Science Fiction Aptitudes

Specialty aptitude ideas for science fiction characters set in a universe of interstellar travel and galactic intrigue…

* Admin (navigating bureaucracy, permits, forms, cargo paperwork)
* Advocate (legal knowledge, contracts, and procedures)
* Agent (covert operations for a government, corporation, or syndicate)
* Anomalies (determine origin, function, and threat from strange things)
* Archaeologist (recovering ancient artifacts and data caches)
* Archivist (curating history, data, and digital memory stores)
* Artificial Intelligence (models, logic systems, machine learning)
* Astrogation (plotting faster-than-light routes between stars)
* Barbarian (low-tech raiding cultures seeking plunder or migration)
* Belter (asteroid mining using vac suits, lasers, and prospect surveys)
* Biotech (cloning, gene mods, cultured tissue, mutations)
* Black-Market Broker (finding illicit goods or forbidden tech)
* Bodyguard (protecting assets from personal and local threats)
* Bounty Hunter (tracking fugitives across ports, systems, jurisdictions)
* Broker (contract negotiation and pricing of goods)
* Cargo Handler (loading, stowage, and securing freight)
* Carousing (socializing to gain information, allies, or access)
* Chaplain (spiritual care aboard starships and colonies)
* Charter Pilot (passenger routes for short-haul systems)
* Chrono Analysis (detecting time distortion, paradox fallout, anomalies)
* Citizen (ordinary civilian roles maintaining society and economy)
* Colonial Administration (outpost governance, resource allocation)
* Comms Officer (handle sensor returns, radio comms, and ship telemetry)
* Computers (programming, hacking, data networks, system intrusion)
* Construction (building structures, infrastructure across environments)
* Courier (transporting messages, data, or parcels across star systems)
* Cryogenics (operate stasis pods and emergency freeze procedures)
* Cultural Attache (interpreting customs and etiquette)
* Cyber Operations (electronic intrusion, signals warfare, and jamming)
* Cybernetics (bio-mechanical implants, interface, augmentation)
* Deception (concealing truth through lies, guises, or misdirection)
* Demolitions (arm, disarm, and deploy explosives)
* Diplomacy (formal negotiation between groups and factions)
* Drifter (itinerant survival through odd jobs, scams, or chance)
* Driving (Groundcraft) (operating wheeled and tracked vehicles)
* Educator (tutoring crew, colonists, or elite wards)
* Electronics (Comms) (operating communication systems and arrays)
* Electronics (Jammers) (electronic warfare and signal disruption)
* Endurance Training (withstand fatigue, pain, and stress)
* Energy Weapons (lasers, plasma guns, and other beam weaponry)
* Enforcer (intimidation, protection, and debt collection)
* Engineer (FTL) (maintaining and tuning faster-than-light drives)
* Engineer (Life Support) (environmental, thermal, atmospheric controls)
* Engineer (Power) (reactor, generator, and ship-grid systems)
* Entertainer (performance, morale, and celebrity economy)
* Executive (high-level negotiations, commanding resources)
* Exo/Vacc Suit (using protective suits in vacuum and hostile atmospheres)
* Exotic Survival (enduring wilderness hazards on other planets)
* Explosives (grenades, breaching charges, and demolition)
* Farming (cultivating crops and livestock in agricultural cycles)
* Fence (disposing of hot goods through the black market)
* First Contact Specialist (contact protocols with alien cultures)
* Forgery (creating or altering identity papers and cargo manifests)
* Gambling (probability play, cheating, and reading opponents)
* Governor (managing planetary administration, diplomacy, public order)
* Gunnery (operating turrets, missiles, and ship-mounted weapons)
* Heavy Weapons (crew-served guns, rockets, and artillery)
* Helmsman (reaction thrust control and attitude adjustment)
* Infantryman (small-arms, tactics, and squad coordination)
* Influencer (public opinion shaping in connected star zones)
* Inspector (safety audits, customs checks, and regulations)
* Interrogation (extracting information through coercion or leverage)
* Journalist (reporting, investigation, and media analysis)
* Legal Advocate (contracts, claims, and interstellar law)
* Logistics (supplies, depots, shipping lanes, and scheduling)
* Manufacturing (assembling goods using industrial machines)
* Marine (boarding actions, battlesuits, mecha, orbital assaults)
* Mechanic (maintenance of vehicles, drives, and industrial machines)
* Medic (field surgery, infection control, and trauma response)
* Merchant (profit-driven trade of cargo, contracts, and passengers)
* Mining (prospecting, extracting ore from planetary or asteroid deposits)
* Natural Sciences (biology, chemistry, geology across worlds)
* Navigator (plotting FTL routes, astrogation, and stellar mapping)
* Neural Interface (brain-machine links, memory chips, wetware)
* Orbital Construction (assemble or dismantle structures in microgravity)
* Pain Resistance (function through injury or shock)
* Pilgrim (journey motivated by faith rather than commerce)
* Pilot (maneuvering spacecraft through the void and gravity wells)
* Planetology (atmospheres, weather, geology, and tectonics)
* Playboy (wealthy socialite leveraging charm, status, leisure networks)
* Police (planetary law, investigation, arrest procedures, deterrence)
* Port Liaison (docking fees, inspections, and local permits)
* Prospector (locating resources
* Psionic Sciences (study of telepathy, telekinesis, mind powers)
* Purser (managing manifests, passengers, and finances)
* Quarantine Procedures (containment, decontamination, outbreak control)
* Ranger (ground survival across varied planetary biomes)
* Recon (spotting threats, scouting terrain, and detecting ambush)
* Research (finding and analyzing data to reveal information)
* Robotics (repair and command of drones and automatons)
* Rogue (crime, deception, and knowing underworld opportunities)
* Salvage (striping ruins and vehicle wrecks to retrieve valuable components)
* Scholar (researching, documenting, and teaching specialized knowledge)
* Scientist (conduct experiments, analyze samples, research anomalies)
* Scout (surveying uncharted space, survival in unknown systems)
* Security (manage access, restrain hostile individuals, enforce protocol)
* Sensors (interpreting scans, emissions, spatial and spectral data)
* Smuggling (concealing contraband across borders and starports)
* Social Engineering (manipulation via trust, authority, urgency)
* Social Sciences (psychology, anthropology, economics, politics)
* Space Trucker (hauling freight, FTL lanes, starports, frontier routes)
* Stealth (moving unseen and unheard through varied environments)
* Stellar Cartographer (updating FTL maps and space navigation charts)
* Steward (passenger service, galleys, and morale aboard ships)
* Surveyor (mapping terrain, minerals, and atmospheric readings)
* Synthetics Tech (debug androids, repair robotics, rewrite subroutines)
* Tactician (battlefield planning, logistics, and formation doctrine)
* Teamster (keep the industrial machinery running under any conditions)
* Terraforming (crafting atmospheres, soils, water engineering)
* Traveller (Spacer) (accustomed to ships, stations, and long passages)
* Urban Navigation (subways, megastructures, cityscape sprawl)
* Xenoarchaeology (study alien ruins, artifacts, and inscriptions)
* Xenobiology (study of alien life, ecology, and physiology)
* Xenology (alien lifeforms, cultures, psychology, communications)
* Zero-Gravity Experience (adapted to extended weightlessness)