| Secret of Fortune |
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| The character has more than any one person could ever need. The form of the wealth might be specific or ever-changing, depending on the character. Any material Effects he chooses to garner by wealth come to him effortlessly, without Pool cost. Similarly, he pays a Pool point instead of an Advance to wield mundane equipment that can be bought. The only limitations to this are practical, such as time and availability; the Story Guide might consider one application per scene a good rule of thumb on this. The Ability used in the procurement of Effects and equipment is WEALTH (R), unless the task is left to a suitably skilled client. The character still pays Effect upkeep on refreshes for any Effects he chooses to maintain, and he has to invest the Advance to keep any equipment at the end of the session. |
| Cost: 1 VIGOR to use mundane equipment. |
| Requirements: Difficult to achieve, see main text. |
| Secret of Client |
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| The character is client to a powerful and rich patron who has the SECRET OF FORTUNE. He may use the patron’s wealth as his own (as if he had the Secret himself), contingent on the patron’s pleasure. He may also provide his Ability checks for the patron, interchangeably from the patron’s own in most situations. Should the client refuse his patron and lose this Secret, the patron decides whether the client gains back the Advance expended on the Secret. |
| Requirement: Continuing pleasure of the patron. |
| Secret of Slavery |
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| The character has a number of slaves at his disposal. The slaves are MEDIOCRE (0) when compelled to act for the master, but they can be objectified into a piece of equipment as well by training. Slaves allow the master or his representative to use SLAVE DRIVING (V) to achieve whatever goals a bunch of subjugated people could. |
| Requirement: SECRET OF FORTUNE |
| Secret of House Slave |
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| A house slave is utilized for his special skills and usually has somewhat less strenuous tasks than a field slave. The slave with this Secret can act with his own full Abilities to fulfill the master’s interests. |
| Requirement: owner has SECRET OF SLAVERY |
| Secret of Contract |
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| The character knows how to create contracts with suitable Abilities, such as WEALTH (R) or BARTER (I). The contract is an Effect that may be spent by the player freely as penalty dice against a contracting party as long as the contract stands unfulfilled. Should the contract be completed, the remaining Effect value becomes experience points for each contracting party separately. |
| Secret of Route (specify) |
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| The character is established on a specific trade route. He can activate any of the trade right Secrets without needing to know them. Additionally, any messages he sends along the route reach their target in time with a successful TRADE ROUTES (R) check. |
| Cost: 1 appropriate Pool plus Secret’s cost to activate each Secret. |
| Secret of Market (specify) |
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| The character is established at a specific market. He can activate any of the trade right Secrets without needing to know them. Additionally, he can use any trade route going through his market with permission from the owner of the route, or he can prevent such routes from functioning with an appropriate LOCAL (R) check. |
| Cost: 1 appropriate Pool plus Secret’s cost to activate each Secret. |
| Secret of Travel |
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| The character can get safely and quickly from one place to another within his trade right. A successful TRADE ROUTES (R) check allows him to arrive in his destination for his very next scene. |
| Cost: 2 VIGOR for seemingly impossible distances. |
| Requirement: some trade rights |
| Secret of Rarity |
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| The character has access to goods or services not normally available in the environment, but available in some part of his trade right. A TRADE ROUTES (R) or LOCAL (R) check may be used to procure an appropriate item, knowledge or other thing from a distant land; they will usually appear surprisingly quickly. |
| Cost: 2 REASON for a seemingly impossible find. Requirement: some trade rights |
| Secret of Spy Network |
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| The character has informers in his market area, and is generally aware of significant events therein. A LOCAL (R) check allows him to know of the events of any scene happening locally after the scene but before the next one. This works for routes with TRADE ROUTES (R) as well, but only very narrowly along the established road or shipping line, or at waystations. |
| Cost: 2 INSTINCT for seemingly impossible spying. Requirement: some trade rights |
| Secret of Smuggling |
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| When the character’s illegal trade affair falls through, the player can establish a reasonable means of escape and damage control retroactively with a THIEVERY (I), TRADE ROUTES (R) or LOCAL (R) check. An extra boat moored behind rocks, a waterproof alibi, or whatever makes sense to the group. This only works within the character’s trade rights, however. |
| Cost: 2 INSTINCT for seemingly unlikely preparations. Requirement: some trade rights |