Primary Ability:
As a proffesional in the way of science and medicine, you have a diffuser surgically attached to your back. There are three gasses you can excrete from this, and they all have a range of 20 ft. before dispersing in the wind. It takes 1 action to start your aura. You are not affected by your own diffusers.
Secondary Action:
You may spend an extra action when attacking to make a single crippling attack. You may additionally add your Intellect level to your attack roll. If this attack hits, you roll on the Critical Wound Table.
Bonus Action:
As a bonus action, you can spend your shield points to heal yourself or an ally within 10 ft of you for the same amount of shield points spent.
Social Ability:
You may surgically alter your crewmates. As a normal choice, they may choose their buff, but roll their debuff, but if a crewmate falls to 0 hp, you may perform an emergency surgery, and must roll for the buff and debuff. See Surgery Table.
Crew Ability:
If you are taking a utility ship action, you may add your intellegence modifier to the roll, if the roll is needed.