| Secret of Equipment (specify) |
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| The character owns a piece of rated or imbued equipment. The Effect rating of the equipment is a free Effect with no upkeep, although fixing the equipment (rerolling the Effect rating) costs normally. |
| Secret of Creation (Ability) |
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| The character is skilled in equipment creation using a particular Ability. When he creates rated mundane equipment, the player gets to choose all of its ratings. The player may also imbue the item with mundane Secrets, and determine its introduction cost profile. |
| Cost: VIGOR per item’s quality, 2 REASON per imbuement. |
| Secret of Equipment Mastery |
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| The player can consume a ‘+’ overflow die to activate an applicable equipment rating: the rating acts at a level one step higher than normal for this check. |
| Secret of Weapon Mastery |
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| The player can consume a ‘+’ overflow die to activate an applicable weapon rating: the opponent’s check suffers penalty dice equal to the rating. |
| Secret of Armor Mastery |
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| The player can consume a ‘+’ overflow die to activate an applicable armor rating: an incoming Harm is reduced by the value of the rating. |
| Secret of Tool Mastery |
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| The player can consume a ‘+’ overflow die to activate an applicable tool rating: he immediately gains the rating in pool points usable freely as bonus dice or in activating Secrets. If not used, the points become a free Effect. |
| Secret of Overflow Control |
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| The player can use empty ‘ ‘ overflow dice in lieu of ‘+’ dice when activating his Secrets. |
| Name Imbuement |
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| The item has a name, it’s unique and famous. The character may call out the name when introducing the item to pay the item’s introduction cost out of suitable Effects related to the item. |
| Expert Imbuement (Ability) |
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| The item is complex and difficult to use. The character using it has to succeed in the chosen Ability check when introducing it. The introduction cost is reduced by the check result, but failure damages the item’s quality by one. |
| Null-rate Imbuement |
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| The item is not broadly useful, and does not have ratings. Instead its introduction cost is halved, round down. |
| Secret of Signature Equipment (specify) |
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| A piece of equipment the character owns is particularly important to him. Reduce the introduction cost of the item by two points when he is using it himself. |
| Secret of Shattering (Ability) |
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| The character can destroy equipment and other material Effects with particular fluency when using the chosen Ability. In normal conflict his check result is deducted from the Effect’s value even if he lost against it; in extended conflict he can pay Pool associated with the Ability to increase damage he causes to an Effect. |
| A Simple Sword |
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| This sword’s quality rating is GREAT (3), so we might consider it a masterwork weapon. It’s the sort that might be used in Maldor or Goren. |
| Ratings: +2 against other swords. +1 for fighting against people. +1 for fighting animals. |
| My Amazing (4) Warhorse |
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| A horse wouldn’t necessarily be equipment, it could be just a color element or a character in its own right. Making it equipment emphasizes that it is essentially furniture when the character is not using it. This trained horse provides a discount to its introduction cost with a CAVALRY (V) check. It can trample others with the SECRET OF MIGHTY BLOW. It can also see spirits and associates INSTINCT with CAVALRY (V), perhaps due to its northern stock. |
| Ratings: +3 for charging in formation. +2 against infantry. +1 for fighting outdoors. +1 for traveling overland. |
| Imbuements: Expert (Cavalry) (V) Mighty Blow (V) Spirit Sight (I) Retrain (Cavalry, Instinct) |
| Cost: 2 VIGOR and 2 INSTINCT per scene, minus the Expert deduction. The introduction cost is not paid for merely having the horse in the scene, but even using the ratings triggers it. |