Secrets

A Secret is something only your character knows. It may have mechanical or narrative effects, such as allowing you or others to re-roll dice. Many Secrets can only be used once per session. A character typically starts with two Secrets, and can buy more Secrets with Advances.

An incomplete list of example Secrets:

Secret of Reflexes

Once per session, you can re-roll a failure when doing anything involving grace, dexterity, or quick reflexes.

Secret of the Connected

You have contacts in the Citadel’s underworld. Once per session, you can get yourself out of a tight spot by sending a message to the right people.

Secret of Concealment

No matter how thoroughly you’re searched, you always have a few key items with you. You can produce any common, simple item at a moment’s notice.

Secret of Destruction

You can break things with your bare hands as if you were swinging a sledgehammer. It’s scary.

Secret of the Bodyguard

Once per session, you can re-roll a failure when protecting someone.

Secret of Leadership

Once per session, you can give someone else a chance to re-roll a failed roll, by giving them orders, advice, or setting a good example.

Secret of the Lucky Break

Once per session, you can keep your pool dice when you succeed (so go ahead and use ‘em all).

Secret of the Explorer

You’ve been all over the Citadel, seen a lot of strange things. Once per session, you can re-roll a failure when you’re dealing with local customs or strange places.

Secret of Experience

Once per session, you can use tags from more than one trait when you make a roll.

Secrets

Last Day of the Citadel quarterto quarterto