Secrets (SHOTS)

Secrets are something every character has, that generally is kept hidden from the others. These grant specific unique abilities to a character. Every Secret has a perk and a drawback. These do not always have mechanical effects. You are encouraged to work with your RM to make unique secrets, and can feel free to combine secrets, taking the benefit of one and the drawback of another.

​**Betrayer:** You were forced to do something terrible to someone who trusted you, and you swore it wouldn't happen again. You gain advantage on all checks and saves to resist being influenced or coerced, except against the person you betrayed. You automatically fail influence checks made by them.

**Close Encounter:** You were abducted and experimented on by extraterrestrials. You gain a +1 bonus to Intelligence. Others have disadvantage on Aid checks made to assist you due to your paranoia.

**Cult Initiate:** You were inducted into a cult at some point in your past. You have an identifying mark of some sort, whether it be a tattoo, scar, disfigurement, or perhaps even something more unnatural, that ties you to the cult and must be hidden lest people learn of your involvement. You gain +1 Charisma, which can increase it above 5.

**Did** **Time**: You spent a significant amount of time in a detention center or psychiatric institute. You gain either 5 HP or 10 Sanity. You have a permanent mark on your record and people that investigate your past will easily uncover this, which could lead to stigma.

​**Forbidden Tome:** You own an ancient book full of lore and secrets. You may spend one minute reading it to gain a +2 to a Knowledge check made within the next day. It also may have clues about certain situations. The cult is heavily invested in the tome and will use any means necessary to procure it.

​**Forbidden Love:** You are in a relationship that is forbidden, such as cheating on your partner or dating someone significantly older. You gain a +1 bonus to Resolve, which can increase it above 5. There would be serious consequences, potentially legal consequences, if this came to light.

**Haunted:** You are followed by the ghost of someone you were connected to prior to their death. You are sometimes alerted to danger in your immediate area (a secret perception check made by the RM). However, the spirit is jealous and will occasionally try to drive people away from you, either via distractions or violence. This can also be used for an "Imaginary" friend.

**Imposter:** You are not who you say you are. You gain a +2 to Deceive checks, but take a -2 to Insight checks due to your paranoia at being found out.

**Indebted:** At some point, you were in a very difficult situation and were saved by the "kindness" of someone with considerable influence. You gain advantage on all Aid checks. You owe a large favor to someone important.

**Manslaughter:** You indirectly caused the death of another person and covered it up. You gain a +1 bonus to all damage rolls, but are defensive, nervous, and occasionally more violent than necessary.

**Survivor's Guilt:** You were unable to save someone from some terrible event, resulting in them being harmed or even killed. You gain a +1 to perception, initiative, and aid checks. You are wracked with guilt and tend to put yourself in harm's way needlessly.

**Traumatic Past:** You experienced a great trauma in your past, the nature of which can be decided between you and the Rulemaster. You gain a +2 to Endurance checks, but in a situation that reminds you of your trauma, you are Stunned for 1 round.

**Wanderer:** You tend to find things on your walks, but also wander off from time to time. As long as you spend at least five minutes away from all other party members, you may choose a single mundane item to happen to find (or the Rulemaster may choose for you). In situations where people split up, you tend to go alone.

**Wolf-Crier:** You insist you had a paranormal experience, even if no one else believes you. Work with your RM to determine the kind of creature you encountered. You gain a +2 bonus to all rolls relating to the target of your secret, but you have disadvantage on deceive checks because people assume you are lying.

## Optional Secrets:

RMs may allow these alternative secrets. These cannot be mixed as other secrets can, and cannot be selected via the Secretive boon or Flaw.

**Divine Guidance**: You are guided by a mysterious voice. You gain a +2 bonus to Insight checks and you may spend a point of Morale to learn a large amount of information about a person, object, location, or historical event, however there is a 25% chance the information is not correct (RM rolls in secret). You have disadvantage on influence checks and Charisma saves against your guiding voice.

**I Know Your Secret**: Select a single other character. You know that character's Secret. You have advantage on insight and influence checks made against them, but they are at disadvantage on all Aid checks made to assist you.

**Monstrous:** Whether the result of an inhuman ancestor, an occult ritual, or scientific experimentation, you are not fully human. Your attributes may go higher than 5. You have disadvantage on all charisma checks except influence checks based on fear.

**Psychic** **Experimentation**: You have been studied by the government due to your psychic abilities. You gain a single Psychic boon you meet the requirements for. Your psychic powers may activate randomly or unreliably, especially in stressful situations.

**Unknowable Truth**: You have witnessed something your mind is unable to comprehend. Your sanity is 10 lower. You gain +2 on all Intelligence checks and saves.