Hyperdrives all have a numerical rating ranging from one to ten. This is the maximum number of light-cycles that the ship can cover in a day. To plot a course through Hyperspace requires an Astrogation roll and the use of a navcomputer, since the numbers involved are far too complex for an organic mind to handle on its own. The navcomputer will also have an Astrogation skill. If a Pilot is not involved, the skill of either the astrogator or the navcomputer gets used, whichever is lower. Regardless, the Wild Die is used in either case. If attempting a jump of a distance greater than the hyperdrive's rating, a penalty of -1 is applied for every two light cycles above the rating. On basic success, the ship comes back into normal space more or less where it was intended. A raise is needed to be right on target. On a failure, the ship comes out off course by a number of light-cycles equal to half the hyperdrive rating. On snake eyes, the ship runs into an elemental or void spirit (roll a die, odd is an elemental, even a void spirit) and it's in a bad mood. The ship is effectively toast unless the appropriate Arcane Background had blessed the ship (a use of the Summoning skill) or someone with the appropriate Arcane Background is aboard who can attempt to calm down the spirit. Blessed ships are treated as having made a simple failure.
Going on a ship with a Pilot is far more preferable. A Pilot uses his/her own Astrogation skill and gets to use the navcomputer's skill as an extra Wild Die. Also, the Pilot doesn't have to take the distance penalty mentioned above. Results of the Astrogation roll are the same as above except concerning the snake eyes result. In this case, as well as being off course, the ship got a bit too close to a crack leading into Otherspace. One of the Others took notice and touched the Pilot through his/her interface, saddling him/her with a Taint Point.