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.
Navigators get a fixed attack bonus per level, much like Rogues.
Navigators get a d6 Hit Die.
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.
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.
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.
Navigators are trained with pistols, ships guns. In low-tech campaigns they may also be trained in crossbows, short-swords, and daggers.
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.