| Secret of the Refugee |
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| The character is a relatively recent arrival in Pere-di-Fey. He can take crunch from another culture freely in addition to that of Pere-di-Fey; however, it can’t be a culture another player character is from, unless the other player accedes to it. In addition, the character always regains one extra Pool point when refreshing Pools with another refugee; this point comes on top of the character’s Pool size and is spent first. |
| Requirement: only at character generation. |
| Secret of Folk Magic |
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| The hybrid culture of Pere-di-Fey has many superstitions from all over the world, some of which are actually true to a degree. When the character decides to take a superstition seriously for the moment, the player can create an Effect out of a REACT (I) check to make note of it. The Effect can later be used as either bonus or penalty dice according to the superstition, even against the character himself; the Story Guide decides when the Effect is activated. |
| Secret of Sea-step |
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| Sailors from Pere-di-Fey are accustomed to boat life, and rarely miss a step in their work, play and dance. When footplay is at issue in an Ability check, the player can take bonus dice equal to the character’s REACT (I) Ability level. |
| Boomerang Imbuement |
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| The item is a boomerang, used by the Kairakau now and then in hunting seabirds. This simply means that the throwing weapon returns to the character after any missing throw that was not an Ability check failure. |
| Shellstone Imbuement |
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| Shellstone is a very, very hard mineral mined sometimes on the Feyan islands despite the resistance of land-speakers. Items made of it can only be damaged or destroyed by a LEGENDARY (5) Ability check. |
| Talalag Imbuement |
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| The item is actually a specialized Talalag the clever islanders use as a musical instrument, digging tool or for some other specialized purpose. Whatever it is, the Talalag holds a point of ICHOR, which can be spent as a bonus die when using the item. The Ichor returns when the Talalag gets a scene of rest in a beach setting. |
| Secret of the Plank |
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| When the character manages to Harm an opponent in a conflict at sea, the player may choose to cause a MINOR (2) Harm instead of his normal result. The opponent ends up in the water, which will probably end the conflict. |
| Cost: 3 INSTINCT |
| Secret of the Governor |
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| Only one character can be the Governor. He has the SECRET OF EXPERIENCE, except the player gets to fill it with at most one check per Ability above MEDIOCRE (0) before play. He also has the SECRET OF THE PAST, except part of the story is already known. |