Navigator

Discussions pertinent to the rules rewrite

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Re: Navigator

Postby mindwanders » Thu Nov 13, 2014 9:54 pm

Gaze into the Abyss has had it's lie detection ability made less specific.

Baleful Eye has had it's vitality powered attack upgrade removed and replaced with the option to add stun to the call. This is a major change to the ability, so please contact the ST's if you do not wish to keep the new upgrade.

Edit to Add (Rob): Additional changes to character sheets will be considered on a case by case basis, as with all talent re-writes. These will be accepted up until time-in at your next attended event.
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Re: Navigator

Postby Ghost » Thu Nov 13, 2014 11:00 pm

This is a hell of a change to drop one day before dt closes. It's not only a major change to the ability, but informs an entire character build setup - maximising vitality to take best effect.

Can I ask the rationale behind it?
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Re: Navigator

Postby horzabora » Thu Nov 13, 2014 11:16 pm

Hi Orev,

We made the change, as we have made others, because we consider the power to be highly unbalanced.
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Re: Navigator

Postby Ghost » Fri Nov 14, 2014 12:00 am

mindwanders wrote:Gaze into the Abyss has had it's lie detection ability made less specific.



On this note - how long does this ability last for now, per use?
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Re: Navigator

Postby horzabora » Fri Nov 14, 2014 12:15 am

Ten minutes.

I have just updated the appropriate power, I did not bother using the quote block, as it is a minor clarification update.

Thanks for pointing that out!
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Re: Navigator

Postby stew » Tue Nov 18, 2014 1:20 am

As, i believe, the first navigator to make use of the 'expending vitality, for another shot' upgrade, i can say that, yeah, it just didn't feel right. i felt so dirty. I don't have a particular amount of fortitude to have taken advantage of it, but i did have a doctor behind me who might as well had a drip stuck in my arm with vitality gushing in.

It was too powerful, especially for only an intermediate upgrade to a power. In saying that, stunning someone with it is just nasty!!

Although, I would probably caution people on building characters round one particular power or whatever, especially in a new-ish system that tends to have rules changes to keep the balance. Character sheets, in my opinion, should be balanced to represent the character more than just be a vehicle for one ability.
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Re: Navigator

Postby Guy In The White » Wed Dec 16, 2015 2:02 am

for the navigator 6 xp Stable Mutation ( in my head i can't help but think of it being a mutation that allows you to keep horses about your person), if i was to phys-rep vestigial wings what kinda benefit would i be lookin' at? Resist knockdown or something?
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Re: Navigator

Postby Guy In The White » Sat Apr 23, 2016 2:54 am

hello? can i get some in put please?
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Re: Navigator

Postby Artemis » Sat Apr 23, 2016 10:12 am

Resist knockdown seems possible, maybe being able to ignore a disabled/dismembered leg since your working leg and the wings could keep you moving. Potentially uses of over the top as that was the functional effect of Tau jump jets. Might allow for a mass fear as they unfurl, depends on their function vs grossness and what the navigator wants to achieve.
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Re: Navigator

Postby Guy In The White » Thu May 05, 2016 6:13 pm

i was thinking resist knockdown when i first though of getting wings, they'd be little vestigial ones not big articulated ones . i though they might help me keep my balance. i do like the idea of Over the Top, have them aid my running towards the enemy. my navigator character is geared towards melee like all my characters so i'd prefer something to help that. cheers
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