Science talents typically relate to characters with a high Science rating.
Applied Research
REQUIREMENT: Science 3+
Once per scene, when you attempt a task which relates to information you received earlier that scene from an Obtain Information question, the first bonus die you purchase is free.
Baffling Briefing
REQUIREMENTS: Science 3+ and Presence 9+
When you engage in a social conflict using deception, you may use Science in place of Command so long as their technical knowledge is used to mislead their opponent.
Computer Expertise
REQUIREMENT: Science 2+
Whenever you attempt a task that involves the programming or study of a computer system, the first bonus d20 you purchase is free.
Dedicated Focus (X)
REQUIREMENT: Science 4+
When this talent is taken, choose one of your focuses. When attempting a task where that focus applies, you score a critical success for any die which rolls equal to or under twice the relevant department.
Did the Reading
REQUIREMENT: Science 4+
When you attempt a task, you may spend 1 Momentum (Immediate) to use Science on that task instead of the department you would normally use. In addition, you count as having an applicable focus for that task. Each time after the first in a single scene that you use this ability, the Momentum cost increases by 1: this is cumulative.
Expedition Expert
REQUIREMENTS: Science 3+ and Fitness 9+
Prior to participating in an away team mission, you may make additional preparations by spending 2 Momentum (Immediate). During the expedition, any member of the away team may re-roll a single d20 on any task to navigate the terrain or circumvent a hazard or obstacle. The away team may re-roll a total number of dice in this way equal to your Science rating.
Intense Scrutiny
REQUIREMENT: Engineering 3+ or Science 3+
Whenever you succeed at a task using Reason or Control as part of an extended task, you ignore any Resistance on that extended task.
Lab Rat
REQUIREMENTS: Science 3+ and Engineering 3+
When attempting an extended task while using a laboratory, increase your Impact by 1.
Learn from Failure
REQUIREMENT: Science 4+
When you fail at a Science task, you may add 3 Threat to create a trait which represents knowledge or insights gained from the failure. The cost of this is reduced by 1 for each success you scored on the failed task.
Mental Repository
REQUIREMENTS: Science 3+ and Reason 10+
Using extensive mental conditioning, you have access to memories with unprecedented clarity and accuracy. You may treat Obtain Information as if it were an Immediate Momentum spend, but the answers to these questions can only come from information you would already know and remember.
On the Shoulders of Giants
REQUIREMENT: Science 3+
Science is a collaborative process, built upon the foundations laid by others. Whenever you attempt a Science task and you can benefit from a trait created by another character, you may reroll one d20. If the trait is a piece of specialized equipment or an applicable scientific theory, then you also generate 1 bonus Momentum if the task succeeds. Bonus Momentum cannot be saved.
Rapid Analysis
REQUIREMENTS: Science 3+ and Daring 9+
When you succeed at a Science task, the cost of the Reduce Time Momentum option is reduced to 1.
Rapid Hypothesis
REQUIREMENT: Science 5
Once per scene, when you ask two or more questions using Obtain Information, you may immediately create a trait representing your theoretical understanding of the subject of those questions.
Student of War
REQUIREMENTS: Science 4+ and Security 3+
You have conducted extensive research into numerous kinds of conflict and has devoted your academic career to the study of war. While this knowledge may be purely theoretical, such information, when placed into the hands of more capable combatants, can be truly devastating. When you Assist a character making an Attack or taking the Guard action in combat, they may re-roll one d20.
Testing a Theory
REQUIREMENT: Science 2+
When you attempt a task using Engineering or Science, the first bonus d20 you purchase is free, so long as you succeeded at a previous task covering the same scientific or technological field earlier in the same adventure. If you created a trait that represents a hypothesis about an unknown phenomenon, you may also re-roll one d20 on tasks related to that hypothesis.
The Power of Math
REQUIREMENT: Science 3+
You can perform complex math equations quickly in your head, and even your rough estimates are startlingly precise. Whenever you attempt a task which requires precise calculations, you do not suffer any Difficulty increase for lacking tools, and the first d20 you purchase is free.
Rapid Calculation
Characters like Spock or Data can perform complex calculations in their head quickly and accurately. While the talent The Power of Math allows a character to fully capitalize on this knack, it’s reasonable to assume many characters can do this without the talent.
Any character with The Power of Math, and any character with Reason 11+, can perform rapid calculations. If it becomes relevant in play, anything the player can calculate using a calculator, their character is assumed to be able to figure out in their head.
Theory into Practice
REQUIREMENTS: Science 3+ and Testing a Theory talent
When you succeed at a task using Engineering or Science where you gain the additional d20 from the Testing a Theory talent, or which benefits from a trait that represents a hypothesis you’ve made, you generate 2 bonus Momentum. Bonus Momentum may not be saved.
Walking Encyclopedia
REQUIREMENTS: Science 2+ and Reason 9+
Once per session, when you attempt a task, you may spend 2 Momentum (Immediate) to gain an additional focus for the remainder of the session, due to your breadth of knowledge. However, any task using that focus increases its complication range by 1, as you are not a true expert on that subject.