About Jarrion Nostravi
Career: Navigator
Rank: 1
Current Statistics
Wounds: 8/8
Fate Points: 2
Insanity: 6
Attributes
WS-32
BS-35
S-28
T-39
Ag-41
Int-39
Per-41
WP-39
Fel-39
Talents
Charmed:Whenever this character spends a Fate Point (though not if he burns one), roll a 1d10. On the roll of a natural 9, the Fate Point is not lost.
Ill-omened:Void born characters suffer a –5 penalty on all Fellowship Tests made to interact with non-void born humans.
Void Accustomed:Void born are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for void born characters.
AmbidextrousThe PC can use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
AutoSanguineWhen applying healing,he is always considered
Lightly Wounded,and heals at an increased rate,removing 2 points of Damage per day.
Chem GeldSeduction attempts against him automatically fail, and Charm Tests increase their Difficulty by one level.
Talented+10 (Awareness)
Mercantile Opportunist+10 bonus to tests with Barter,Charm and Carouse Skills.
Navigator
Navigator powers
The Eye is Open: A Navigator does not suffer Corruption Points from Warp Shock (p.29 9Core book),but he can acquire Corruption Points normally by other means.
The lidless Stare The Navigator makes an Opposed Willpower Test with anyone looking into his Warp Eye. Make a single test for the Navigator and compare it to the results of each of his opponents. If the Navigator achieves more degrees of success, the opponent suffers 1d10+ the Navigator’s Willpower bonus in Energy damage. This damage is not reduced by armor or Toughness Bonus. Anyone taking damage from this power is also Stunned for 1 round as they are ripped with agony. Using this power is taxing and inflicts a level of Fatigue on the Navigator. If the Navigator fails this Test by one degree of failure or more, he suffers two levels of Fatigue.
Void WatcherThe Navigator can make a Perception test (modified
by range and size of potential objects as the GM thinks
appropriate) to detect objects in space up to a distance equal to
the Navigator’s Perception Bonus in Void Units.If the power is not being used during space combat, the distance equals 1,000 kilometers times the Navigator’s Perception Bonus. Information gained about such objects is only what the Navigator could discover
through normal observation.
A gaze to pierce the SoulThe Navigator can determine if a creature or object holds the taint of the warp. This will tell the Navigator if the person or object has a Psy Rating or is tainted (roughly speaking if they have more than 20 Corruption Points, warp mutations, are possessed, etc.). Psykers who have made dark pacts with the warp and daemons are more resistant to this power, however. These creatures may make a Willpower Test opposed by the Navigator’s Perception, which if successful will hide their true natures. This power can also be used to track powerful psychic or warp creatures using the rules for Tracking( p.88 core book)
Pistol Weapon Training (Universal)
Skills
Untrained Basic
Pilot (Spacecraft) (Ag){20)
Barter (Fel)(28)
Carouse (T) (28)
Charm (Fel) (28)
Climb (S) (14)
Command (Fel) (18)
Concealment (Ag) (20)
Contortionist (Ag) (20)
Deceive (Fel) (18)
Disguise (Fel) (18)
Dodge (Ag) (20)
Awareness (Per}+10
Common Lore (Navis Nobilite)(Int)
Forbidden Lore (Navigators, Warp)(Int)+10
Literacy (Int)
Navigation (Stellar){Int)
Navigation (Warp) (Int)
Psyniscience (Per)
Scholastic Lore (Astromancy)(Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Speak Language (Ship Dialect)(Int)
Trade (Astrographer)
Gear
Best-Craftsmanship hellpistol
Best-Craftsmanship metal staff
Best-Craftsmanship xeno-mesh armour
Emperor’s tarot deck
Silk headscarf
Nobilite robes,
charm
micro-bead
XP