Once per score you may spend 1/2/3 stress to start an 8/6/4-segment clock for your limit break. Any time the GM ticks any number of segments on a clock, you may tick a segment on your limit break clock. When the clock fills, you may spend it to upgrade the result of one action (e.g. from partial success to success, or from success to critical success).
At any time you may take +1 vulnerable to reveal your powered identity to another character. They automatically take +1 targeted. If that character accepts your revelation without freaking out, you take -1 isolated, and they take +1 protected. If they freak out, you take +1 isolated and they take +1 secrets.
Roll Jump 3 or Navigation 3 to perform an emergency jump.
On no successes, the ship goes nowhere and the jump drive catches fire.
On fewer than 3 successes, either the ship goes nowhere or it goes somewhere more dangerous than where you started.
On 3 successes, you successfully jump to a clear, empty expanse of space.
On more than 3 successes, you successfully jump and your scanners ping a soft reassuring sound – salvage, no life-signs.