Navigators

Down in the tunnels, there are rivers and the boats to travers them. Travel however is not limited to the rivers; characters may have a need to journey down below the deepest tunnels, further than any Tagger has explored. It is for occasions such as this people turn to the Navigator Guild: the transit system below the transit system.

Navigators are the owners/operators of transit devices &mdash; boats, private subway cars, whatever &mdash; who take people where they want to go. They have access to a vehicle of some sort, as well as knowledge of the routes through which it may pass. The Guild also controls shipping in the UnderWorld, operating "port authorities" at some of the larger Domains, and levying tolls to ensure that all traffic is being handled by Navigators. Traders using non-Guild transportation find themselves hit with crippling embargos.

Navigators will fit within the mold of the Captains of tramp steamer in the pulp stories and the space freighters of science fiction: a character with a vessel, who travels from place to place getting into trouble. A Navigator's transport makes a good focal point for a playing group: it gives them a reason to be together (they are the crew that works for the Navigator), as well as giving them a mobile base of operations.

Stats

 * Purview : Operators of Transports


 * Traits : Clever, Intuitive, Shrewd, Streetwise, and Veteran


 * Skills : Transport, Savvy, Contacts: Underworld, Survival, and Negotiaton


 * Starting Charms : 1


 * Charms : Daedalus Twine, Brass Knuckles, Luck Chips, Guiding Light, Life Vest, and Sleep Visor


 * Special Ability : The Navigator starts play with a vehicle of some kind. Discuss the design of the vehicle with your Conductor. Most Navigator vehicles are, or incorperate, Salvage Tech devices