WS 32 BS 35 S 26 T 15 Ag 28 Per 42 Int 40 WP 32 Fel 42 Inf 7

Skills: Scrutiny, Common Lore (Navis Nobilite), Forbidden Lore (Navigators), Navigation (Warp), Psyniscience, Trade (Astrographer)
Talents: Air of Authority, Flagellant, Weapon Training (Las, Solid), Enemy (House Ortellius, House Mercator), Darksight, Navigator powers (Cloud in the Warp Adept, Gaze in the Abyss Novice, The Lidless Stare Novice, Tracks in the Stars Novice, Void Watcher Novice), Prize of Secrets, Line of Madmen, Dark Traces of Legend, Signature Ritual
Equipment: Lead hood, Nobilite Robes,
Mutations: Eyes Red as Blood, Elongated Digits
Wounds: 12 Fate: 2 Insanity: 8 Corruption: 0
| Power | Tier / Rank Mentioned | Description / Effect | Notes / Comments |
|---|
| A Cloud in the Warp | Adept (or lower ranks) | Allows the Navigator to hide or mask their Warp-signature, making them harder to detect by other psykers, daemons, or entities in the Warp. | At low rank it might only obscure the Navigator’s presence; at higher ranks it could mask others nearby. |
| Gaze in the Abyss | Novice | Enables the Navigator to see the Warp-reflection or psychic “echo” of creatures or objects—unmask hidden psychic taint, reveal daemonic or warp-related signatures, or detect latent psychic presences. | It’s often described as letting the Navigator see beyond the material “skin” into warp-distorted reality. |
| The Lidless Stare | Novice | The Navigator opens their third eye fully; anyone who looks at it risks psychic trauma, mind-breaking vision of the Warp, or instant damage. | Errata requires this be a Full Action. |
| Tracks in the Stars | Novice | Allows the Navigator to track a vessel through realspace (between warp jumps) or sense movements via warp residue when a vessel has a warp drive. |
| Void Watcher | Novice | Grants the Navigator enhanced awareness in warp or realspace—perhaps sensing warp instabilities, presences, or disturbances in nearby void / warp interface. |
Special
Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by1 less (to a minimum reduction of 1).
Cleansing Pain: Whenever a Penitent character suffers 1 or more points of damage (after reductions for Toughness bonus and Armour), she gains a +10 bonus to the first test she makes before the end of his next turn.
Destitute: The navigator’s fortunes are so low that he has little or nothing and is initially a drain on the resources of his fellows. The presence of a navigator from a Shrouded Lineage reduces the group’s starting Profit Factor by –1.
A Gaze to Pierce the Soul: The Navigator has a keen understanding of a person’s relationship to the warp born of enforced self-reliance and bitter musings. The Navigator begins play with Gaze into the Abyss as a bonus power. In addition, he may raise this ability above Master to Paragon (the xp cost is the same as to raise to Master) giving him a +30 bonus on all tests with this power.
Mercantile Opportunists: Raised in a volatile atmosphere where the need for profit and advancement outweighed all other concerns, these Navigators have had to learn the hard
way the skills of hard bargaining and contract hunting—needs most of their kind are normally sheltered from. The Navigator gains a +10 bonus to tests with the Barter, Charm and Carouse Skills.
Initial Mutation: Navigators from a Shrouded House begin play with a single Navigator Mutation rolled randomly from Table 7-1: Navigator Mutations. They may develop additional mutations as normal when they acquire new Navigator Powers or increase their mastery of existing powers.
The Constant Vigil: The character may sacrifice all of his Actions for the next Round to switch places with an ally within 2 meters (as long as there is no obstruction in the way). This may be done at any time, even interrupting another action. The character becomes the target of any attacks previously targeting the ally or vice versa. This may not be used more than once per combat.
Warp Eye: If the character takes the Navigator elite advance during character creation, he may either select one additional power or improve an existing power.
Aptitudes.
Fellowship, Influence, Agility, Fieldcraft, Intelligence, Offense,
Homeworld: High Born
Background: Navigator
Background Aptitude: Navigator
Role: Penitent
Talents and abilities:
Price of Secrets: House Mercator’s knowledge of House Ortellius’ weakness has made it few friends amongst that illustrious lineage. Navigators of House Mercator begin play with the Enemy (House Ortellius) Talent.
Line of Madmen: Those aware of the hidden histories of House Mercator Navigators regard them to be as mad as a stasis casket full of Catachan Barking Toads, and even those ignorant of the stories sense something decidedly odd about them. Each time after character creation that a House Mercator Navigator gains a new Navigator power, he must pass a Challenging (+0)
Willpower Test or gain 1d5 Insanity Points.
Dark Traces of Legend: When trading in forbidden knowledge or restricted information, the character’s group gains a bonus of +50 Objective Points towards Criminal or Exploration Objectives.
Signature Ritual: Dark secrets are the power of House Mercator, but they are also its doom. By studying the way blood flows across an ancient, unreadable map, scions of House Mercator seek to unlock the veiled truths of Warp routes and their own past alike. When attempting to determine the status of a Warp route as described in Stage 1: Divining the Auguries on page 28, a Navigator of House Mercator adds a +20 bonus to his Psyniscience Test if she performed this
ritual beforehand. However, studying dark patterns has its own costs, and so the Navigator gains 1d5-2 Insanity Points (to a minimum of 0).
HOUSE MERCATOR
Very little is known of House Mercator, for its scions deliberately keep themselves very much to themselves. Unlike most Houses, they maintain very few obviously grandiose holdings, though as a Navigator House they must surely keep a number of defensible palaces and mansions somewhere.
Over the millennia, the scions of House Mercator have come to be regarded as cursed in some manner, though not in any way that can be easily defined. They have suffered no obvious misfortune, or none that they can be blamed for at least. Rather, the House’s name simply appears to be linked to numerous others who have met their doom beyond the borders of the Imperium, from the grandest of Rogue Trader dynasties to the most far ranging of Explorator fleets. As such, superstitious voidsmen in the Koronus Expanse are very wary of the distinctive amber flag with its dark silver lion that heralds the arrival of one of Mercator’s heirs.