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AB: Coyner

 
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steelbrok
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Joined: 07 Aug 2005
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Location: UK

PostPosted: Thu May 10, 2012 7:03 am    Post subject: AB: Coyner Reply with quote

Opinions please on the Coyner, does it seem balanced?

This is an AB for use in a Savage Traveller game. The other ABs I intend to use are Psionics, Weird Science and an adapted AB (Shamanism) from Deadlands for the Droyne.

Coyners are non-Droyne who have studied the coyns (Droyne mystic symbols that can stimulate/influence psionics) and use then to focus their powers. Their arcane skill is Psionics, they get three starting powers and use the New Power edge to gain more.

Coyners have no power points of their own.

Every benny they have acts as a re-usable power point (with three bennies they can cast three point powers time after time) but as they use bennies their pool of available power points goes down.

Coyners may spend a benny to gain a one off pool of 1d6 power points which must be used on that turn.

Coyners who spend a benny and make a successful Knowledge (Coyns) roll may use a power they don’t know. With a raise the gain two power points solely to cast it with.
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steelbrok
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Joined: 07 Aug 2005
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Location: UK

PostPosted: Thu May 10, 2012 7:49 am    Post subject: Reply with quote

Backlash!

How could I forget Backlash?

As AB Psionics from SWD

In addition most governments regard Coyners as outlaws and will imprison or deport them without trial
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Enno
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Joined: 29 May 2006
Posts: 523
Location: Ulm, Germany

PostPosted: Thu May 10, 2012 7:56 am    Post subject: Reply with quote

In my book, coyners and zhodani etc use standard (Traveller) psionics.

Any archetype specialities, like the focussing via coyns or manipulating psioncis-activated equipment, is better treated in a Professional, Weird or Background edge, don't you think?!

Keep it simple! Wink
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