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Navis Nobilite

(Basic) Navis Nobilite – Navigator Minoris

Although mutants, the Navis Nobilite hold a vast amount of power within the Imperial hierarchy because they are the only humans capable of navigating through the Warp. As such, they are integral to the survival of humanity as a species. The artificial Navigator gene causes a child to be born with a ‘warp eye’ or ‘bale eye’, normally set into the forehead but occasionally replacing one normal eye. These eyes can see the invisible tides of the Warp, allowing Navigators to find the fastest routes from world to world, and to steer away from otherwise undetectable dangers. For a normal human to look into a Navigator’s warp eye is to invite death and madness, for (allegedly) its shiny black surface reflects the warp as the Navigator sees it, projecting the image directly into the witness’s eyes so that they can see the flowing energy, distorted shapes and malicious hostility that is the Warp. Eyes will bleed, nervous systems and muscles will fail and, in extreme cases, heads can literally explode. As such, most worlds have strict laws against Navigators exposing their warp eyes outside the Navis Nobilite’s own facilities, and Navis buildings are generally windowless, or with heavy drapes, to prevent accidental viewings.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Navigator Minoris

-

-

-

-

3

4

3

2

-

Restrictions:

This career may only be entered by humans or mutants at initial generation.

Abilities:

Arcane Language – High Imperial Gothic

Cartography – Stellar

Navigation – Stellar

Navigation – Warp

Daemon Lore

 

Literacy – Advanced

Psychic Sense

Xenology

10% chance of Wyrd

Equipment:

Any civilian or military pistol with one clip of ammunition

Bandanna, eye patch or patch of syn-flesh to cover the warp eye

 

Sealed suit with re-breather and power pack

Special:

All Navis Nobilite have a warp eye. A Navigator can remove this once per turn at a cost of one action. Every character (friend or foe) within line of sight and facing the Navigator must pass an Initiative test to avoid looking directly into the eye. Those that fail suffer damage and are stunned for D3 turns. The eye causes the following damage at each range:

- Up to 10 yards: 2D10 and 2D10 Insanity points

- 11-20 yards: 2D6 and D10 Insanity points

- 21-30 yards: 1D10 and D6 Insanity points

- 31-40 yards: 1D6 and D3 Insanity points

Beyond 40 yards, the eye's only effects are a slight migraine and aching retinas. All damage is taken directly to the head and ignores armour. Daemonic characters, warp entities, possessees, fellow Navigators, blind characters and those looking through a filtered image of some kind (helmet image filters, security pict-recordings etc.) are immune to the effects of a Navigator’s warp eye.

There is a 5% chance that a psyker taking damage from a warp eye will become the target of an attempted Daemonic possession.

Using the warp eye to kill can result in dangerous psychic feedback from the victims. After exposing the eye, Navigators must take a Wilpower test for every character killed instantly by it (victims who die later do not count). Each failed Willpower test causes the loss of Willpower, exactly as if they had failed to cast a psychic power. Note that the characteristic loss only occurs after all the tests have been taken. If Willpower reaches zero, the Navigator will lose consciousness.

The warp eye can be damaged or destroyed by crippling injuries to the head, in the same way as a normal eye – simply randomise between three eyes, rather than two.

Navis Nobilite can never develop full psychic powers, although some do display certain Wyrd powers from birth.

Career Exits (Military):

Imperial Navy – Petty Officer

Career Exits (Freelancer):

Bodyguard – Minder

Spacer – Mate

Career Exits (Scholar):

Navis Nobilite – Navigator Majoris

Career Exits (Citizen):

Civil Aviation – Shuttle Pilot

 

(Advanced) Navis Nobilite – Navigator Majoris

Experienced and highly trained Navigators are adept at not only seeing, but interpreting the ebb and flow of Warp space, to the extent that they occasionally witness the near future. This makes them extremely able at avoiding hazards, both in the Warp and in the real universe. Most Navigators are virtually guaranteed a high-ranking position in the Imperial Navy, but many choose instead to satiate what appears to be a genetic desire for gathering knowledge or excelling artistically.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Navigator Majoris

-

-

-

1

5

7

5

2

2

Abilities:

Create Wards

Etiquette

Heraldry

 

Psychic Awareness

Wyrd – Precognition

Equipment:

Any civilian or military pistol with one clip of ammunition

A sword, sabre or cutlass

 

Bandanna, eye patch of patch of syn-flesh to cover the warp eye

Sealed suit with re-breather and power pack

Career Exits (Military):

Imperial Navy – Bridge Officer

Career Exits (Freelancer):

Bodyguard – Pro

Spacer – Mate

Shootist – Hitman

Career Exits (Scholar):

Academic – Student

Career Exits (Citizen):

Civil Aviation – Shuttle Pilot


Craftsman – Artist

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