These talents are common to characters of all types.
Back-Up Plans
REQUIREMENT: Control 9+
Whenever you or an ally fail a task (so long as you are present in the scene), you may add 1 point to the group’s Momentum pool.
Bold (X)
Choose a department when you select this talent. Whenever you attempt a task from that department, and you buy one or more d20s by adding Threat, you may re-roll a single d20. You may select this talent multiple times, once for each department. You may not select this talent for any department for which you have the Cautious talent.
Calm and Logical
REQUIREMENT: Reason 11+
When you gain a trait which represents a mood or emotional state, you may suppress that trait (ignoring its effect) for the duration of a single task or a single turn in combat by suffering 1 Stress.
Cautious (X)
Choose a department when you select this talent. Whenever you attempt a task with that department, and you buy one or more d20s by spending Momentum, you may re-roll a single d20. You may select this talent multiple times, once for each department. You may not select this talent for any department for which you have the Bold talent.
Close-Knit Crew
When a scene begins, if there are fewer points of Momentum in the group pool than there are characters in the scene who have this talent, immediately add 1 Momentum to the group pool.
Collaboration (X)
Choose a single department when you select this talent. Whenever an ally attempts a task using that department, you may spend 1 Momentum (Immediate) to allow them to use your rating for that department and one of your relevant focuses.
Constant Presence
REQUIREMENTS: Supporting character only, must have at least two values and at least two other talents
You’re a regular fixture of away missions and other important work, relied upon by the senior staff for your expertise and judgment. Introducing this supporting character in subsequent adventures no longer costs Crew Support, and the supporting character gains 1 Determination the first time they are used in an adventure.
Constantly Watching
At the start of an action scene, the gamemaster must spend an additional 2 Threat to have an NPC take the first turn. You may also re-roll 1d20 on any task attempted to locate a hidden enemy or danger.
Dauntless
Whenever another character attempts to intimidate or threaten you, you may suffer 2 Stress to ignore their attempt.
Extra Effort
REQUIREMENT: Fitness 9+
When you attempt a task, you may reduce the Difficulty of the task by 1, to a minimum of 0. However, once the task is completed, you immediately take Stress equal to the original Difficulty of the task.
Gut Feeling
REQUIREMENT: Insight 11+
When the gamemaster spends Threat to introduce reinforcements or to cause a Reversal, they must spend 2 additional Threat to do so. This is 2 extra Threat in total, not per reinforcement.
Indefatigable
REQUIREMENT: Fitness 11+
When you fail a task, and attempt that task again during the same scene, reduce the Difficulty of the second attempt (and any subsequent attempts if you still fail) by 1.
Methodical Planning
REQUIREMENT: Reason 9+
When an ally attempts a task which benefits from a trait you created which represents your plan or strategy, then you may Assist that ally’s task even if you are not present. In combat, this assistance does not require you to use your task to Assist that ally.
No Hesitation
REQUIREMENT: Daring 9+
At the start of any round in an action scene, you may add 1 Threat to take the first turn, regardless of who would otherwise have acted first.
No Pain, No Gain
REQUIREMENT: Daring 11+
When you fail a task (but not an opposed task) which used your Daring, you may always choose to Succeed at Cost.
Personal Effects
REQUIREMENT: Main character
You possess some significant and uncommon item or device which is not standard issue, but which is nevertheless useful for missions. You may select this talent multiple times, gaining a different item each time.
Quick Survey
REQUIREMENT: Insight 9+
At the start of a scene, you may immediately ask one question, as if you had spent 1 Momentum on the Obtain Information Momentum Spend. The answer can only provide information that you could obtain with your own senses: you cannot gain information from equipment in such a short time.
Reassuring
REQUIREMENT: Presence 9+
When you succeed at a task using your Presence, you may spend Momentum to reassure your allies, so long as they are able to hear you. You may spend 1 Momentum (Repeatable) to allow one ally who can see and hear you to recover 1 Stress. That ally may not recover more than 3 Stress from one use of this talent.
Second Wind
You may spend Determination at the start of your turn to remove the Defeated state, and to recover up to half of your maximum Stress. The normal requirements for spending a point of Determination still apply.
Self-Reliant
REQUIREMENT: Control 11+
Whenever you succeed at a task where you did not purchase additional dice by spending Momentum or adding to Threat, you generate bonus Momentum equal to the task’s Difficulty. Bonus Momentum cannot be saved.
Studious
Whenever you spend 1 or more Momentum to Obtain Information, you may ask one additional question (in total, not per Momentum spent on Obtain Information).
Technical Expertise
Whenever you attempt a task assisted by the ship’s Computers or Sensors, you may re-roll one d20 in your pool, or you may allow the ship to re-roll its d20.
Tough
Your maximum Stress is increased by 2.
Voice of Authority
REQUIREMENT: Presence 11+
When you Assist someone, and use your Presence to do so, you may add 2 Threat to treat your assistance die as if it had rolled a 1 instead of rolling it.
Well-Informed
You have contacts everywhere and you listen to news and rumors from far and wide. At the start of a scene, you may add 1 Threat to ask the gamemaster two questions about the situation or location, as if you had spent Momentum on the Obtain Information spend. The answers you receive will be knowledge you’ve gained from your contacts and the news and rumors you’ve heard.