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Secrets - Warcraft

Secret of Discipline
The character knows how to train warbands into military units, which count as equipment for their commanders. Make a BATTLE (R) check to train the unit into equipment, as per the SECRET OF CREATION. The commander of such a unit may be disarmed by breaking the unit’s cohesion on the field, and the unit may be destroyed (or at least scattered from the field) by normal rules for destroying equipment.
Cost: as per SECRET OF CREATION, except swap REASON and VIGOR costs.
Soldier Imbuement
A military unit with this imbuement has SUPERIOR LEVERAGE in battle against characters not backed by a warband; it wins martial encounters without conflict.
Secret of Formation
When a character with this Secret fights in closed formation with MELEE (V), he gains bonus dice equal to the warband’s Effect value, if any. When imbued into a military unit, the commander gains bonus dice equal to equipment quality to BATTLE (R) checks appropriate for closed formation fighting.
Cost: 1 VIGOR
Secret of Charge
When a character with this Secret charges as part of a warband with CAVALRY (V), he causes penalty dice to a resisting opponent equal to the unit’s Effect value, if any. When imbued into a military unit, the commander causes penalty dice equal to equipment quality to opponents resisting the unit.
Cost: 2 VIGOR
Secret of Elite
If a character with this Secret has to make a Passive Ability check when part of a warband, he gets synergy with the commander’s BATTLE (R) as per the SECRET OF SYNERGY. When imbued into a military unit, the commander can protect unit cohesion and prevent it from breaking by suffering any results that would cause such as REASON-based Harm on himself.
Secret of Warfare
The character knows how to conduct major battles with multiple units attacking and supporting each other in coordination, allowing for such maneuvers as flanking, reserves and orderly retreats. Make a BATTLE (R) check to form an army out of several military units and warbands as an Effect. An opponent wanting to disrupt the army’s chain of command has to attack this Effect to do so. An army has SUPERIOR LEVERAGE against individual warbands when it comes to direct encounters on the battlefield; only another army may resist its might directly.
Cost: 1 REASON per trained or restructured army, plus cost of creating and maintaining any Effects.
Requirement: SECRET OF DISCIPLINE
Castle Imbuement
This imbuement is placed on a dedicated defensive structure, appropriately enough. A castle might be built as equipment with the SECRET OF CREATION (ENGINEERING), or a character might come to possess one by other means. Either way, the castle imbuement provides SUPERIOR LEVERAGE to a suitable defensive force against enemy warbands, making it impossible for the opponent to attack the defenders directly. Even if the enemy has the means to try storming the castle, they will suffer penalty dice to any Ability checks to do so equal to the current quality of the castle.
Secret of Siege Warfare
The character is familiar with classical siege warfare and may thus direct circumvallation, sapping, building and moving siege machines and so on. A siege conducted with these strategies may directly attack the Effect value of opposing fortifications with ENGINEERING (R) checks. The character’s war machines allow him to use ENGINEERING (R) to support in appropriate violent conflicts.
Secret of Field Surgeon
Civilian medicine in Maldor is non-invasive and mostly based on Three-Corner philosophy. A military field surgeon works with limited knowledge, but plenty of experience: when a character gets seriously injured, the field surgeon can work to stabilize him by activating this Secret. This prevents the character from bleeding to death and prepares him for long-term care with real medicinal practice. Additionally, Pool paid to activate this Secret also counts towards natural healing as if the patient had spent it.
Cost: 1 REASON per Harm on the patient.
Secret of Evaluation
The character can find out the mechanical statistics of others by observing them in combat or training conditions. The player gets to ask one question per level of success on a BATTLE (R) check. Appropriate questions could involve ranking the character’s Pools against each other or against other characters, finding out the exact current value of a single Pool, finding out the character’s highest Ability and its level, recognizing a Secret the character used or whatever other questions the group finds reasonable; a lot depends on how the group handles this information normally.
Cost: 1 REASON
Secret of Tactics
The player gets to choose and frame the turning-point of a given simple conflict, as the character influences the situation to unravel to his benefit. In practice this means that the player gets to choose the Abilities used by both sides of the conflict, as he describes the exact moment of conflict resolution in the fiction.
Cost: 1 REASON for non-martial conflicts, or REASON equal to opposing BATTLE (R) check (if any) for martial ones.
Secret of Born Soldier
The character gains one Pool point in his current weakest Pool every time he activates a Martial Key. However, he also refreshes each Pool to one point less than his maximum for each Martial Key he has.