Engineering talents typically relate to characters with a high Engineering rating.
Custom Tools
REQUIREMENT: Engineering 4+
You’ve supplemented your normal toolkits with custom devices of your own design. You gain the Custom Tools equipment trait, which is added to your standard issue equipment. This stacks with the effects of your standard engineer’s toolkit, and adds 1 to your Impact on extended tasks related to technology. You cannot transfer this trait to other characters—they don’t know how to use your tools—and if this trait is lost, you may regain it for free at the start of any scene where you’re near a replicator.
Demolitionist
REQUIREMENTS: Engineering 4+, Security 3+
When you attempt an Engineering task to create, set, or defuse an explosive device, you may reroll one d20, and you can ignore the first complication on an Engineering task involving explosives in each scene. In addition, whenever you make an attack with a weapon with the Grenade weapon quality, it gains the Accurate quality.
I Know My Ship
REQUIREMENT: Engineering 4+
Whenever you attempt a task to determine the source of a technical problem with your ship, the first bonus d20 you purchase is free.
I’m Giving It All She’s Got!
REQUIREMENT: Engineering 4+
Once per scene, when the ship has no Reserve Power remaining at the start of your turn, you may add 2 Threat to gain Reserve Power.
In the Nick of Time
REQUIREMENT: Engineering 3+ or Science 3+
Whenever you succeed at an Engineering or Science task as part of an extended task, you increase your Impact by 1.
Jury-Rig
REQUIREMENT: Engineering 4+
Whenever you attempt an Engineering task to perform repairs, you may reduce the Difficulty by 2, to a minimum of 0. If you do this, however, then the repairs are only temporary and will last only a single scene before they fail again; you may increase this duration by one scene by spending 1 Momentum (Repeatable). Jury-rigged repairs can only be applied once, and the Difficulty to repair a device that has been Jury-rigged increases by 1.
Maintenance Specialist
REQUIREMENT: Engineering 3+
You may ignore the first complication rolled on any Engineering task. Further, when you create any equipment trait, any character who uses that piece of equipment in a task may ignore the first complication rolled.
Meticulous
REQUIREMENTS: Engineering 3+ and Control of 10+
During a timed challenge or extended task, before rolling, you may take one die and treat it as if it had already rolled a 1, but if you do, the task will take one additional interval.
Miracle Worker
REQUIREMENT: Engineering 5
Whenever you succeed at an Engineering task to overcome an extended task, you may increase your Impact by 1 by spending 1 Momentum instead of 2.
More Power!
REQUIREMENT: Engineering 3+
Whenever you use the Reroute Power major action, you may spend 2 Momentum to give Reserve Power to two systems, rather than one.
Past the Redline
REQUIREMENTS: Engineering 4+ and Daring 9+
When you use advanced technology, including attempting a task assisted by the ship, you may choose to increase the complication range by 1, 2, or 3. If you succeed, then you gain bonus Momentum equal to the amount by which the complication range was increased. Bonus Momentum cannot be saved.
Percussive Maintenance
REQUIREMENT: Engineering 4+
When you attempt a Control + Engineering task, you may add 1 Threat to use your Daring instead of your Control. If you do this, and the task succeeds, then you may reduce the time taken by 1 interval without spending Momentum.
Procedural Compliance
REQUIREMENTS: Engineering 3+ and Conn 2+
When you attempt an Engineering task, you may remove one d20 from your dice pool before rolling. If you do so, you gain one automatic success on your task.
Repair Team Leader
REQUIREMENTS: Engineering 3+ and Command 2+
You are trained to direct and lead damage repair teams during emergencies, giving them your guidance and expert knowledge of the ship’s systems. If you succeed at the Damage Control major action (page 303) you may spend 2 Momentum (Repeatable) to repair one additional Breach.
Right Tool for the Right Job
REQUIREMENTS: Engineering 3+
Whenever you acquire an engineering tool with an Opportunity Cost, that equipment trait of that tool gains +1 Potency (typically this will result in Potency 2). If the tool is used in an extended task, whoever is using that tool increases their Impact by 1.
Saboteur
REQUIREMENT: Engineering 3+
When you make an Attack against a structure, machine, or stationary vehicle while in personal combat (i.e., you aren’t using a ship’s weapons to make the Attack), you may use your Engineering instead of your Security to resolve the Attack.
Transporter Chief
REQUIREMENT: Engineering 3+
You’re well-versed in the operation of transporter systems and can often get them to function in extreme circumstances or to achieve outcomes that few could manage. Such efforts are never without risk, given the delicacy of the technology. When you attempt a task to use, repair, or modify a transporter, you may add 2 Threat to reduce the Difficulty of the task by 2, to a minimum of 0.
Wrote the Book
REQUIREMENTS: Engineering 4+, Veteran (at lifepath) or gamemaster’s permission
You know starships so well that you might as well have written the technical manuals yourself. In fact, you probably did write some of them. When you spend Determination on an Engineering task, if the task succeeds, double any Momentum you generate.
In addition, during Step 5 of lifepath character creation (page 128 of the core rulebook), if you select the Veteran option, you may select this talent instead of the Veteran talent.