, effects that damage your pixie or summon cause them to evaporate (usually in a shower of leaves or a burst of elemental enrgy)

  • You regain your Aura as usual against this effect
  • Defeated summons and pixies may not be summoned again in the same scene

Arts

Circle 2

Cloaked Foci

  • Boon
  • Requires: None
  • Effect:
    • Your Foci gain a permanent Stealth score equal to your Water Defense
    • Foes must defeat this Stealth score to recognize the Foci as an object of power; otherwise, the foe disregards the Foci
    • This is always active, even if you lose your Foci

Vines of the garden

  • Chakra (Fire)
  • Requires: None
  • Effect: You may spend your Action to summon forth a heavy, obstructing vine
    • The vine occupies your current zone and grants this zone Difficult Terrain equal to your Fire Defense
    • Foes that defeat your Difficult Terrain take 1 Damage in addition to the other effects of Difficult Terrain
    • You may choose to allow any character to enter or exit, ignoring the Difficult Terrain, by your whim
    • The vine always bursts from the ground; you may not use this ability while in the air or on water
    • The vine wilts to mud at the end of the Scene or if you summon another

Cookie Crumbles

  • Boon
  • Requires: None
  • Effect: You have an endless supply of small treats, knick-knacks, and other toys perfect for bribing children, pixies, and the small Fae of Flora
    • Gain +C to Water Challenges against children, pixies, and the small Fae of Flora

Circle 3

Slippery Foci

  • Boon
  • Requires: Cloaked Foci
  • Effect:
    • Your Foci find the most improbable ways to return to you
    • If you ever lose a Foci, it returns to you at the beginning of your next Scene
    • Foes attempting to keep your Foci separately from you must Challenge your Water at the start of each Scene
    • Disaster: The Foci immediately finds its way to you
    • Failure: The Foci finds its way to you within 1 Scene
    • Success/Flourish: The Foci remains out of your reach. For now.

Flourish of leaves

  • Chakra (Earth)
  • Requires: None
  • Effect: You may spend your Move to swap zones with your summon; this is a teleport effect
    • Your summon must be in the same Scene as you
    • Ignore line of sight and zone Adjacency for this effect

Verdant Swarm

  • Boon
  • Requires: None
  • Effect: Spend your Action and 1 Earth Charge
    • Then select this or an Adjacent zone; a swarm of pixies, small fae, or natural critters surge forth to harass all foes in that zone
    • Foes in that zone take -C to all Challenges

Poisoned Trick

  • Chakra (Fire)
  • Requires: None
  • Effect: While equipped, this Chakra subtracts 1 damage from all of you and your pixie’s single target Attacks
    • However, on a successful Attack, you inflict poison
    • This poison does 1 damage at the start of the target’s turn, each turn, until it has done C damage
    • The afflicted target Challenges against your Fire defense to overcome the poison at the end of each of their turns
    • Ignore this Chakra for AOE attacks

Circle 4

Protection of the garden

  • Chakra (Water/Fire)
  • Requires: None
  • Effect: While you and your summon share the same zone, gain:
    • Any effect that would deal damage to you instead deals that damage to your summon

Cultivation

Step Circle Path Grace Air Water Earth Fire Harmonies Aura Summons
1 2 P1 G1 +1 Insight +1 Charm, +1 Chakra +1 Prowess, +1 Chakra +1 Drive +2 Jackalope + 1 Summon
2 2 Prof1 +1 Insight, +1 Chakra +1 Charm, +1 Charge +1 Prowess, +1 Charge +1 Drive, +1 Chakra +1 +1
3 2 +1 Insight, +1 Charge +1 Charm, +1 Chakra +1 Prowess, +1 Chakra +1 Drive, +1 Charge +1 +1 +1 Summon
4 2 Prof2 +1 Insight, +1 Chakra +2 Charm +2 Prowess +1 Drive, +1 Chakra +1 +1 Expand summon list, +1 Summon
5 3 P2 G2 +1 Insight +1 Charm, +1 Chakra +1 Prowess, +1 Chakra +1 Drive +1
6 3 Prof3 +1 Insight, +1 Chakra +1 Charm, +1 Charge +1 Prowess, +1 Charge +1 Drive, +1 Chakra +1 +1 +1 Summon
7 3 Prof4 +1 Insight +2 Charm, +1 Chakra +2 Prowess, +1 Chakra +1 Drive +1 +1
8 4 P3 G3 +1 Insight, +1 Chakra +1 Charm +1 Prowess +1 Drive, +1 Chakra +1 +1 Summon
9 4 Prof5 +1 Insight +1 Charm, +1 Chakra +1 Prowess, +1 Chakra +1 Drive +1 +1
10 4 Prof6 +1 Insight +2 Charm +2 Prowess +1 Drive +1