Primary Ability:
As a bonus action, you may pull a card from a deck of playing cards. If the card is a red card, you take shield damage equal to the value of the card (Jack=11, Queen=12, King=13, Ace=1). If the card drawn is a black card, you add damage equal to the value of that card to your next successful attack. Return the card to the deck and shuffle before using this ability again.
Secondary Action:
All d20 rolls have the Critical Hit and Critical Miss chance increased by 1. (i.e. 20 and 19 for Critical Hits, 1 and 2 for Critical Misses).
Bonus Action:
As a bonus action, you may pull a card from a deck of playing cards. If the card is a red card, you take shield damage equal to the value of the card (Jack=11, Queen=12, King=13, Ace=1). If the card drawn is a black card, you add damage equal to the value of that card to your next successful attack.
Social Ability:
When rolling for attempting any social type check, flip a coin. Heads=Add your Luck modifier to your d20 roll, Tails=Do not add any of your Luck modifier to your d20 roll.
Crew Ability:
If you play a ship action card, and nobody else has played the same type as you, you gain advantage on your roll for that card.