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Secrets - Goblins

Secret of the Goblin
Goblins are all gripped by addictions that control much of their being, even being addicted to things that are in no way alluring to humans. The character does not pay Advances for the SECRET OF ADDICTION. The Story Guide may require Resist (R) checks from a goblin to avoid developing new addictions to experiences they encounter; each existing and active addiction provides a bonus die to resisting new ones.
Secret of Adaptability
The character can change himself quickly and drastically to conform better with his current environment. When indulging an addiction, instead of regaining Pool, swap the level of ADAPTABILITY (V) with any other Ability. The change is permanent.
Secret of Deep Adaptation
In lieu of the normal activation of the SECRET OF ADAPTABILITY the character can regain Advances from Pools, Abilities and Secrets, and invest free Advances to the same very quickly. An ADAPTABILITY (V) check result determines how many Advances can be freed or invested.
Cost: 2 VIGOR
Requirements: SECRET OF ADAPTABILITY
Secret of Quick Adaptation
While other goblins usually do not warp into new form, the character adapts all but instantly. Furthermore, he may trigger an adaptation cycle at will. There is a downside: the Story Guide may cause an adaptation cycle to trigger when conditions suddenly change, should the character fail an ENDURE (V) check to control himself; if the addiction can’t be immediately satisfied, this costs Pool.
Cost: 3 VIGOR to trigger adaptation.
Requirements: SECRET OF ADAPTABILITY
Secret of Animalism
The character’s form has become recognizably animal-like. He can use animal crunch freely, as if he were beastkin himself.
Secret of the Fur
The character has a thick, warm fur that makes him both pretty and able to survive in cold environments. Weather is of no concern to him. Requirement: SECRET OF ANIMALISM
Secret of Ravenous Hunter
The character can smell things that satisfy his severe addictions, even if they do not normally carry a smell. REACT (I) can be used to make checks to this purpose.
Requirement: SECRET OF ADDICTION
Secret of the Chameleon
The character’s skin changes color at will or instinctively to match the environment. He can use his ADAPTABILITY (V) when trying to hide from others.
Requirement: SECRET OF ANIMALISM
Secret of Connoisseur (specify)
The character has become an expert on the subject of one of his addictions. He can use the Pool associated with the addiction freely for bonus dice on any Ability checks where this knowledge would be useful.
Requirement: SECRET OF ADDICTION
Secret of Ur-Pattern (specify)
The goblin has become locked into an UrPattern, reducing his adaptability considerably: each adaptation cycle now changes the character for one Advance’s worth (with larger changes done in parts). He also gains the specified Ur-Form for free. His progeny will all have the Ur-Form for free.
Secret of the Ur-Goblin
The character can possess several URFORMS (bought as Secrets), but he cannot use the SECRET OF ADAPTABILITY at all. His progeny will all have the SECRET OF URPATTERN for free once for each of his UrForms.
Requirement: SECRET OF UR-PATTERN
Trollish Ur-Form
A troll shakes off any compulsions when indulging his addiction, realizing his true course. As long as he follows the course, he may support his social Abilities with his ADAPTATION (V). Trolls are large and powerful, and may learn STATURE (V) and SECRET OF BULK.
Ghoulish Ur-Form
Ghouls almost always are addicted to the flesh of dead people; each time they consume it, the character has to resist the addiction. A ghoul consuming a dead person’s body gains a free Effect off his ADAPTATION (V) based on the person’s life. Thus the ghoul learns the tale of his dinner.
Deep One Ur-Form
Deep Ones can breathe both air and water, although they suffer a penalty die on physical tasks out of the water. They move very efficiently in water, gaining superior LEVERAGE in comparison to human swimmers.
Orcish Ur-Form
Orcs have a dark side and an inclination for brutality; each time they experience war, they have to resist addiction. An orc who would be losing a conflict or failing an Ability check can try again with ENDURE (V) by taking a 1st level Harm.