Leashed Navigator
An indentured psion bound to a corporation or Legion unit by a neural leash.
A Leashed Navigator is a psion indentured to a corporation, Legion unit, or private owner through a neural leash -- a cybernetic device that inflicts pain, controls behaviour, and can kill the Navigator remotely. Navigators are essential for Fold travel: without them, ships cannot navigate the Fold safely. They are the verse's most valuable slaves.
A Navigator is an elite encounter that combines moderate psionic ability with severe limitations. They are powerful but controlled: the leash limits their power, and the handler controls the leash. The lever is the leash itself -- free the Navigator and they become an ally, or a Rogue Psion.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 12 |
| Abilities / Con | 12 |
| Abilities / Dex | 12 |
| Abilities / Int | 14 |
| Abilities / Str | 8 |
| Abilities / Wis | 18 |
| Armor Class | 14 |
| Base Attack Bonus | 2 |
| Creature Type | Humanoid (Psychic) |
| Flat Ac | 10 |
| Hd Count | 5 |
| Hd Sides | 6 |
| Hit Dice | 5d6+10 |
| Hit Points | 28 |
| Hp Bonus | 10 |
| Immunities | Fold-touched (immune to mundane fear and non-psychic mind-affecting effects) |
| Initiative | 3 |
| Role Tags | Psychic, Support, Navigator |
| Saves / Fort | 4 |
| Saves / Ref | 4 |
| Saves / Will | 8 |
| Size | M |
| Skills / Astrogation | 14 |
| Skills / Concentration | 13 |
| Skills / Deception | 7 |
| Skills / Knowledge Fold | 12 |
| Skills / Notice | 11 |
| Skills / Sense Motive | 10 |
| Skills / Stealth | 7 |
| Speed | 30 |
| Threat Rating | 4 |
| Touch Ac | 14 |
| Xp | 600 |
| Dialogue Path | game/dialogue/npc-leashed-navigator.yaml |
Notes
Full Attack: Psychic Bolt ranged +7 (1d6+2 psychic; range 60 ft; ignores cover; DC 13 Will half) or Fold Sense (2d6 psychic; 30-ft burst; DC 14 Will half; 1/encounter)
Habitat: Fold-capable vessels, Legion flagships, corporate transports, and anywhere Fold navigation is required. Found on the bridge of a ship, in a navigation chamber, or in a handler's custody. Roll 1d6: 1-2 = Navigator on the bridge (in trance, navigating), 3-4 = Navigator in custody (leashed, obedient), 5-6 = Navigator with the leash loosened (power flickering, afraid).
Languages: Core Standard; Trade Cant; Navigator cant (a private language shared by all Navigators); telepathic communication (limited, 100 ft)
Morale: Unsteady (8); the Navigator obeys the handler; if the handler is removed, the Navigator is confused and afraid (morale check at -2)
Psionics: Full psychic; see attacks and special abilities. The Navigator's powers are Fold-derived but limited by the neural leash.
Resistances: Psychic shielding (included in Touch AC; the Navigator's latent power deflects attacks), Fold-touched vision (can see in darkness and through psychic illusions)
Senses: Psychic awareness: tremorsense 30 ft (detects living minds); Fold-touched vision (can see Fold disturbances and psychic phenomena); passive Perception 15
Tactics: The Navigator fights only when commanded by the handler. They use Psychic Bolt at range, save Fold Sense for clusters, and use Fold Navigation when the ship needs guidance. If the leash is broken, the Navigator's power surges and they are dangerous to everyone. A freed Navigator may become an ally or a Rogue Psion, depending on their conditioning.
Treasure: Neural leash control unit (priceless to the Navigator; 2,000 rek to anyone else), Navigator's astrogation instruments (1,000 rek), psychic residue (harvestable; 500-2,000 rek to Core labs or Rim cults), Navigator's personal effects (a keepsake, a name -- the last thing they remember from before the leash), 2d10 rek in handler's petty cash.
Vulnerabilities: Neural leash (the handler controls the Navigator; the leash limits power and can kill remotely), Indentured conditioning (the Navigator obeys the handler; breaking the conditioning takes time), Uncontrolled surge (when the leash breaks, the Navigator's power is dangerous to everyone)
Attacks
Psychic Bolt
| Field | Value |
|---|---|
bonus | 7 |
category | ranged |
damage | 1d6+2 |
damageType | psychic |
name | Psychic Bolt |
notes | Wisdom-based; ignores cover; DC 13 Will save for half damage; the leash limits the Navigator's power |
rangeFt | 60 |
Fold Sense
| Field | Value |
|---|---|
bonus | 0 |
category | ranged |
damage | 2d6 |
damageType | psychic |
name | Fold Sense |
notes | 30-ft burst; DC 14 Will half; 1/encounter; the Navigator's power spikes when the leash is loosened |
rangeFt | 0 |
Special Abilities
Neural Leash
| Field | Value |
|---|---|
actionCost | passive |
name | Neural Leash |
description: The Navigator is bound by a neural leash controlled by a handler within 30 ft. The handler can inflict pain (the Navigator takes 1d6 psychic damage and is Stunned for 1 round), restrict power (the Navigator's abilities are reduced to half damage/range), or kill (DC 15 Fort or die; 1/encounter). The Navigator cannot attack the handler. Player-visible: the Navigator flinches when the handler's hand moves toward the control unit.
Fold Navigation
| Field | Value |
|---|---|
actionCost | Full-round |
name | Fold Navigation |
description: The Navigator enters a trance and attunes to the Fold. For 1d4 rounds the Navigator can sense Fold disturbances, psychic phenomena, and the location of nearby Fold-capable vessels within 1 AU. The Navigator is helpless during this time (AC 10, no actions). Player-visible: the Navigator's eyes glaze, the air hums, and the Navigator speaks in coordinates.
Uncontrolled Surge
| Field | Value |
|---|---|
actionCost | Immediate (when leash is broken) |
name | Uncontrolled Surge |
description: When the neural leash is broken or the handler is killed, the Navigator's power surges. All creatures within 30 ft must make a DC 14 Will save or take 2d6 psychic damage (the Navigator's fear and relief manifest as raw psychic energy). The Navigator is then Stunned for 1 round (the release is overwhelming). Player-visible: the Navigator screams, the air tears, and for a moment the Fold leaks through.
Indentured Conditioning
| Field | Value |
|---|---|
actionCost | passive |
name | Indentured Conditioning |
description: The Navigator has been conditioned to obey. They gain +4 to Will saves against effects that would make them disobey the handler, and -4 to Will saves against the handler's direct commands. If the handler is removed, the conditioning breaks over 1d4 days. Player-visible: the Navigator obeys, but the eyes say something else.