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MrImperator

How do you narrate warp travel?

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As the title states, do you look out through the windows, are the pilot and navigator connected? What kind of instructions are given? Up down? behind that storm? Can they see stuff? or is it just "blind run" as the navigator says where to go. How is the skills of the pilot used in this? 

 

 

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Once you start staring at the Warp, the Warp will stare back at you. :P

 

Personally, I would expect all windows to be closed and sealed for the duration of warp translation. The Navigator sits in their comfy chair and focuses, their eyes closed, using warp sight to locate the Astronomican as well as nearby warpspace phenomena such as storms, guiding the ship appropriately by issuing detailed commands to be followed by the helmsmen.

 

"Forty degrees, two o' clock. Climb five degrees ... twenty degrees, eleven o' clock. Descend ten degrees ..."

 

A bit like in a submarine, I suppose, except that the commands come from the Navigator rather than the Captain and you don't have a proper compass or depth gauge for everyone else to orient themselves, relying entirely on directional guidelines by Three-Eyes. Alternatively, I could also think of a Navigator not issuing voice commands, but instead utilising an elaborate array of typewriter-like buttons under their fingers to steer the ship, either directly (interfaced with the engines) or indirectly (plotting a course for the helmsmen to follow).

 

Meanwhile, people lock themselves into their bunks, listening to soothing hymns and pre-recorded psalms chosen by the ship's Confessor as strange sounds assail the hull, and occasional flickers in the Geller field cause weird feelings or induce nightmares. Regular service in the ship's chapel has the Confessor leading the command crew through prayers for safe passage through the Empyrean. Ship security is even more alert than usual, breaking up scuffles with ruthless force and looking out for anyone who may increase the already existing sense of dread by doomsaying. 

 

Once a ship emerges from the Warp, the Navigator may retire to their chambers and the Captain takes direct command again. The superstitious crew utters thanks to the Emperor, whilst the Rogue Trader and their inner circle maintain an aura of absolute professionalism and indifference, even though they're just better at hiding their relief.

 

Though that is merely my interpretation, of course.

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All the windows are shuttered with adamantium shutters, blocking out all the light.  A warning cry goes out over the internal vox, and the lights turn to danger red.  Everyone gets a wave of nausea as the gellar field raises and pulls at their soul as it passes.  For a moment the Warp Drive consumes nearly all the power the ship can supply, then releases the energy to rip a hole in the void for the ship to crash through.  The ship shakes violently as it enters the warp, like a sailing ship being dropped into storm-tossed seas.  

 

Our navigator paces back and forth in the observatorium in his tower, his lower two eyes covered by a ward-covered cloth.  It is the only room with it's windows unshuttered, the Navigator checking maps of vellum against what his third eye sees through those windows.  He will not leave this room until they exit to real space again, and here he will be served only by special anointed servitors and lesser Nobilite family members.  He dictates his instructions to a servitor facsimile scribe, one of a specially linked pair of servitors.  On the bridge, the scribe-servitor's counterpart writes what it's partner hears.  The orders are presented to the master of the watch, who translates the instructions for the ship's crew, adjusting power output, bearing and any other such call.  Meanwhile, the ratings go about their daily labors, though more than a few log extra hours in the ships many temples praying for deliverance. 

 

After five days, or much fewer if the warp is rough, the Navigator calls for return to realspace.  Regardless of shift, the Master of the Helm is called to the bridge, for these translations are always the most treacherous.  Who knows what inertia the warp might grant to the ship on it's exit, nor near what parel they might arrive.  Once floating again, the navigator much check his charts to find the ship's true location and direction, a test that could last hours or a day.  Then the entire process is repeated - until they reach their destination.

Edited by Quicksilver

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I have the Navigator steer the ship in the warp, and the ship's master pilot it during combat/in realspace. As far as narration goes, the Navigator is sequestered in his Empyrum Ocularium where he links with the ship using a MIU interface and physical controls. He basically takes the helm during the trip.

 

 

 

This is what I use as far as rules: https://app.roll20.net/forum/post/1121603/house-rule-navigate-warp#post-1126826

 

  • I: Determining Duration of Passage: Make a Navigate (Warp) skill test. The Navigate (Warp) test gains a bonus or penalty from the quality of star charts the Navigator has access to; no charts inflict a -20 penalty to the roll, standard charts for the region or route provide no bonus, while Good star charts usually illuminate on warp route or a single star cluster and provide a +10 bonus to Navigation tests made within it. Best quality star charts provide a +20 bonus to a single region or route.
    The Pax Imperialis had one Good quality (+10) star chart detailing the Warp lane that links Karlack to Calisi to Alphos to Hethgard to Eleusis to Castobel, and second Best quality (+20) chart depicting the route between Castobel and Xylan.
    The Navigator may attempt to perform a Ritual of Prognostication to gain a number of re-rolls equal to the degrees of success on either a Hard (-20) Willpower test or a Challenging (+0) Forbidden Lore (Daemonology) test, a Challenging (+0) Scholastic Lore (Occult) test, or a Challenging (+0) Psyniscience test. Many Navis Houses teach specialized Clan Rituals that provide a +10 bonus to the Ritual of Prognostication. However successful rituals tend to Corrupt the ritualist (who gains 1d5 Corruption points minus the Degrees of Success on the Ritual), while failed rituals risk invoking the Contempt of the Warp see table 6-6 on page 227 of Black Crusade.
  • II: Locating of the Astronomican: When a vessel Translates into the warp, a Navigator must gauge the strength of the Astronomican, to judge just how far and in what direction he is from Terra so that he may then plot a course. To do this, he makes an Ordinary (+10) Awareness Test. For every degree of success achieved, add +10 to any Navigation (Warp) skill tests for this voyage, whilst for every degree of failure a –10 modifier is imposed.
  • III: Charting the Course: Once the Navigator has a point of reference, he must then use his extraordinary perceptions to determine any turbulence, strange phenomena, or storms laying in wait in the Empyrean that will affect the passage of the vessel as it travels. This is another Ordinary (+10) Perception test, whose results are kept secret by the GM. Success means that if there is any significant warp disturbance along the route then the Navigator has likely detected it, failure means that he has not. In either case, should the Navigator fail this roll, he will be ignorant of any dangers that lay ahead.
  • IV: Steering the Vessel: With the Astronomican located and the local state of the warp gauged, the Navigator now makes his Navigation roll to determine both the accuracy of his voyage and travel time. This is a Navigation (Warp) skill test modified by the Navigator’s perception of the Astronomican.
    Off Course: If a Navigator fails his Navigation (Warp) test and rolls a 9 on either dice, he is thrown off course, the vessel will appear in the wrong system or part of space (as determined by the GM).
  • V: Leaving the Warp: Once the Navigator’s destination has been reached, he must make a Hard (–20) Perception test to determine the accuracy of his entrance point in real space, which in general terms the Navigator can perceive from the warp in a shadowy and indistinct fashion. Succeeding at this test means that the vessel exits the warp were the Navigator intended. A failure means that the ship exits off target.
Edited by Ibero Maurus

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Captain's log The Saint Demeter. Translated to warpspace two days ago.

Geller field optimal no distrubnaces. Going by shipboard cronometers.

 

Day4: Navigator has warned of warpstorms making the imaterium volatile. I have confidence in his abilities and our spirits are good.

 

Day 5: Crew uneasy. Sense something is aboard the ship with us. Enginarium ensures me there has been no drop in Geller field strenght. It is posibly just some anxiety amongst the crew. Even so have doubled the deck patrols and made sure each crewmember can attend Mass in the ships chapel.

 

Day 6: No reports of anything unusual. The Emperor is watching over us.

 

Day 7: Warpstorms around us are increasing. I have had nightmares. Horrible nightmares. I shall talk to ship's confessor later today. Emperor give me strenght.

 

Day 8: Nightmares continue. Crew are are in a state of fright after Yeoman Gates hung himself in his cabin. There were words scrawled on his walls. Such words...

 

Day 9: I think i hear whispers and see things from the corners of my eyes. I spend almost as much of my time in the ships chapel than i do at the bridge.  Enginarium insures Geller field is holding at optimal strenght.

 

Day 10: I start to distrust the master of the engiarium. I hear noises ringing from the hull. No way the geller field is at maximum strenght.

 

Day 11: Naviagtor has trouble navigating. I fear our ship lost. Had to restrain myself from odering the blast shutters open and see for myself. But to gaze into the warp is madness.    Madness.

 

Day 12. I was a bit short with our navigator today. The good man tries his best. It's not like staring into the abyss each day drove him mad. But I must not think of madness. Not here.

 

Day 13: **** these shutters on the bridge grate at my soul! I want to see the beuatifull stars of reality again. Not those blasted plascrete shields. I can hear things scratching against them.

 

Day 14: Reports of strange sightings: 257. Incidents of crew fighting: 33. Crew fatalities: 5 Moral low.

 

Day 15: The good news is have such headaches that the nightmares have stopped.

 

Day 16: Emperor be praised! Navigator has found our bearings! preparing to translate back to realspace.

Edited by Robin Graves

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I took keep a log...though, I assume that all game start at 816.M41-1 [1]

 

That's the year of the current millennium (816), the current millennium itself (M41), the current day of the year (-1) and the current subjective day [1].

 

Then I just assume that the Warp Time to Real Time is always at a 1-12 ratio. 

 

So, after a few warp trips, the date starts looking like this: 824.M41-331 [1.194]

 

Which means that my log covers 1 subjective year and 194 subjective days, and 8 years and 331 days in real-space. 

 

Warp Travel DEVOURS time like you won't believe. 

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In Dan Abnett's Eisenhorn books, the characters make a warp voyage on a ship with an observation deck: a huge glassteel dome on top of the ship. When in the ship is in the warp, the Geller Field turns into shimmering multicolored light.

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In Dan Abnett's Eisenhorn books, the characters make a warp voyage on a ship with an observation deck: a huge glassteel dome on top of the ship. When in the ship is in the warp, the Geller Field turns into shimmering multicolored light.

 

I wonder if they still have Gratefull Dead or Cream audiotapes in the 41st millenium. :)

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