Talents

Academic
Novice: When you make a successful Intelligence test with a knowledge or science focus, the GM should give you an extra piece of information on the topic. The GM determines the additional information and it may or may not be pertinent to the main question at hand.
Journeyman: When making Intelligence (Research) tests as part of an advanced test, you gain a +1 bonus to the result of each Stunt Die. This allows you to reach the success threshold faster.
Master: Pick any two of your knowledge or science focuses. When making tests using those focuses, you can re-roll a failed test but you must keep the result of the second roll.

Console Jockey
Novice: If you fail an Intelligence (Sensors) test, you may reroll but you must keep the second result.
Journeyman: If you fail an Intelligence (Slicing) test, you may reroll but you must keep the second result.
Master: If you fail an Intelligence (Electronics) test, you may reroll but you must keep the second result.

Fighter Ace
Novice: You may perform the Evasive Maneuvers stunt for -1 SP (min 1).
Journeyman: If you fail a Dexterity (Pilot) test with a small craft, you can re-roll it, but you must keep the results of the second roll.
Master: You may perform the Punch It stunt for -1 SP (min 1).

Grenadier
Novice: You can make fragmentation grenades and concussive grenades.
Journeyman: You can make incendiary grenades and cryo grenades.
Master: You can make acid grenades and arc grenades.

Heavy Weapon Style
Novice: You gain +1 Defense while using a Heavy Weapon.
Journeyman: Gain access to the Grenade/Sprayer Stunt Table.
Master: When you use Volatile Attack you may also omit one target from the damage. When using a Mini Gun you may perform the Lightning Attack Stunt for -1 SP (Min 1).

Helmsman
Novice: If you fail an Intelligence (Astrogation) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman: If you fail a Dexterity (Pilot) test with a large craft, you can re-roll it, but you must keep the results of the second roll.
Master: Increase the Jump distance of any ship you are piloting by 1.

Medic
Novice: You may use a medkit as a Minor Action.
Journeyman: When you use a medkit, your ally gets back an amount of Health equal to (Stunt Die × 2) + Intelligence.
Master: When you use a medkit, your ally gets back an amount of Health equal to (Stunt Die × 3) + Intelligence.

Pistol Style
Novice: You may Ready (draw and equip) a pistol as a Free Action.
Journeyman: You may reload a pistol as a Minor Action.
Master: You gain a +1 bonus to the attack and damage rolls with pistols when attacking a target at Close Range.

Rifle Style
Novice: When you use an Assault Rifle increase the Short Range by 8 yards and the Long Range by 16 yards.
Journeyman: When using a Rifle you may use the Covering Fire stunt for -1 SP (min 1).
Master: When using a Rifle you may use the Lightning Attack stunt for -1 SP (min 1).

Shotgun Style
Novice: When using a Shotgun you do not take the -2 penalty for using a ranged weapon against an adjacent target.
Journeyman: When using a Shotgun you may use the Dual Strike stunt for -1 SP (min 1).
Master: When using a Shotgun you can choose to re-roll the damage, but you must keep the second roll.

Sniper Style
Novice: When using a Sniper Rifle you may use the Pierce Armor stunt for -1 SP (min 1).
Journeyman: Decrease the minimum range for your Sniper Rifles by 8 yards.
Master: When using a Sniper Rifle you may use the Lethal Blow stunt for -1 SP (min 1).

Talents

Orion: Dark Horizons broadwayjb16 broadwayjb16