| Secret of the Senator |
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| The character has been voted into the Kalderonite Senate, which enables him to use SPEAK (R), DIPLOMACY (R) and other appropriate Abilities to control the arms and treasury of the state. As long as he remains human, each scene during which he makes an Ability check to participate in the Senate he has to check RESIST (R) against his own check; failure compels him to lose a piece of human crunch (regaining Advances) or gain a piece of crunch from another species appropriate to the character (going into Advance debt if necessary). The gained crunch has to be the mandatory Secret of the species (changing the character’s species permanently) if he already has more Advances invested into the species than his RESIST (R) check’s value. |
| Secret of the Magister |
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| The character is an officer of the Kalderonite civil service. The powers of his office are termed in a senatorial degree, which is created by a LAW (R) check made into an Effect that describes the office and is maintained however long the magister needs those powers. The character can draw bonus dice equal to a suitable office’s value to issues of authority, but not against a higher-valued applicable office. He can only be prosecuted for his actions in office by stripping the office from him, which requires overcoming the Effect. In fact, casting the office in doubt would probably be necessary to get a Kalderonite to even manhandle the magister, such is their respect for the civil service and the laws protecting it. Career civil servants often hold multiple offices simultaneously, shedding and obtaining them freely; the player decides when to allow the Effects to lapse and when to seek new ones. |
| Secret of the Office |
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| When the character’s office aligns with a Servitor present in the sky, he does not need to make a check in fulfilling his duty at all: he can just use the value of his office directly. Cost: 1 Pool appropriate to the replaced Ability. |
| Requirement: SECRET OF THE MAGISTER |
| Secret of Citizen (district) |
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| The character knows a specific district of Kalderon very well. He can use its power for the citizen cost and gains a bonus die on any checks where knowing the district is useful. Other characters can enter the district and use it as well once at least one character in the game has this Secret, but only by paying the full cost. |
| Bazaar District |
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| The Bazaar of Kalderon is a debilitated and lazy place, but it is large and full of old, slow merchandise. Characters can buy almost any equipment here: a BARTER (I) check establishes the quality of item the character can afford. The details of the item are established in half by the player and the Story Guide. Characters can also sell equipment: the character regains the Advance and gains a free Effect equal to equipment quality in trade. |
| Citizen Cost: 2 REASON if buying a magical item. |
| Full Cost: VIGOR equal to the number of Bazaar citizens in the game to enter or leave. Citizen cost and 1 INSTINCT per Imbuement on bought items. |
| Knife Street District |
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| Life is cheap on the alleys around the Street of Knives and Knaves. Any Harm caused here is increased one level, to a maximum of MORTAL (6). Making any Ability check costs; characters who can’t pay in Pool pay as Harm equal to the Pool debt. |
| Citizen Cost: no cost. |
| Full Cost: VIGOR equal to the number of Knife Street citizens in the game to enter or exit the district. 1 INSTINCT per check. |
| Senatorial District |
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| Most senators of Kalderon move in to live near the Senate; it almost seems that they live in there. Characters in the district can speak to senators and use the SECRET OF THE MAGISTER. |
| Citizen Cost: 1 INSTINCT per social check. |
| Full Cost: VIGOR equal to the number of Senatorial citizens in the game to enter or exit the district. Citizen cost and 1 REASON per check. |
| Secret of the Lictor |
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| The character has a bought, assigned or inherited right to carry weapons in Kalderon. He can enter or leave any district brought into the game for no extra cost. |
| Secret of Initiation |
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| The character can initiate others to the various Blessings known to the tribes. This always requires set numbers of worshippers, testing of the initiates, a minimum number of initiates, some of which are left out, drawing lots, several tribes, specific genders, specific politics (Kalderonite or Traditionalist) and other such constraints. In the fiction these demands depend on the specific theological history of the blessing, but for our purposes the player gets to concoct whatever demands he wants, backing them with a PRAY (V) check. Another priest can override with his own offer only by beating the prior check with his own or by waiting until the next season. The actual initiation ritual is conducted with MUSIC (I). |
| Cost: 1 REASON to establish the ritual, 2 to conduct it. |
| Weather Blessing |
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| The character can control the weather with an appropriate Ability check: STARGAZING (R) at night, CLOUD-READING (R) at day. Larger weather events can take several days to arrive. The check result may be used as bonus or penalty dice in Ability checks as appropriate. |
| Cost: 2 VIGOR |
| Blue Light Blessing |
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| The character masters the blue light, a fearsome Skironite combat magic. It gathers around him when he threshes his weapons, becoming especially potent when he jumps or otherwise gets off the ground. An enemy struck by the force suffers AGGRAVATED Harm, marked as such. Release the force at an enemy from afar with ARCHERY (I) or up close with WRESTLING (V). The force is completely drained when the character goes prone. |
| Cost: 2 VIGOR |
| Blessing of Kalder |
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| This is the same as the BLESSING OF LOWDEN JUDGE, except use LAW (R) when nobody is lying and REACT (I) when somebody is. |
| Cost: 2 VIGOR |
| Hippogriff Blessing |
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| A hippogriff from the mountains is attracted by the character. It is commanded with FALCONRY (I) and ridden with HORSEMANSHIP (I). Keeping the hippogriff in service for longer than you need it makes it sad; release it, and it will return to you. |
| Cost: 2 VIGOR |
| Requirements: a prior initiation to another Blessing. |
| Blessing of the Moon |
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| The character can change his sex, becoming a member of the other gender. This may only be attempted when the Moon is full; use BRAWLING (V) to change into a man, FEMALE RITES (R) to change into a woman. |
| Cost: 2 VIGOR |
| Requirements: a prior initiation to another Blessing. |