Species and culture talents cover abilities, techniques, and tendencies common to specific species and their cultures. They are typically only available to members of a specific species but can sometimes be gained by characters of other species.
Proud and Honorable (Andorian Talent)
REQUIREMENT: Andorian, or gamemaster’s permission
Whenever you attempt a task to resist being coerced into breaking a promise, betraying your allies, or otherwise acting dishonorably, you may add Threat to immediately succeed at the task. The amount of Threat you add is equal to the task’s Difficulty.
The Ushaan (Andorian Talent)
REQUIREMENT: Andorian, or gamemaster’s permission
You are experienced in the tradition of honor-dueling known as the Ushaan. When you make a Melee Attack, or are targeted by a Melee Attack, and buy one or more d20s by adding to Threat, you may re-roll any number of dice in your dice pool for the task. Further, you own an Ushaan-tor, a razor-sharp ice-miner’s tool used in these duels. The Ushaan-tor is a blade (see page 242), and it counts as standard issue for you.
Acute Senses (Aenar Talent)
REQUIREMENT: Aenar, or gamemaster’s permission
The Aenar have honed their senses to the point that they are able to respond to stimuli just as well as, if not superior to, those who possess the ability to see. When attempting a task to detect something which is hidden from conventional senses, or which would normally be difficult to perceive, you may re-roll 1d20.
Chosen Speaker (Aenar Talent)
REQUIREMENT: Aenar, or gamemaster’s permission
Among Aenar communities, leaders and mediators are chosen as and when the need arises, nominating an individual to serve as Speaker. You’ve been chosen for this role often and are adept at using your senses and your telepathy to aid communication. When attempting a task to communicate telepathically with a willing being, you may re-roll 1d20.
Strong Pagh (Bajoran Talent)
REQUIREMENT: Bajoran, or gamemaster’s permission
You believe profoundly in the Prophets, and you rely upon that faith to see you through hardship. Whenever you attempt a task to resist being coerced or threatened, you may take Stress equal to the Difficulty of the task to automatically succeed.
Orb Experience (Bajoran Talent)
REQUIREMENT: Bajoran, or gamemaster’s permission
You have received a vision from the Bajoran Prophets, through one of the Orbs. This rare experience, though confusing at first, has shaped your life and outlook. You have one additional value, which represents some prophecy or insight into the future gained from your vision. Furthermore, once per session, when that value is used, you gain twice the normal benefit: if you spend Determination, you may gain two benefits listed, while if you would gain Determination, you gain 2 points instead of 1.
Open Book (Betazoid Talent)
REQUIREMENT: Betazoid, or gamemaster’s permission
When a character enters a scene, you may spend 1 Momentum (Immediate) to immediately ask the gamemaster one question about that character’s current emotions or surface thoughts. You cannot do this for characters immune to telepathy.
Abrupt Insights (Betazoid Talent)
REQUIREMENT: Betazoid, or gamemaster’s permission
Your insight into the minds of others can give you an edge when interacting with them, though not everyone is comfortable having someone else speak their mind. When you attempt a task as part of a social conflict, you can increase the complication range by 1, 2, or 3; if you succeed, you generate bonus Momentum equal to the complication range increase. Bonus Momentum may not be saved.
Regimented Mind (Cardassian Talent)
REQUIREMENT: Cardassian, or gamemaster’s permission
When you spend Momentum to Obtain Information, you may reduce the Difficulty of one task later in the same scene by 1, so long as that task relates to the information gained.
The Ends Justify the Means (Cardassian Talent)
REQUIREMENT: Cardassian, or gamemaster’s permission
When you spend Determination because of a Directive, you may select two of the benefits for spending Determination, rather than one.
Cultural Flexibility (Denobulan Talent)
REQUIREMENT: Denobulan, or gamemaster’s permission
You are at ease when meeting new cultures, and you adapt to unfamiliar social structures easily. When you attempt a task to learn about an unfamiliar culture, or to act in an appropriate manner when interacting with members of such a culture, you may re-roll 1d20.
Parent Figure (Denobulan Talent)
REQUIREMENT: Denobulan, or gamemaster’s permission
You have a large family, with many children, nieces, and nephews, and you’ve learned how to coordinate even the most unruly and fractious of groups when necessary. When attempting or assisting a task, and two or more other characters are involved in the task, the first complication generated on the task—either by the character attempting the task, or one of the assistants—may be ignored.
Greed is Eternal (Ferengi Talent)
REQUIREMENT: Ferengi, or gamemaster’s permission
When engaged in negotiations—including in social conflict—that have the potential for you to profit personally, you may add 1 Threat to re-roll your dice pool.
Never Place Friendship Above Profit (Ferengi Talent)
REQUIREMENT: Ferengi, or gamemaster’s permission
When you assist someone else (including using the Direct action), and one or more complications occur, you may add 1 Threat to avoid suffering any ill-effect from that complication (other characters involved are affected normally).
Resolute (Human Talent)
REQUIREMENT: Humans, or gamemaster’s permission
Your Maximum Stress increases by an amount equal to your Command rating.
Spirit of Discovery (Human Talent)
REQUIREMENT: Human, or gamemaster’s permission
You have an additional option you may pick when you spend Determination: you may immediately add 3 Momentum to the group pool.
Killer’s Instinct (Klingon Talent)
REQUIREMENTS: Klingon, or gamemaster’s permission
So familiar are you with the intent to kill that you can even see it in others when you look them in the eyes. When you make a Deadly Attack, reduce the amount you add to Threat to 0. In addition, when an enemy attempts to make a Deadly Attack against you, you may add 1 Threat to increase the Difficulty of their Attack by 1, as you react to their intent.
Warrior’s Spirit (Klingon Talent)
REQUIREMENTS: Klingon, or gamemaster’s permission
When you make a Melee Attack, or are targeted by a Melee Attack, and you buy one or more d20s by adding Threat, you may re-roll the dice pool for your task roll. Further, you own either a mek’leth (a blade) or a bat’leth (a heavy blade) at your discretion, which counts as standard issue for you.
Pheromones (Orion Talent)
REQUIREMENTS: Orion female, or gamemaster’s permission
You are capable of emitting pheromones which can render Orion males (and others) suggestible. These pheromones affect several other species—including Humans—in a similar way. When dealing with males of a species affected by these pheromones, you gain 2 bonus Momentum on all tasks to persuade or command them. However, female members of species affected often suffer headaches because of the pheromones, increasing the complication range of tasks to interact with them by 1. Vulcans are known to be unaffected, while Denobulans experience a different effect and become drowsy. The gamemaster’s discretion applies as to which species are affected, which are immune, and which suffer unexpected effects, but most species are affected similarly to Humans and Orions.
That Wasn’t Me (Orion Talent)
REQUIREMENTS: Orion, or gamemaster’s permission
The Orions are known as one of the most untrustworthy species in the Galaxy, next to the Ferengi, and yet people are willing to do business with them or are often tricked or misled by them. You’ve learned the subtle interplay of social interactions, reputations, and plausible denials that allow others to trust you despite what they’ve heard about ‘those other Orions’. When another character attempts a task to determine if they can trust you, you may spend 2 Momentum if you are sincere, or add 2 Threat if you’re attempting to deceive them. Either way, the character does not need to make a task roll: you convince them you are trustworthy.
Guile and Cunning (Romulan Talent)
REQUIREMENTS: Romulan, or gamemaster’s permission
When you attempt to remain hidden or for your actions to remain unnoticed, you may add 1 Threat to add 1 to the Difficulty of any task to detect you or reveal the nature of your actions.
Wary (Romulan Talent)
REQUIREMENTS: Romulan, or gamemaster’s permission
When you attempt a task to detect an enemy or hazard, you may re-roll one d20.
Incisive Scrutiny (Tellarite Talent)
REQUIREMENTS: Tellarite, or gamemaster’s permission
When you succeed at a task using Control or Insight, you may ask one question, as if you had spent Momentum to Obtain Information.
Asking the Right Questions (Tellarite Talent)
REQUIREMENTS: Tellarite, or gamemaster’s permission
When you attempt a task that relates to information you’ve received from Obtain Information questions in the current scene, you may re-roll 1d20.
Joined (Trill Talent)
REQUIREMENTS: Trill, or gamemaster’s permission
You are bonded with a symbiont and have lifetimes of memories to draw upon. You gain an additional character trait, which is the name of the symbiont; this reflects potential advantages of being Joined, as well as the ability to perform rites and rituals to awaken past hosts’ memories, and the vulnerabilities inherent in the connection. Furthermore, up to twice per adventure, you may declare that a past Host had experience or expertise in a particular field: you gain an additional focus when you do this, which remains for the rest of the adventure.
Former Initiate (Trill Talent)
REQUIREMENTS: Trill, or gamemaster’s permission
You joined the Initiate Program, hoping to be chosen by the Symbiosis Commission to become Joined. As there are far more Initiates than there are symbionts, you were one of many who failed, but the capabilities of even a failed Initiate are highly sought after by Starfleet and other organizations. When you attempt a task using Control or Reason, and you spend Determination to set a die as a 1, you may also re-roll your dice pool after the roll. You cannot select this talent if you have the Joined talent.
Kolinahr (Vulcan Talent)
REQUIREMENTS: Vulcan, or gamemaster’s permission
You have undergone the ritual journey to purge all emotion, allowing you to dispassionately observe and dissect your emotional responses and render them powerless. When you ignore emotions using your Mental Discipline Species Ability, you may avoid emotional traits by taking 1 Stress instead of 2, and you no longer increase the potency of emotional traits when Fatigued.
Mind Meld (Vulcan Talent)
REQUIREMENTS: Vulcan, or gamemaster’s permission
You’ve undergone training in telepathic techniques that allow the melding of minds through physical contact. This always requires a task (normally Control + Sciences) with a Difficulty of at least 1, which can be opposed by an unwilling participant. If successful, you link minds with the participant, sharing thoughts and memories. Momentum may be spent to gain more information or perform deeper telepathic exchanges. This link goes both ways, and it is a tiring and potentially hazardous process. Complications can result in taking Stress, pain, disorientation, or lingering emotional or behavioral difficulties.
Nerve Pinch (Vulcan Talent)
REQUIREMENTS: Vulcan, or gamemaster’s permission
You have learned numerous techniques for the stimulation and control of nerve impulses—collectively called neuropressure. Some applications of neuropressure can be used to incapacitate assailants swiftly and non-lethally. The nerve pinch counts as a Melee Attack which inflicts Stun Injuries with a Severity of 3 and the Intense quality. You may use Science or Medicine instead of Security when attempting a Nerve Pinch Attack.