1st - Assistant to the Captain -
You start with an implanted sliver.
Any ship or vehicle that you are in control of or helping with treats the weather as one step less powerful.
As a free action you can treat any fall as though it were 10 ft less per tier.
4th - Crew Hand -
As a swift action you can aid any other ally you are in mental communication with.
7th - Focused Thought -
When you are *powered you can deal 1d10 damage force to a target within 40ft.
You can Overcharge by expending 1 charge for each additional 1d10 damage, when used this way you take 2 points of non-lethal per 1d10 added.
10th - Take the reins -
You can bond with a ship using a complex engine (hedron, demozain, etc) with your Sliver ™ as a standard action.
You become paralyzed and helpless but are still aware of everything around you, but for up to 10 rounds you “become” the ship - you can control it perfectly regardless of weather, operate weapons and see in every direction around it; you can end this ability as an immediate action. Attacking and Moving does apply the -4 Fascination penalty to some actions. You can fire one weapon per attack, taking normal penalties for multiple attacks, though weapons that would normally take longer than a standard action to fire still use their normal firing time. Even if you end this ability before 10 rounds have elapsed, you cannot use this ability more than 10 rounds in a day.