Primary Ability:
You regain shield points equal to the damage dealt with one attack, per turn.
Secondary Action:
When you have 0 shields, you gain a bonus to all of your attack rolls equal to your Grit modifier.
Bonus Action:
If you haven't moved on this turn, you may take your bonus action to make an extra attack.
Social Ability:
You gain a bonus equal to your grit level when attempting an Intellect check to intimidate or persuade.
Crew Ability:
If you choose to fire the ship weapons for your ship action, you may shoot that weapon twice. If you do, do not add a modifier to the attack rolls.