Chapter 4.9: Talents
Chapter 4.1 explains Talents and how characters gain them. The roster below is grouped into General, Specialization, and species Talents.
Bold and Cautious name contrasting habits within a chosen Specialization, not a character's whole personality. Bold commits additional effort after the first result is visible. Cautious invests in preparation before the risk is known. Their mutual exclusion applies only to the same Specialization because the Talent records which of those habits defines the character's practiced approach in that field.
General
Bold
Choose a Specialization when you take this Talent. Once per Task using it, after rolling, you may spend 1 Momentum to re-roll one die in your pool. Take this Talent again for a different Specialization each time. A Specialization already covered by Cautious cannot also carry Bold.
Cautious
Choose a Specialization when you take this Talent. Whenever you attempt a Task using it, and you buy a d20 by spending Momentum, you may re-roll one die in your pool. Take this Talent again for a different Specialization each time. A Specialization already covered by Bold cannot also carry Cautious.
Collaboration
Choose a Specialization when you take this Talent. Whenever a crewmate attempts a Task using it, you may spend 1 Momentum (Immediate) to lend them your rating in that Specialization and one of your relevant Focuses for the Task. You must be present or connected to the crewmate through a Full or Limited Aelith link. A Limited link may act as a Trait, and this Talent supplies no hardware the crewmate lacks (Chapter 3.5).
Methodical Planning
Requirement: Reason 9+
When a crewmate attempts a Task that benefits from a Trait you created representing a plan or strategy, you may Assist that Task even when you are not present in the scene.
Quick Survey
Requirement: Insight 9+
At the start of a scene, you may immediately ask the gamemaster one question, as though you had spent 1 Momentum on Obtain Information. The answer is limited to what your own senses could have told you; you gain nothing from equipment you have not had time to use.
Studious
Whenever you spend Momentum to Obtain Information, you may ask one additional question beyond what you paid for, once per use.
Well-Informed
At the start of a scene, you may spend 1 Momentum to ask the gamemaster two questions about the situation or location, as though you had spent Momentum on Obtain Information. The answers come from contacts, rumor, and news you picked up long before this scene began.
No Hesitation
Requirement: Daring 9+
At the start of any round in a conflict, you may spend 1 Momentum to act first, regardless of who would otherwise have gone first.
Medicine
Field Triage
Requirement: Medicine 2+
Whenever you attempt a Medicine Task to treat more than one patient in the same scene, the first bonus d20 you purchase for it is free.
Diagnostic Instinct
Requirement: Medicine 2+
Once per scene, you may ask the gamemaster one question about a patient's condition, as though you had spent 1 Momentum on Obtain Information, without spending it.
Field Surgeon
Requirement: Medicine 3+
Whenever you attempt a Medicine Task your cysuit's libraries were never built for (an unfamiliar species, an improvised procedure), you may spend 2 Momentum to treat a Focus you hold as though it applied anyway. You still need the tools required to perform the procedure (Chapter 3.5).
Science
Applied Research
Requirement: Science 2+
Once per scene, when you attempt a Task related to something you learned earlier that scene through Obtain Information, the first bonus d20 you purchase for it is free.
Working Hypothesis
Requirement: Science 2+
Whenever you fail a Science Task and attempt it again in the same scene with something new to go on, reduce the Difficulty of the second attempt by 1.
Xenobiologist's Eye
Requirement: Science 3+
Whenever you attempt a Task to identify or understand a lifeform your cysuit's libraries have no record of, you may re-roll 1d20.
Engineering
Jury-Rig
Requirement: Engineering 2+
Whenever you attempt an Engineering Task to make a repair, you may lower the Difficulty by 2, to a minimum of 0. A repair made this way holds only for the rest of the scene. Spend 1 Momentum to extend it by one additional scene, repeatable. A device can benefit from Jury-Rig only once before it receives a lasting repair. The Difficulty of that lasting repair increases by 1 because it must first remove or work around the temporary fix.
Diagnostic Sense
Requirement: Engineering 3+
Whenever you attempt a Task to find the source of a technical fault, the first bonus d20 you purchase for it is free.
Maintenance Specialist
Requirement: Engineering 3+
You ignore the first complication rolled on any Engineering Task. When you create a Trait representing a piece of equipment you built or repaired, anyone using it ignores the first complication rolled on a Task with it too.
Diplomacy
Reads the Room
Requirement: Diplomacy 2+
Whenever you succeed at a Diplomacy Task during a negotiation, you generate 1 bonus Momentum, usable only to Obtain Information about the people across the table.
Defuse
Requirement: Diplomacy 2+
Whenever you attempt a Task to talk someone out of violence, the first d20 you purchase for it is free.
Say the Right Thing
Requirement: Diplomacy 3+
When you create a Trait for a crewmate that represents your guidance or advice, they may re-roll one d20 on a Task that benefits from it.
Security
Ambush
Requirement: Security 2+
Whenever you attempt a Task to move against a target unaware of you, or working against a Trait that represents a weakness or vulnerability of theirs, you may re-roll 1d20.
Watchful
Requirement: Security 2+
At the start of a conflict, the gamemaster must spend 1 additional Threat beyond the usual cost to have any hostile take the first turn.
Read the Threat
Requirement: Security 3+
Whenever you attempt a Task to judge whether someone or something is dangerous, you may re-roll 1d20.
Infiltration
Ghost
Requirement: Infiltration 2+
Whenever you attempt a Task to stay hidden or unnoticed, you may spend 1 Momentum to raise the Difficulty of any Task to detect you by 1.
Silver Tongue
Requirement: Infiltration 3+
When you attempt a Task to persuade another character that you are trustworthy, the first bonus d20 purchased for that Task costs no Momentum. Use Diplomacy when your appeal is sincere and Infiltration when you are creating a false impression. The other character decides what their trust leads them to do.
Quick Hands
Requirement: Infiltration 2+
Whenever you attempt a Task to bypass a lock, circuit, or simple security system under time pressure, the first bonus d20 you purchase for it is free.
Syliri
Long View
Requirement: Syliri, or gamemaster's permission
Whenever a Task would benefit from decades of firsthand precedent, having watched something like it happen before, you may re-roll 1d20.
Sequential Mastery
Requirement: Syliri, or gamemaster's permission
Once per session, you may treat a Focus you do not currently hold as though you did, for a single Task: a skill from an earlier chapter of a long life, set down but not forgotten. This supplies no missing tool or hardware (Chapter 3.5).
Vyrkani
Reads the Strain
Requirement: Vyrkani, or gamemaster's permission
Whenever you attempt a Task to judge whether a system, a structure, or a person is about to fail under stress, you may re-roll 1d20.
No Wasted Motion
Requirement: Vyrkani, or gamemaster's permission
Whenever the whole plan for a Task is a direct approach, no misdirection and no elaborate setup, the first d20 you purchase for it is free.
Synthetic
Parallel Process
Requirement: Synthetic, or gamemaster's permission
Whenever you Assist a crewmate's Task with something purely computational, a calculation, a search, a comparison, it costs you no minor or major action to do so.
Runs the Numbers
Requirement: Synthetic, or gamemaster's permission
Whenever you attempt a Task to project how a situation will unfold several steps ahead, you may re-roll 1d20.
Human
Quick Study
Requirement: Human, or gamemaster's permission
Once per scene, when you attempt a Task using a Loadable Focus installed after the crew accepted the current commission, you may re-roll 1d20. Each Focus can grant this benefit once per commission. Removing and reinstalling the same Focus does not refresh it. Preparation on the ship and a field Focus Swap can both qualify (Chapter 3.5).
Stubborn Streak
Requirement: Human, or gamemaster's permission
Whenever you fail a Task and attempt it again in the same scene, reduce the Difficulty of the second attempt by 1 if you describe a changed approach or accept a new consequence that makes another attempt possible. Repeating the same action under unchanged conditions gains no benefit.