Skills
Hyperlite characters are assumed competent. They can drive a car, shoot a gun, use a computer, throw a punch, and perform first-aid. Your character's abilities determine their capabilities. Their Skills show how good they are at specific categories of tasks.
The following skills and their descriptions should help guide you in how to apply them to your game. This list is not meant to be an exhaustive one, but it should get you through a few sessions.
If you find you need a pick-pockets skill, you are empowered to add it! I might use Streetwise for such a challenge, but in your own game, you may want to limit Streetwise to simply finding underworld contacts and information.
Starship Skills
You must possess the starship skills to serve as crew in that position. Further, holding one or more of these skills implies knowledge of starships, spaceports, common travel routes, and other aspects of space traveler culture.
Astrogator
Plot starship courses within solar systems and along the Hyperlite. All starships require an Astrogator.
Engineer
You operate and maintain the engines and power plant of a starship. All starships require an Engineer.
Medic
You are a formally-trained medical professional. Medic-1 is an RN. Medic-2 is an NP or MD. Medic-3 is an MD and trained surgeon. Any starship that carries passengers must have a medic.
Helm
You operate the helm console of a starship. All starships require a Helm.
Steward
You see to the needs of the crew and passengers of a starship. Any starship that carries passengers requires a steward.
Profession Skills
You must possess a profession skill to use it to make money, but you will incur no special penalty for attempting to perform a profession-related task without training.
Admin
You have been trained in law, bureaucracies, and corporate systems. Professions might include lawyer, administrator, or executive.
Astro/Cosmo
You are a trained Astronaut/Cosmonaut and have performed space walks. You are trained in the protocols required for operating outside of a spaceship in space, the wearing and operating of protective suits and equipment, and performing all manner of work in extreme-hazard environments. Space suit. Zero-G. Powered Armor.
Broker
You have been trained in the art and science of commerce. You know how to broker deals and are familiar with speculative trade markets. Importer/Exporter. Auctioneer. Trader. Sales Exec.
Leader
You have been trained in the art and science of leadership. You are skilled at directing individuals and groups in completing tasks and projects. Every group benefits from a trained leader. Executive. Manager. Organizational Psych. Director. Vice President.
Observer
This skill represents formal training in Investigation, Observance/Surveillance, and Anonymous Pursuit. It is the professional skill of the scientist, the detective, the intelligence operative, and the bounty hunter. Binoculars. Notebook. Two-way wrist-TV. Trench coat. Telephoto lens.
Trade Skills
These can be used without training, but to be paid you must have skill ranks.
Air/Raft
You are a trained air vehicle operator, and most especially the flying raft. You may skillfully pilot any vehicle that operates within an atmosphere. Flying rafts, airplanes, and ornithopters are a few examples.
Computer
You are a trained computer programmer and operator. You know how to analyze software requirements, develop applications and optimize information processing and automation systems.
Electronics
This skill combines the science and practices of electrical engineering with the practical skills of electricians, and the operation of electronic equipment such as sensor consoles, and communication devices. You can repair and modify electrical systems and circuit boards. Voltage tester. Soldering Gun. Tiny screwdrivers. Multimeter.
Ground/Car
You are a trained vehicle operator and you may pilot any powered vehicle that operates on a surface governed by gravity, regardless of the presence of an atmosphere. ATVs, automobiles, hydrofoils, hovercraft, boats, and grav-sleds are a few examples.
Mechanics
This skill combines the science of mechanical engineering with the practical skills of the mechanic and operating engineer. This includes hydraulics and pneumatics, and heavy equipment. A mechanic can repair and modify mechanical systems. Socket Wrench. Ball Peen Hammer. Grease. Cutting torch.
Fighting Skills
Anyone can fight. Training makes you better at it. There are a few exceptions, and they are noted, below.
Fencing
You've had training with classical weapons: swords, spears and pole arms. Archaic, but still effective at delivering a big dose of kinetic energy to an opponent at a distance.
Brawling
The Kung Fu. Karate. Krav Maga. The Sweet Science. You know how to throw hands and fight up-close. You can also use clubs, hatchets and knives with your Brawling skill.
Shooting
You have had formal shooting instruction. This includes hand guns, long guns, and maniple weapons.
Gunnery
You are trained in the calibration, operation and maintenance of very large guns and console weapon systems. This skill applies to static and mechanized artillery also and includes the art and science of artillery and orbital bombardment spotting. You can operate the weapons of starships, vehicles, and defensive emplacements.
Tactics
You've been trained in the art of winning battles. You and those you lead are difficult to ambush. Those fighting along with you will benefit from your guidance when the shooting starts. You may grant members of your crew a DM on their fighting rolls. For each point you may give a +1 to a member of your crew making a fighting roll on their turn.
Illicit Skills
Illicit skills require training, and incur a penalty when used untrained. Jack-of-all-Trades is an exception and a one-of-a-kind skill that may be used only by those that have it.
Bribery
The subtle and sometimes not-so-subtle art of social engineering has been a part of humankind since our bodies were covered in fur and we were living on the savannah. Whether it's money, favors, or plain ol' flattery, Bribery skill means you've done it enough to be good at it. It also implies you know it's wrong, but you do it anyway. Bribery-3 implies you're so good at getting what you want that your target may not even realize they had acted on your will.
Forgery
The art of the perfect copy. Who is greater, the artist, or the artist who mimics them so perfectly as to appear indistinguishable from the original? You have been trained in the arts of deception as it relates to the production of fakes and copies. Obvious examples are identification documents and other bureaucratic data forms and certificates, but this also includes physical and digital works of art such as paintings, sculptures, musical recordings, holographic dramas, antiques, alien artifacts, and software licenses.
Gambling
You can always find a game. Your level in Gambling will determine your likelihood of profit, and also the limit of the game you find. More skill means bigger potential rewards, but also more risk.
Jack-of-all-Trades
Sometimes you pick things up along the way in your journey through life. Jack-of-all-Trades means you always have a chance to have an angle on your current predicament. It's the skill of adaptability, and it's only available to Explorers and the very few Spacers who spend a significant amount of time on their own and alone, out in the Big Empty.
Streetwise
You might know a guy. Or maybe you know a couple of guys. Regardless of how many or their preferred gender identity, they will be shadier than you. They will know where to get the contraband you're looking for. They will know a corrupt starport warden who can unlock your ship. They might be able to put you in touch with someone who will pay big sexies for all that hot Imperial merchandise you "found." For a reasonable fee, of course. Maybe you can owe them one.