Navigator
Starting Skills:
Common Lore (Navis Nobilite) (Int), Forbidden Lore (Navigators, Warp) (Int), Literacy (Int), Navigation (Stellar
*, Warp) (Int), Prescience (Per), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int).
* indicates it has a bonus due to Battlefleet Background
Additional Skills:
Common lore (Imperial Navy), Speak Language (Battlefleet)
Starting Talents:
Navigator, Pistol Weapon Training (Universal)
Starting Gear:
Best-Craftsmanship Hellpistol, Best-Craftsmanship Metal Staff, Best-Craftsmanship Xeno-mesh Armor, Emperor's Tarot Deck, Silk Headscarf, Nobilite Robes, Charm, Micro-bead
WS: 3 + 25 = 28
BS: 16 + 25 = 41
S: 4 (Original: 4, rerolled...into 4 :v) + 25 = 29 - 3 = 26
T: 6 + 25 = 31
Ag: 15 + 25 = 40
Int: 16 + 25 = 41
Per: 18 + 25 = 43 - 5 +3 = 41
WP/Will: 20 + 25 = 45 + 5 + 3 + 3 = 56
Fel: 3 + 25 = 28 + 3 = 31
3 Insanity points
11 Starting Wounds
Homeworld:
Battlefleet grants:
+5 W, +3 F, -5 P
Common lore(imperial Navy) and Speak Language(Battlefleet)
+5 bonus to command tests while on spacecraft, Navigation(Stellar)
Void Accustomed
-2 to initiative and 2x BS penalty at long range+ if not in enclosed space
1d5+(2x toughness bonus) starting wounds (Rolled 1d5 = 5; 5+ 2*3 = 11)
3 or 4 fate (roll: 5, 3 fate points)
Birthright:
One Amongst Billions (200xp)
Gain the Paranoia and Unremarkable Talents
Gain Any one trade/common lore as a Trained Skill (Common Lore (Aurorus Expanse))
+3 to Per
-3 Strength
Lure of the Void:
Duty Bound:
Duty To The Throne
+3 Willpower; Armor of Contempt
-10 Interaction test when dealing with any source outside of the Imperium
Trials and Travails:
Lost Worlds
Rogue Planet (200xp)
+3 Willpower
Gain a single Exploration Skill of your choice as a trained skill (Trade (Astrographer))
+1d5 Insanity (rolled for; 3)
Motivation:
Devotion
Loyalty (100xp)
Gain Trade (Voidfarer) as a Basic Trained skill (unlisted)
+5 Bonus to ALL Willpower and Fellowship tests made aboard the ship the character lives on.
Lineage:
Magisterial HouseWarp Focus: {Once per game, may force a single opponent to re-roll a successful test when testing to resist the effects of The Lidless Stare Navigator Power}
Pure Genes: {The navigators of a magisterial house are less likely to mutate due to their pure genes. Whenever they must test for mutation the test is considered routine (+20) rather then ordinary (+10)}
Exalted Lineage: The blood of the most ancient and powerful navigator houses gifts their scions with a position of prestige amongst the nobility of the Imperium. The navigator may call upon this lineage in social situations and gains a +10 bonus to any interaction skill test when dealing with members of the imperial nobility.
Initial Mutation: Eyes as Dark as the Void
Navigator Powers:
Warp eye: All navigators begin with the Lidless Stare navigator power and may select one additional power or improve an existing power. As the navigator develops he may select more powers or improve existing powers by selecting the navigator power advance.
The Eye is Open: The Navigator does not suffer Corruption Points from Warp Shock, but acquires CPs normally by other means.
Gaze Into the Abyss (Novice?): With a successful Perception Test, the Navigator can determine if a creature or object holds the taint of the warp.
~Probably going to edit this portion a lot. Unsure where the exact limits are or how many/where I can pick powers?