- You gain +5 Toughness and +5 to either Fellowship, Perception, or Willpower
- You have 5 Advances to spend on Awareness (PER), Fortitude (TGH), Lore (INT), Navigation (INT), Psychic Mastery (WIL), and Rapport (FEL).
- You gain +1 Influence with the Navis Nobilite. At the GM’s discretion, you may instead have +1 Influence with a faction that reflects your history of service to the Imperium, most likely the Imperial Navy or Rogue Trader Dynasties.
- You gain one of the following: the Psyker and the Third Eye talents, along with a randomly generated Mutation; or the Attentive Assistant and Mental Fortress talents.
- You gain a Staff or a Stub Revolver, a set of Robes or an armoured bodyglove, an aetheric diffuser (Sacred Unguents, but for Psychic Mastery Tests) or a disguise kit, and 600 Askels.
(Warr's note: Big Brain time, do Navigator powers work off Toughness/Fortitude?)
Duties
You can choose one of the following duties to quickly create your character.
Noble Valet
You serve your house as a servant to its more "gifted" members; assisting with rituals, acting at their beck and call, and, if necessary, intercepting a bullet or blade with your own, much more disposable body.
- Influence: +1 Influence with the Navis Nobilite
- Characteristics: +5 Toughness, +5 Perception
- Skill Advances: Awareness (2), Fortitude (1), Lore (2)
- Talents: Attentive Assistant and Mental Fortress
- Equipment: a Stub Revolver, Armoured Bodyglove, Aetheric diffuser, 600 Askels
Navigator Scion
Your duty is that of a diplomat as much as a tradesman. You act as the respectable Face of your house; urbane, quick-witted, jealous of your reputation, and not yet so mutated that your clients instinctively reach for the flamers.
- Influence: +1 Influence with a Rogue Trader dynasty
- Characteristics: +5 Toughness, +5 Fellowship
- Skill Advances: Fortitude (1), Navigation (1), Psychic Mastery (1), Rapport (2)
- Talents: Psyker and the Third Eye, as well as a randomly generated mutation
- Equipment: Staff, Robes, Disguise Kit, 600 Askels