Movement (Formula: AB, ABx2, ABx3, ABx4)
Half Move- 3, Full Move- 6, Charge- 9, Run- 12
Background:
Navigators come from the navigator quarter, from the family of navigators. If you fall out of favour with the navigators, then you'll never have someone to guide you through the warp. This is what they want you to think, this isn't quite true. See sometimes when the navigators produce a child, and he is too malformed to even be considered human, they discard them and leave them to die...and sometimes...they dont.
Trien was one of those, left to die with on a huge ship going on a journey through a dangerous part of the warp. It wasn't expected for the ship to survive, much less him. But survive he did. Since he was old enough to walk he needed meat, and lots of it. Sometimes he could get enough from stealing and capturing rats. Sometimes it wasn't enough....there were thousands of children like him, lost and abandoned, stealing to survive, no-one missed them...
After 10 years of this, he came into his talents, now he was finally of use, he was whisked away, and apprenticed under the old and wizened navigator of the ship. Well it wasn't long before his insatiable hunger for meat was discovered. But instead of the execution he was expecting, the Older navigator made sure he had all the meat he needed, after all who was going to miss those children?
Trien tried to end it a few times, but his body was too tough and he didn't have the resolve. Instead he left the ship at the first opportunity, trying to get as far away from his past as he could. He drifted between ships for many years, never settling in one place too long. There wasn't enough danger, there wasn't enough he could do to help. Well now, this ship to the Damaris looked interesting, and he had no other contracts going at the moment..
Trials and Travails: Press ganged, skills Ciphers, Common lore underworld
Motivation: Fear (Haunted by Thy Own Sins)
Career Path: Navigator
Mutations:
Navigator Mutations (+1 for Renegade House)
43- Pale and Hairless: Your skin is pale, marbled with veins and completely without hair.
15- Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the Contortionist skill as a trained basic skill.
Mutation from Lure of the Void
75- Necrophage: The mutant gains +10 to Toughness and the Regeneration trait, but must sustain itself on copious amounts of meat or starve.
Dark Soul: Take half the normal penalty on malignancy tests.
Flagellant: Must flagellate daily- +10 on WP tests to resist Mind Control or Malignancy. May Frenzy as free action.
Frenzy: Once frenzied (free action), +10 Weapon Skill, Strength, Toughness, Willpower but -20 Ballistic Skill & Intelligence. Must move towards enemy and engage. Immune to Fear, Pinning, stunning effects, fatigue; but may not parry, retreat or flee. Must use All-Out Attack manoeuvre. Remains frenzied entire combat.
Navigator: Warp Eye + Navigator House (Renegade)
Pistol Weapon Training (Universal): Proficient with all non-exotic pistols.
Resistance (Fear): +10 on tests VS Fear (usually WP)
Traits:
Charmed: Roll a 1d10 when using a fate point. On the roll of a 9, the fate point is not expended.
Ill-Omened: Suffer -5 on all Fellowship interaction tests with non void-born.
Jealous Freedom: Test Willpower to not react violently towards the prospect of imprisonment or loss of your freedom.
Regeneration: Test Toughness once per round to recover 1 point of damage.
Renegades: -10 on tests made when interacting with official bodies of the Imperium.
The Fruits of Corrupted Blood: Three navigator powers are specialised in: +10 to all tests with these powers (stacks with Adept/Mastery) and -10 for rolls to resist them. Powers selected: Foreshadowing, Lidless Stare and The Course Untravelled.
Unchecked Mutation: When taking tests to avoid mutation (by taking new powers or increasing proficiency in existing ones), the test is at +0 instead of +10.
Void Accustomed: Immune to space travel sickness. Zero/low gravity environments not considered difficult terrain.
Navigator Powers:
Foreshadowing: (Novice, Specialised):[/i] With a successful Perception test, may draw three secrets from the future. He may then "spend" a secret on his following turn to gain a +10% bonus on any test. Using one secret in this way carries no danger. However he may spend additional secrets (up to 3 total) to gain additional +10% or +20%. For each additional secret used beyond the first, roll a D10. If the roll is 7,8,9 or 10 then the secret causes a -10% penalty instead of any bonus. Secrets not used immediately in the round following the test are immediately lost. Using this power more than once in an hour is dangerous- for every use beyond the first within an hour, suffer 1d5 Insanity Points.
Lidless Stare (Novice, Specialised): Test Opposed Willpower with anyone looking into his Warp Eye. If Navigator wins, enemy suffers 1d10 + WB energy damage which is not reduced by armour or toughness. Anyone taking damage is stunned for one round. Using this power is taxing and inflicts a level of fatigue on the Navigator. If the Navigator fails the test by one degree of failure or more, he gains two levels of fatigue.
The Eye is Open: Immune to corruption points from warp shock.
Tracks in the Stars (Novice): Using Perception, the Navigator can track ships in the Warp in the same manner as in real space (as if using the Tracking skill). Trail can be no older than navigator's Perception Bonus (PB) in weeks.