Last Day of the Citadel
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.