Navigators

Navigators possess a psychic power (or in settings without psychic powers, an innate ability) that allows them to grok the alien contours of hyperspace well enough to plot courses through it. In addition because of this abilities, Navigators can sometimes see a small way into the future as a series of branching paths, this makes them seem extremely lucky and adept at avoiding trouble.

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Level Attack Bonus Prescience Critical Action Dice Ref Fort Will
1 +1 1d3 1d6/III 1d20 +1 +1 +1
2 +1 1d3 1d8/III 1d20 +2 +1 +1
3 +2 1d4 1d8/III 1d20 +3 +1 +2
4 +2 1d4 1d10/III 1d20 +3 +2 +2
5 +3 1d4 1d10/III 1d20+1d14 +4 +2 +2
6 +3 1d5 1d12/III 1d20+1d16 +5 +2 +3
7 +4 1d5 1d12/III 1d20+1d20 +5 +3 +3
8 +4 1d5 1d14/III 1d20+1d20 +6 +3 +3
9 +5 1d6 1d14/III 1d20+1d20 +6 +3 +4
10 +5 1d6 1d16/III 1d20+1d20 +7 +3 +4

Attack Bonus

Navigators get a fixed attack bonus per level, much like Rogues.

Hit Die

Navigators get a d6 Hit Die.

Critical

Shows the progression of critical die and table to roll on when the Navigator scores a critical hit.  Navigators only score criticals on a natural 20.

Luck

Navigators get 2 Points of effect for each point of Luck spent, and regain Luck at 1 point per level per night.  Navigators can only spend Luck on themselves.

Prescience

A Navigator can add a prescience bonus (prescience die) to any skill check by the Navigator or an ally, as long as the Navigator has time to give advice (so not on combat checks except the Navigator’s own); the bonus roll has to be made before the check is rolled.  Every time the prediction fails (the check fails despite the added prescience bonus), the Navigator gains one point of Dissonance, as the future paths diverge more and more from the actual world history. Each point of Dissonance increases the Navigator’s fumble range for all skill checks, until a fumble actually occurs at which point it resets to zero.  Note that only checks that have consequential fumble results can reset the Dissonance.  Only one Navigator can aid somebody with Prescience on a given task.

Weapon Training

Navigators are trained with pistols, ships guns.  In low-tech campaigns they may also be trained in crossbows, short-swords, and daggers.

Hyperspace Navigation

Navigators get the ability Hyperspace Navigation (See Hyperspace Navigation under Interstellar Travel) When created Navigators get 1 home system and 1 system they  are expert with per +1 Int Bonus. Navigators add their Int bonus plus their level to Hyperspace Astrogation rolls.

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