| Secret of Sudden Strike |
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| When the character surprises his opponent in a physical conflict, the opponent is forced to use a Passive Ability in response. This can be used in extended conflict as well, provided that the character can obscure himself to to begin with. |
| Cost: 1 INSTINCT |
| Secret of Trap Vigil |
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| As long as the character has a prepared trap or escape route at hand in a conflict, he can swap his own check result with the Effect value of such a trap by leading his enemy into it. |
| Cost: 1 REASON |
| Secret of Water-Lung |
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| The character can hold his breath for as long as necessary in the scene with no Ability checks, but not indefinitely. (Remember: we’re not in the business of outright drowning important characters, so presumably you had some plan for how the underwater sequence is going to end.) If the scene ends with the character losing his consciousness and washing up somewhere or other such hi-jinks, the character may take a MINOR (1) Harm to get right up with no appreciable difficulty. |
| Cost: 1 VIGOR |
| Gem Imbuement |
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| A piece of equipment made with gems gains its quality in bonus dice to any attempts at bartering it away. Also, if the gems are used for their hardness, as in Qek spears, the item has the SECRET OF SHATTERING. |