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| Tweet Topic Started: Aug 20 2016, 09:55 AM (294 Views) | |
| Eisenritter | Aug 20 2016, 09:55 AM Post #1 |
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Old Iron Knight
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Astrographer Level: 2 Prerequisites: Arcana 3, Perception 2; Divination 1 OR Astral Seer Characteristics: Wisdom, Intelligence, Composure Skills: Academic Lore, Arcana, Forbidden Lore, Perception, Pilot, Scrutiny, Tech-Use Feats: Expanded Knowledge Eye on the Ether Foresight Shortening the Way *Skill Focus (Any) Level Completion: +1k1 on tests related to Warp travel when serving as Navigator on a ship. Navigator Level: 3 Prerequisites: Arcana 4, Perception 3, Shortening the Way Characteristics: Wisdom, Intelligence, Composure Skills: Academic Lore, Arcana, Forbidden Lore, Perception, Pilot, Scrutiny, Tech-Use Feats: The Golden Path Mental Fortress Poker Face *Skill Focus (Any) To See All Possibility Level Completion: +1k1 on tests related to Warp travel when serving as Navigator on a ship. FEATS Eye on the Ether Your eyes, attuned as they are to the Warp's fluctuations, can easily pick out the best spots to enter. When acting as Navigator on a ship, you gain a free raise on the Arcana Action to pierce the veil of the Immaterium and enter the Warp. The Golden Path A good Navigator knows to always keep one eye on the charted path. The best Navigators don't have to. When acting as the Navigator on a ship, roll twice on the Warp Travel Encounters table and take the lower result. Shortening the Way Some berks seem to think the Warp is pretty enough to just accept the long route. Not you, though; your training's let you in on a few secret paths through the ether. While acting as the Navigator on a ship, you you may take -2k0 on the test to locate Sigil after entering the Warp to add 10 to the Maneuver Action to steer the vessel afterward. To See All Possibility A Navigator's job is not done until the vessel has arrived at its destination. The better your second sight, the easier this is. When acting as Navigator on a ship, gain a free raise on Arcana tests to exit the Warp. Edited by Eisenritter, Oct 6 2016, 08:05 PM.
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| Eisenritter | Aug 20 2016, 10:05 AM Post #2 |
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Old Iron Knight
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New feats will be related to Warp Travel, to be added as they're suggested or as I can focus long enough to work them out. Posting this now to rate the already-extant parts and completion bonus. |
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| weredrago2 | Aug 20 2016, 12:03 PM Post #3 |
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He Who Posts Too Much
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I don't know how I feel about the Level Completion. Isn't +1k1 a little too high of a bonus? Plus, 'relating to warp travel' is vague enough that it can be exploited for that sweet, sweet bonus. For feats, how about feats relating to making warp jumps go further, quicker, or easier? Like a feat that lets you roll on the warp travel (AKA the 'does shit go wrong and how bad does it go wrong') table twice and take the better result. |
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| Eisenritter | Aug 20 2016, 12:07 PM Post #4 |
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Old Iron Knight
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+1k1 was Neveron's suggestion. I went with that as a starting point... |
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| weredrago2 | Aug 20 2016, 12:11 PM Post #5 |
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He Who Posts Too Much
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Actually, I don't even remember spaceship rules that well, so I'll let someone else judge if its good or not. |
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| Username | Aug 20 2016, 12:26 PM Post #6 |
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From the second book in the Warp Travel section, page 136: Step Two: Charting the Course The second step is to locate Sigil to use as a beacon to navigate by. This requires the Navigator to make an Arcana + Wisdom test, modified by the ship's Sensors (TN 20). If this test is failed, the next step is made with a -10 penalty. If the test succeeds, the next step is made with a +5 bonus for every raise on this test. |
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| Eisenritter | Aug 20 2016, 01:06 PM Post #7 |
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Old Iron Knight
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Three feats up, also some editing to Astrographer's prerequisites, mostly serving as a nod to those homebrew races I'd made that could ignore Divination requirements to act as Navigators. And there can be up to four tests total involved in Warp Travel; the Navigator's bonus applies to all of them as currently written. |
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| Username | Aug 20 2016, 01:23 PM Post #8 |
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Shortening the Way doesn't really work currently, since by the rules for every raise you get on the Locating Sigil action already gives a Raise to the next step. Shortening the way just makes the original test harder for no benefit, as it is written now. |
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| Eisenritter | Aug 20 2016, 02:02 PM Post #9 |
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Old Iron Knight
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Fixed the thing. Edited by Eisenritter, Aug 20 2016, 03:10 PM.
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| Eisenritter | Oct 4 2016, 12:55 PM Post #10 |
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Old Iron Knight
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Hm. Is there a clean way to get a feat made up for re-entry to the Materium? Because I think that's the only step these don't cover right now. |
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