Talents
| Name | Talent type | Description | 2e |
|---|---|---|---|
| Ambush Tactics | Security | You've familiarized yourself with techniques that make ambushes and surprise attacks especially effective. When you succeed at an attack against an enemy who is unaware of your presence, or who is suffering from a trait or complication which represents a weakness or vulnerability, add 2[D] to the amount of Stress the attack inflicts. This applies to both personal combat and ship combat.Requires Security 3+ |
Second Edition |
| Applied Force | Security | You've trained to best apply your size and strength in a fight. When you make a melee attack, you may use Fitness instead of Daring. In addition, you add 1[D] to the Stress rating of your unarmed attacks, or 2[D] if you have a Fitness of 11 or higher.Requires Security 4+, Requires Fitness 9+ |
Second Edition |
| Calibrated Munitions | Security | You've spent many duty hours carefully tuning and refining the ship's weapon systems. When you use the Calibrate Weapons minor action (page 305 of the core rulebook), the weapon's damage on your next attack increases by 2 instead of 1. In addition, when you fire a weapon with the **Calibration** quality, increase its damage by 1.Requires Security 4+, Requires Engineering 3+ |
Second Edition |
| Close Protection | Security | When you make a successful Attack, you may spend one Momentum to protect a single ally within Close range. The next Attack against that ally before the start of your next turn increases in Difficulty by 1.Requires Security 4+ |
Second Edition |
| Combat Medic | Security | The character's abilities in field medicine and battle triage are exceptional and their presence inspires allies to continue any fight. Whenever the character attempts the First Aid Task, they may spend one Momentum to cause the recipient to regain points of Stress equal to the number of the character's Medicine Discipline. A character may only regain Stress in this way once per scene.Requires Security 2+, Requires Medicine 2+ |
Second Edition |
| Criminal Minds | Security | By imagining they are a suspect, and thinking in the same way, the character gains insight into a criminal's thought processes or actions. Whenever a character succeeds at a Task to interpret information about a suspect using Reason, a character generates 1 bonus Momentum which may only be used for the Obtain Information Momentum Spend.Requires Security 3+ |
Second Edition |
| Crisis Management | Security | Small squad tactics can mean the difference between life and death in a dangerous, hostile situation, and the character excels at coordinating action in battle. The character may make use of the Direct Task (Star Trek Adventures core rulebook p. 173). If they already have access to the Direct Task, they may do so twice per scene instead of once.Requires Security 3+ or Command 3+ |
Second Edition |
| Deadeye Marksman | Security | The character has spent time at the target range every day, working on their aim. When the character takes the Aim Minor Action, they reduce the Difficulty of their next Attack by 1, in addition to the normal effects of the Aim Minor Action.Requires Security 3+, Requires Control 10+ |
Second Edition |
| Defensive Training | Security | You're especially good at avoiding harm. Select either melee attacks or ranged attacks when you acquire this talent. Attacks against you of the chosen type increase in Difficulty by 1.Requires Security 2+ |
Second Edition |
| Fire at Will | Security | The character is capable of tracking multiple targets and making attacks against them with great effect. Whenever the character makes a ranged weapon attack, and then uses the Swift Task Momentum spend to make a second ranged attack, they ignore the normal Difficulty increase from Swift Task.Requires Security 2+, Requires Daring 9+ |
Second Edition |
| Full Spread - Maximum Yield! | Security | The character is skilled in setting up torpedo attacks. In addition to the normal benefits of a Salvo, the attack also gains the benefit of the Devastating Attack Momentum Spend as though 2 Momentum had been spent. The Devastating Attack Momentum Spend may not be selected again for this attack. |
|
| Full Spread — Maximum Yield! | Security | The character is skilled in setting up torpedo attacks. In addition to the normal benefits of a Salvo, the attack also gains the benefit of the Devastating Attack Momentum Spend as though 2 Momentum had been spent. The Devastating Attack Momentum Spend may not be selected again for this attack.Requires Security 3+ |
Second Edition |
| Get Down! | Security | You and any allies within Close range gain +1 Protection while in Cover.Requires Security 2+ |
Second Edition |
| Hunker Down | Security | Making good use of the surroundings for protection is one of the hallmarks of a skilled soldier. Whenever the character rolls Cover Dice, they may add +1 Resistance to the total for each Effect rolled.Requires Security 2+ |
Second Edition |
| Interrogation | Security | When you succeed at a Task to coerce someone to reveal information in a social conflict, you will gain one bonus Momentum, which may only be spent on the Obtain Information Momentum Spend.Requires Security 3+ |
Second Edition |
| Lead Investigator | Security | The character has a mind intrigued by mystery and investigation, and is often called upon to review and coordinate response to lawbreaking. The character generates two bonus Momentum after a successful Task to investigate a crime.Requires Security 3+, Requires Conn 2+ |
Second Edition |
| Martial Artist | Security | There are countless forms and styles of hand-to-hand combat, and the character has mastered several of them. The character's Unarmed Strike attacks gain the Intense Damage Effect. If the character also has the Mean Right Hook Talent, then both Damage Effect apply when Effects are rolled.Requires Security 4+ |
Second Edition |
| Mean Right Hook | Security | Your Unarmed Strike Attack has the Vicious 1 Damage Effect.The talent is known as Warrior's Strike in the Klingon Core book. |
Second Edition |
| Pack Tactics | Security | Whenever you assist another character during combat, the character you assisted gains one bonus Momentum if they succeed. |
Second Edition |
| Piercing Salvo | Security | Requires Security 4+ |
Second Edition |
| Precision Salvo | Security | You've spent countless hours running combat simulations and fine-tuning targeting subroutines, and you can now place a torpedo salvo exactly where it will have the most decisive effect. When you make a torpedo attack, you may spend 1 Momentum (Immediate) to add the Piercing 1 weapon effect.Requires Security 4+ |
Second Edition |
| Precision Targeting | Security | Having extensive knowledge of ship systems and operations, the character can easily target specific systems when attacking an enemy vessel. When the character makes an attack that targets a specific System they may reroll 1d20 in their dice pool, and the attack gains the Piercing 1 damage effect.Requires Security 4+, Requires Conn 3+ |
Second Edition |
| Quick to Action | Security | During the first round of any combat, you and your allies may ignore the normal cost to Retain the Initiative.Requires Security 3+ |
Second Edition |
| Shield Breaker | Security | You've developed firing solutions designed to overwhelm a target vessel's shields without harming the ship beneath, ideally as a prelude to boarding or extracting a target using transporters. When you make an attack with a starship's energy weapons, you may spend 1 Momentum (Immediate) to target shields. If you do so, then increase the Stress rating of the energy weapon used by 2[D]. This attack cannot inflict any breaches to the target. If used on a ship with 0 shields, then it adds 1 Difficulty to the next Regenerate Shields task the target attempts.Requires Security 3+ |
Second Edition |
| Steady Hands | Security | Requires Security 3+, Requires Control 9+ |
Second Edition |
| Tactical Countermeasures | Security | You have studied the weapon systems commonly used across the Galaxy, and you know the best ways to counter them. When you take the Modulate Shields major action during starship combat, you increase the ship's Resistance by an amount equal to your Security rating.During personal combat, if you create a trait that represents creating or modifying a force field, energy field, or dampening field, then all allies protected by that field gain +1 Protection against a single type of energy weapons (phasers, disruptors, plasma weapons, etc.).Requires Security 3+, Requires Engineering 3+ |
Second Edition |
| Well-Maintained Arsenal | Security | One of your duties is to maintain the weapons used by the ship's personnel, and you take that duty very seriously. Each scene, any character using a weapon from the ship's weapons lockers may ignore the first complication rolled when making an attack or attempting another task using that weapon. Further, when you attempt a task to create a trait that represents modifying, calibrating, or modulating a weapon, reduce the Difficulty by 1.This covers any standard issue weapons, or any obtained by paying the Opportunity Cost aboard ship, excluding those gained from other talents.Requires Security 3+, Requires Engineering 2+ |
Second Edition |