These house rules adds 5E-style class abilities to B/X classes.
* Each class includes a dozen special abilities called Talents. A character with any Levels in that class can spend a Talent point to use any of these listed abilities.
* Each character get 1 Talent Point per Level. (Humans gain 1 additional Talent point.)
* Once per round, a character may expend a Talent point and use a class-based special ability. Using such a point does not count as an action.
* Expended Talent Points are regained at a rate of one per hour in game time.
* If multiple sources causes the same effect or modifier, only the most recent instance counts. For example, two fighters both using Battle Cry only add +1 to any affected allies, not +2.
* As per rules as written, “one round” is about 10 seconds and “one turn” is 10 minutes.
Classes and Variants
A variant uses all the same rules of the base class (xp, hit points, combat and saving throw tables) but customizes abilities with different talents.
* CLERIC: Cleric, Druid, Shaman
* FIGHTER: Fighter, Barbarian, Cavalier/Knight, Paladin, Ranger, Samurai
* MAGIC-USER: Magic-User, Witch
* THIEF: Thief Assassin
* SPECIAL: Bard, Monk
CLERIC TALENTS
* Cleansing Touch: Grant one creature a new saving throw against poison, disease, or paralysis.
* Defy Undeath: Negate the energy drain from one undead attack.
* Divine Favor: Reroll one attack roll or saving throw.
* Divine Shield: Reduce damage from one attack against yourself or an adjacent ally by your Level.
* Empowered Strike: Add your Level as additional damage of one successful melee attack.
* Greater Turning: Gain +2 on one Turning Undead roll.
* Healing Touch: Restore hit points equal to your Level to one creature you touch.
* Holy Smite: Add twice your Level as additional damage of one successful melee attack or spell against one undead creature.
* Inspiring Presence: Allies within 10 feet gain +1 on saving throws and morale checks for the remainder of combat.
* Sacred Ward: Grant one creature within 30 feet +2 AC until your next turn.
* Sense Corruption: Detect whether a creature within 10 feet is affected by disease, charm, possession, or a curse, but not the nature or details of the effect.
* Swift Turning: Turn Undead without sacrificing your normal action.
Variant: Druid Talents
* Animal Feature: Temporarily gain one natural ability of an ordinary animal, such as claws, acute senses, climbing, or swimming, for one turn.
* Beast Speech: Communicate with one ordinary animal for one turn.
* Cleansing Touch: Grant one creature a new saving throw against poison, disease, or paralysis.
* Divine Favor: Reroll one attack roll or saving throw.
* Divine Shield: Reduce damage from one attack against yourself or an adjacent ally by your Level.
* Elemental Resistance: Reduce damage equal to double your Level from one fire, cold, lightning, or poison attack.
* Empowered Strike: Add your Level as additional damage of one successful melee attack.
* Herbalism: In one turn, prepare natural herbs that neutralize one poison, treat one disease, or restore hit points equal to your Level when applied within the following day.
* Healing Touch: Restore hit points equal to your Level to one creature you touch.
* Inspiring Presence: Allies within 10 feet gain +1 on saving throws and morale checks for the remainder of combat.
* Sacred Ward: Grant one creature within 30 feet +2 AC until your next turn.
* Sense Corruption: Detect whether a creature within 10 feet is affected by disease, charm, possession, or a curse, but not the nature or details of the effect.
Variant: Shaman Talents
* Banish Spirit: Force one spirit, ghost, or incorporeal undead creature with HD no greater than your Level to save versus Spells or return to its native realm.
* Cleansing Touch: Grant one creature a new saving throw against poison, disease, or paralysis.
* Curse: Impose −2 on one creature’s attack rolls and saving throws for the remainder of the combat unless it saves versus Spells.
* Divine Favor: Reroll one attack roll or saving throw.
* Dreamwalking: Enter the dreams of one sleeping creature, communicating with or subtly influencing it unless it saves versus Spells.
* Healing Touch: Restore hit points equal to your Level to one creature you touch.
* Herbalism: In one turn, prepare natural herbs that neutralize one poison, treat one disease, or restore hit points equal to your Level when applied within the following day.
* Sacred Ward: Grant one creature within 30 feet +2 AC until your next turn.
* Spirit Guardian: Reduce damage from one attack against yourself or an adjacent ally by your Level.
* Spirit Sight: See invisible, ethereal, or incorporeal spirits within 60 feet for one turn.
* Totemic Power: Gain one animal-like ability, such as a wolf’s scent, an eagle’s vision, a bear’s strength, or a cat’s agility, for one turn.
* Trance: Enter a spiritual trance for one turn, gains a 2-in-6 chance of regaining one expended 1st level spell slot.
FIGHTER TALENTS
* Battle Cry: All allies within 30 feet gain +1 to their next attack roll.
* Bodyguard: Take the damage from one attack directed at an adjacent ally.
* Defensive Stance: Gain a +2 bonus to AC instead of attacking until your next turn.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* Extra Attack: Make one additional melee or ranged attack in a combat round during either your initiative or immediately after another’s action.
* Heroic Strength: Double your effective Strength for one physical feat, such as lifting, breaking, pushing, or throwing.
* Intimidate: Force one enemy with HD no greater than your Level to make a morale check.
* Parry: Force an enemy to reroll one successful melee attack against you.
* Power Attack: Add additional damage equal to your Level to one successful melee attack.
* Rally: All allies gain +1 on saving throws and morale checks when within 10 feet of you for the remainder of the combat or turn.
* Second Chance: Reroll one attack roll or saving throw.
* Shield Block: Reduce damage from one attack by your Level, or destroy your shield to reduce damage by triple your Level.
Variant: Barbarian Talents
* Battle Fury: Enter a rage, gaining +2 to melee attack and damage rolls for the remainder of the combat, but suffering −2 to AC.
* Battle Roar: Force all enemies within 30 feet with HD no greater than your Level to make a morale check.
* Berserker Attack: Make one additional melee attack during a combat round, but suffer −2 to AC until your next turn.
* Bloodlust: Immediately make a free melee attack against another enemy within reach after reducing a foe to 0 hit points.
* Brutal Strike: Add additional damage equal to your Level to one successful melee attack.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* Feral Senses: If surprised, you ignore the any surprise penalties and may act normally.
* Heroic Strength: Double your effective Strength for one physical feat, such as lifting, breaking, pushing, or throwing.
* Primal Endurance: Ignore the effects of exhaustion, hunger, thirst, or extreme weather for one day.
* Savage Resilience: Reduce damage from one physical attack by an amount equal to your Level.
* Survival Instinct: Reroll one saving throw against poison, disease, paralysis, or a natural hazard.
* Wilderness Mastery: Automatically succeed at one reasonable wilderness task, such as tracking, foraging, navigating, finding shelter, or concealing a campsite, provided success is possible.
Variant: Cavalier/Knight Talents
* Armored Endurance: Ignore penalties from wearing heavy armor, including those affecting movement and exhaustion, for one day.
* Battlefield Challenge: Challenge one enemy within 30 feet with HD no greater than your Level, forcing it to save versus Spells or direct its attacks against you for the remainder of the combat, while able to do so.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* Fearless: Become immune to natural and magical fear for the remainder of the combat or turn.
* Horsemanship: Automatically succeed at one difficult riding maneuver, such as jumping an obstacle, remaining mounted after a blow, or controlling a panicked horse.
* Knightly Command: All allies within 30 feet gain +1 to attack rolls and morale checks for the remainder of the combat.
* Mounted Defense: Force an enemy to reroll one successful attack against you or your mount while you are mounted.
* Mounted Mobility: Double your mount’s movement rate for one round without exhausting or injuring it.
* Noble Authority: Automatically gain a favorable reaction from one nonhostile noble, soldier, or commoner who recognizes your rank or station.
* Second Chance: Reroll one attack roll or saving throw.
* Shield Block: Reduce damage from one attack by your Level, or destroy your shield to reduce damage by triple your Level.
* Valiant Defender: Take the damage from one attack directed at an adjacent ally, or redirect an attack against your mount to yourself.
Variant: Paladin Talents
* Aura of Courage: All allies within 10 feet become immune to magical fear for the remainder of the combat or turn.
* Blessed Weapon: Bless one weapon, granting +1 to attack and damage rolls against evil creatures for the remainder of the combat.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* Detect Evil: Sense the presence and approximate direction of evil creatures or supernatural influences within 60 feet for one turn.
* Divine Grace: Reroll one failed saving throw and gain +2 on the new result.
* Divine Healing: Restore hit points equal to twice your Level to one creature by touch.
* Holy Smith: Add additional damage equal to your Level to one melee attack, or twice your Level to a hit undead or fiendish creature.
* Purifying Touch: Touch one creature to either restore hit points equal to your Level, Neutralize one poison, or remove one natural or magical disease.
* Sacred Mount: Call your faithful warhorse or other suitable mount to your location, provided it is within one mile and able to reach you.
* Sacred Oath: Automatically succeed at one saving throw against charm, fear, possession, or magical compulsion.
* Turn Undead: Attempt to turn undead once as a Cleric of a Level two less than your Level.
* Valiant Defender: Take the damage from one attack directed at an ally within 10 feet of you.
Variant: Ranger Talents
* Animal Empathy: Calm a hostile natural animal or improve its reaction toward you, provided it is not magically controlled.
* Camouflage: Automatically conceal yourself in natural surroundings, becoming nearly impossible to detect while remaining motionless.
* Deadly Shot: Add additional damage equal to your Level to one successful ranged attack.
* Giant Slayer: Gain +2 to attack rolls and additional damage equal to your Level against giants and giant-class humanoids, including orcs, goblins, hobgoblins, and trolls, for one combat.
* Herbalism: In one turn, prepare natural herbs that neutralize one poison, treat one disease, or restore hit points equal to your Level when applied within the following day.
* Hunter’s Instinct: Reroll one failed surprise roll or avoid being surprised by a creature approaching through natural terrain.
* Nature’s Magic: Cast one 1st-level Druid (or Cleric) spell without memorizing it.
* Silent Stalker: Automatically succeed at one Move Silently check through natural surroundings, provided you are not running or otherwise drawing attention.
* Track Quarry: Automatically follow one creature’s trail through natural terrain for one hour, provided physical traces remain.
* Two-Weapon Fighting: Make one additional melee attack with an off-hand weapon while wearing light armor or no armor, suffering −2 to both attack rolls.
* Wilderness Endurance: Ignore penalties from natural weather, exposure, hunger, or exhaustion for one day.
* Wilderness Mastery: Automatically succeed at one reasonable wilderness task, such as foraging, navigating, finding shelter, identifying plants, or concealing a campsite, provided success is possible.
Variant: Samurai Talents
* Ancestral Weapon: Treat one chosen weapon as magical, granting +1 to attack and damage rolls for the remainder of the combat.
* Battle Cry: All allies within 30 feet gain +1 to their next attack roll.
* Daisho Mastery: Make one additional melee attack with an off-hand sword, suffering −2 to both attack rolls.
* Defensive Stance: Gain +2 to AC instead of attacking until your next turn.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* First Strike: Act first in one combat round, regardless of initiative, and gain +2 to your first melee attack.
* Iaijutsu: Draw your sword and immediately make one melee attack, even when surprised.
* Indomitable Spirit: Automatically succeed at one saving throw against fear, charm, domination, or mental influence.
* Intimidating Presence: Force one enemy within 30 feet with HD no greater than your Level to make a morale check.
* Perfect Strike: Reroll one missed melee attack with a sword, gaining +2 on the new roll.
* Steadfast Honor: Allow one ally within 30 feet to reroll a failed saving throw against fear or mental influence.
* Zen Archery: Ignore penalties from range, concealment, or firing into melee on one ranged attack.
MAGIC-USER TALENTS
* Arcane Familiar: Summon a small elemental, fairy, or fiend that can speak, understand commands, and communicate telepathically with you within 120 feet.
* Arcane Precision: Impose −2 on one enemy’s saving throw against a spell you cast.
* Arcane Shield: Gain +2 AC until your next turn.
* Cantrip: Perform a non-combat action within 30 feet as if you were there (close windows, light candles, hold aloft unattended objects under 5 pounds).
* Counterspell: Force one spellcaster within 60 feet to save versus Spells or lose a spell being cast.
* Detect Magic: Sense the presence of magic within 30 feet for one round.
* Distant Spell: Double the range of one spell you cast.
* Empowered Spell: Add your Level to one damage roll of a spell you cast.
* Extended Spell: Double the duration of one spell you cast, to a maximum of one hour.
* Selective Spell: Exclude one creature from an area-effect spell you cast.
* Silent Spell: Cast one spell without speaking.
* Spell Resistance: Reroll one failed saving throw against a spell or magic effect and gain +2 on the new result.
Variant: Witch Talents
* Animal Empathy: Calm a hostile natural animal or improve its reaction toward you, provided it is not magically controlled.
* Animal Familiar: Summon a small animal that can speak, understand commands, and communicate telepathically with you within 120 feet.
* Cantrip: Perform a non-combat action within 30 feet as if you were there (close windows, light candles, hold aloft unattended objects under 5 pounds).
* Cauldron Brewing: Prepare one magical potion that reproduces the effects of a 1st-level spell you know, provided you have suitable ingredients and one hour.
* Counterspell: Force one spellcaster within 60 feet to save versus Spells or lose a spell being cast.
* Curse: Impose −2 on one creature’s attack rolls and saving throws for the remainder of the combat unless it saves versus Spells.
* Detect Magic: Sense the presence of magic within 30 feet for one round.
* Extended Spell: Double the duration of one spell you cast, to a maximum of one hour.
* Herbalism: In one turn, prepare natural herbs that neutralize one poison, treat one disease, or restore hit points equal to your Level when applied within the following day.
* Imitative Magic: Gain one-time unlimited range for one spell cast while holding a personal possession or physical trace of the spell’s targeted subject.
* Spell Resistance: Reroll one failed saving throw against a spell or magic effect and gain +2 on the new result.
THIEF TALENTS
* Acrobatic Escape: Move through or away from enemy-occupied spaces without suffering an attack.
* Catfall: Reduce falling damage by 1d6 per thief Level.
* Cheap Shot: Add your Level to the damage of one successful melee attack.
* Dodge: Force an enemy to reroll one successful attack against you.
* Evasion: Halve damage from one attack that allows a saving throw for half damage.
* Fleet Footed: Double your movement rate for one round.
* Just the Thing: Produce one small, ordinary item you could reasonably have concealed.
* Lightning Reflexes: Act first in one round, regardless of initiative.
* Lucky Break: Reroll one attack roll, saving throw, or thief skill check.
* Quick Hands: Perform one thief skill task in a single round.
* Silent Step: Automatically succeed at one Move Silently check provided you are not running or otherwise drawing attention.
* Vanish: Attempt to Hide in Shadows while being observed, if concealment is available.
Variant: Assassin
* Assassinate: Instantly kill or render unconscious one surprised or helpless creature with HD no greater than your Level, unless it saves versus Death.
* Catfall: Reduce falling damage by 1d6 per Thief Level.
* Disguise: Automatically pass as a specific person or type of person until closely examined or otherwise exposed.
* Dodge: Force an enemy to reroll one successful attack against you.
* Fleet Footed: Double your movement rate for one round.
* Just the Thing: Produce one small, ordinary item you could reasonably have concealed.
* Lightning Reflexes: Act first in one round, regardless of initiative.
* Lucky Break: Reroll one attack roll, saving throw, or Thief skill check.
* Poisoncraft: Use a poisoned weapon that forces a hit creature to save versus Poison or suffer additional damage equal to twice your Level.
* Quick Hands: Perform one Thief skill task in a single round.
* Silent Step: Automatically succeed at one Move Silently check, provided you are not running or otherwise drawing attention.
* Vanish: Attempt to Hide in Shadows while being observed, provided concealment is available.
SPECIAL: BARD
The bard can be a subclass of cleric, fighter, magic-user, or thief, and usually is multiclasses in two or more classes.
* Ancient Lore: Automatically recall one useful fact about a legendary creature, historical event, magical item, or ancient civilization.
* Beguiling Performance: Fascinate creatures within 30 feet with a song, story, or performance for one turn, unless they save versus Spells. The effect ends if combat begins.
* Charming Words: Improve one nonhostile creature’s reaction toward you by one category through flattery, storytelling, or persuasion.
* Countersong: Negate one magical song, sonic enchantment, or verbal charm affecting you or allies within 30 feet.
* Evasion: Halve damage from one attack that allows a saving throw for half damage.
* Hedge Magic: Attempt to cast any 1st level Cleric or Magic-User spell with a 1-in-6 chance of success.
* Heroic Ballad: All allies within 30 feet gain +1 to attack rolls for the remainder of the combat, provided they can hear your performance.
* Jack Of All Trades: Attempt any unfamiliar task with a 1-in-6 chance of success.
* Just the Thing: Produce one small, ordinary item you could reasonably have concealed.
* Lucky Break: Reroll one attack roll, saving throw, or Thief skill check.
* Rally: All allies within 30 feet gain +1 on saving throws and morale checks for the remainder of the combat or turn.
* Wandering Minstrel: Automatically obtain food, lodging, or useful local information through a performance in a populated settlement, provided a receptive audience exists.
SPECIAL: MONK
The monk can be a subclass of fighter (warrior monks), cleric or magic-user (mystics), or thief (ninja/shinobi).
* Deflect Missiles: Reduce damage from one ranged weapon attack by your Level, or catch the missile if the damage is reduced to 0.
* Dodge: Force an enemy to reroll one successful attack against you.
* Evasion: Halve damage from one attack that allows a saving throw for half damage.
* Flurry of Blows: Make two additional unarmed attacks during one combat round, suffering −2 on all attacks that round.
* Iron Will: Reroll one failed saving throw and gain +2 on the new result.
* Martial Arts: For one turn, add your Level to damage caused by your unarmed attacks.
* Purity of Body: Neutralize one poison, cure one disease affecting yourself, or negate the effects of energy drain.
* Slow Fall: Reduce falling damage by 1d6 per Monk Level, provided you are within reach of a wall or similar surface.
* Step of the Wind: Double your movement rate for one round.
* Still Mind: Immediately end one charm, fear, or mental compulsion affecting yourself.
* Stunning Strike: Force one creature struck by your unarmed attack to save versus Paralysis or become unable to move or act until the end of its next turn.
* Unarmored Defense: Gain +4 to AC for one turn, provided you are wearing no armor.
MODERN TALENTS
Any of these talents may be swapped for a class talent in a campaign setting set in modern times. (Fighters are soldiers or crime fighters, thieves are gangsters or secret agents, and so forth.)
* Academic Credentials: Gain access to one university, research institution, archive, or scholarly gathering where your qualifications are recognized.
* Access Override: Bypass one ordinary electronic lock, keypad, or access-control system using suitable equipment.
* Adoring Fans: Attract a small crowd of admirers who provide a distraction, assistance, or temporary protection.
* Antiquarian: Identify the approximate age, origin, purpose, or historical significance of one artifact or antique.
* Backup Plan: Reveal one reasonable contingency or preparation you made earlier that helps overcome the current obstacle with a reroll.
* Cover Fire: Force one enemy within weapon range to save versus Paralysis or remain behind cover until its next turn.
* Cover Identity: Use a convincing false identity for one hour, complete with plausible credentials and background.
* Diplomatic Immunity: Avoid one routine arrest, search, or detention by invoking legitimate diplomatic or official protections, where applicable.
* Emergency Repair: Restore one disabled mechanical or electronic device to temporary operation for one hour.
* Encyclopedic Knowledge: Recall one obscure but relevant fact about history, science, culture, geography, or another academic subject.
* Famous Face: Gain access to one restricted social event, establishment, or important person by leveraging your reputation.
* Fast Talk: Convince one nonhostile creature to accept a plausible lie or explanation without further questioning for one turn.
* Fluent Linguist: Understand, read, or speak one unfamiliar language for one scene, provided it is reasonably related to languages you know.
* Forensic Examination: Determine the approximate cause, time, or circumstances of one death or violent incident.
* Forger: Create a convincing counterfeit document, signature, or official record with appropriate tools.
* Ghost in the Machine: Conceal your presence within one computer network for one hour, avoiding ordinary detection.
* Hacker: Automatically gain access to one vulnerable computer system using suitable equipment and a viable connection.
* Intelligence Network: Obtain one useful piece of information about an organization, location, or individual through professional contacts.
* Jack Of All Trades: Attempt any unfamiliar task with a 1-in-6 chance of success.
* Medic: Restore hit points equal to your Level to one injured creature using a first aid kit, provided the creature is still alive.
* Quick Draw: Immediately draw and use a concealed or holstered weapon, even when surprised.
* Remote Access: Operate one networked electronic device from a distance, provided you have appropriate access and equipment.
* Sabotage: Disable one accessible mechanical or electronic device, provided you have suitable tools and understand its basic operation.
* Safehouse: Reveal the existence of a previously established secure location nearby, offering temporary shelter and basic supplies.
* Scanner: Detect one concealed electronic device, energy source, or unusual material within 30 feet using appropriate instruments.
* Signal Trace: Determine the approximate location of one active electronic transmitter or communication source.
* Sixth Sense: Ask the GM whether one person, location, or situation presents an immediate hidden danger, receiving a truthful yes or no.
* Sleeper Contact: Reveal that one seemingly ordinary non-hostile NPC is a covert ally willing to provide limited assistance.
* Streetwise: Automatically locate one useful contact, illegal service, safehouse, or source of information in a populated settlement.
* Surveillance: Follow or observe one target for one hour without being noticed, provided reasonable concealment or cover is available.
* Tech Savant: Automatically succeed at one reasonable task involving computer programming, electronic systems, or technological analysis.
* Vehicle Mastery: Automatically succeed at one difficult driving, piloting, or vehicle-control maneuver.
SUPERNATURAL TALENTS
* Aura Reading: Detect whether one creature within 30 feet is affected by a supernatural influence, possession, or magical enchantment, but not its exact nature.
* Dreamwalking: Enter the dreams of one sleeping creature, communicating with or subtly influencing it unless it saves versus Spells.
* Entropy: Cause one creature within 30 feet to reroll a successful attack roll, saving throw, or skill check.
* Probability Shift: Change the result of one die roll by +2 or −2 after it is rolled.
* Quintessence: Recover one expended 1st level spell slot by drawing upon a nearby source of magical energy, provided one exists.
* Spirit Sight: See and communicate with invisible or incorporeal spirits within 60 feet for one turn.
* Temporal Acceleration: Gain one additional action during the current combat round.
* Exorcism: Force one possessing spirit with HD no greater than your Level to save versus Spells or abandon its host.
* Warding: Place a temporary protective symbol on one doorway or object, preventing a spirit with HD no greater than your Level from crossing or touching it for one turn unless it saves versus Spells.
VAMPIRE TALENTS
(Note: Vampiric Bite is always required. Vampires also suffer 1d6 damage per round of exposure to sunlight.)
* Blood Bond: Cause one creature that drinks your blood to become loyal to you for one day unless it saves versus Spells.
* Blood Senses: Detect living creatures within 30 feet by sensing their blood, even in darkness.
* Blood Sorcery: Cast one 1st-level Magic-User spell without memorizing it by sacrificing 1d6 hit points.
* Defy Death: When reduced to 0 hit points, remain at 1 hit point instead.
* Feral Claws: Grow supernatural claws that inflict 1d6 damage and can harm creatures normally injured only by magical weapons for one combat.
* Frenzy: Enter a blood-fueled rage, gaining +2 to melee attack and damage rolls but suffering −2 to AC for one combat.
* Inhuman Strength: Double your effective Strength for one physical feat, such as breaking restraints, lifting heavy objects, or forcing open doors.
* Preternatural Speed: Make one additional melee attack and double your movement rate for one round.
* Spider Climb: Move across walls and ceilings at your normal movement rate for one turn.
* Supernatural Resilience: Reduce damage from one physical attack by twice your Level, except damage from fire or sunlight which cannot be reduced.
* Transformation: Turn into a wolf or bat for one turn, gaining its natural movement and senses while retaining your intelligence. (If 7th level or higher, can turn into a cloud of mist for one turn, allowing passage through narrow openings and immunity to ordinary physical attacks.)
* Unnatural Presence: Force all creatures within 30 feet with HD no greater than your Level to make a morale check.
* Vampiric Bite: Drain 1d6 hit points from one grappled or willing living creature, restoring an equal number of your own hit points.
SCIENCE FICTION TALENTS
* Ace Pilot: Reroll one failed piloting or maneuvering check while controlling a vehicle or starship.
* Analyze Anomaly: Determine one important property, danger, or underlying cause of an unfamiliar scientific phenomenon.
* Artificial Reflexes: Gain one additional action during the current combat round through cybernetic enhancements.
* Astrogation: Automatically calculate one safe course through unfamiliar space, provided adequate navigational data is available.
* Combat Maneuver: Force an enemy vessel to reroll one successful attack against your ship.
* Cybernetic Interface: Directly connect your mind to one compatible computer or machine, operating it as an extension of your body for one turn.
* Emergency Jump: Immediately activate a functioning faster-than-light drive, bypassing normal preparation time.
* Emergency Resuscitation: Restore one creature reduced to 0 hit points in the past turn to 1 hit point, provided its injuries are medically treatable.
* Evasive Action: Gain +4 to your vessel’s AC or Defenses against one incoming attack.
* False Transponder: Temporarily disguise your ship’s identity, registry, or sensor signature as that of another vessel.
* First Contact: Improve the initial reaction of one unfamiliar intelligent species by one category.
* Grenadier: Double the effective blast radius of one grenade or explosive attack.
* Hidden Cargo: Conceal one item or shipment from a routine physical inspection or sensor scan.
* Imperial Entanglements: Call upon one criminal, military, or political contact to delay an official investigation or pursuit for one hour.
* Improvised Gadget: Assemble one simple technological device from available components to perform a useful function for one turn.
* Integrated Tools: Produce one small tool, scanner, or technical instrument built into your body.
* Jury-Rig: Restore one disabled technological device to temporary operation for one hour.
* Power Rerouting: Restore one expended starship system ability or grant +2 to one ship-related roll for one round.
* Push the Engines: Double your vessel’s normal movement rate for one round, after which its engines require one turn to recover.
* Shield Modulation: Reduce damage from one energy attack against your starship by twice your Level.
* Universal Translator: Understand and communicate in one unfamiliar spoken language for one turn using suitable technology.
* Xenolinguistics: Decipher the basic meaning of one alien language, inscription, or communication, provided sufficient clues exist.
* Xenomedicine: Restore hit points equal to your Level to one injured alien creature, even if its biology is unfamiliar.
* Zero-G Combat: Ignore penalties from fighting, moving, or maneuvering in weightless environments for one combat.