Jump Start [two-actions]

Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners.

As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.