Edged Coins, Part I, Introduction

 Welcome to the first part of Edged Coins, a new game I'll be working on. I'll be posting the different game parts on as individual posts, at the end of each post I'll put links to the other parts, so you can navigate as a kind of SRD.

 Introduction

 Welcome to Edged Coins, a game born from my suggestion on a reddit post about a single coin-based resolution, my suggestion changed a lot in my mind, to the point of becoming a new thing on its own.

The World

 Long long ago, way before everything and anything there where the Pantheon, they spent eternity doing nothing or arguing with each other, until one of them, decided that some decisions will be left to luck and destiny, The Forger, took a piece of every one of them and combined into The One Coin, and object that resulted extremely powerful as with a flip of it the universe started to take shape and change.

 The Forger was asked a new task, to divide The One Coin into its original components, during the process the universe was filled with sparks and debris, once the arduous task each member of the pantheon received their own coin, containing a link to their powers.

 The One That Sees All That Could Be feared the power that each coin possessed could tempt them to steal them in search of their power.

 The Trustful One was charged with the job of getting every single coin and dispatch then on some faraway corner of the universe.

 Its said that the coins where tossed far away and they are the stars shinning on the skies of Coinearth.

 Coinearth is believed to be formed from the debris and sparks happening during the division of The One Coin influences by the presence of the pantheon's coins.

 Some thousand of years later we reach the current Coinearth is a medieval world with hints of magic; magical creatures are known but rare to be seen, even rarer is seeing real magic; the few times a wizard has passed through a village have been recorded in local legends, their sights are so rare that are on the same level of a dragon riding a village.

 Not a lot will be said about Low-Earth, the Coinmasters (CM for short) and players are encouraged to add their own twist and flavor, while the default assumes humans are the only species it will, eventually, be added option for classic species like elves, dwarves, and the like.

The Characters

  Adventurers, bodyguards, treasure hunters, seekers of magical creatures, there are a lot of possibilities, the more they fit on the intended game tone, the better!

 Characters in the game are not super-heroic, they aren't super at all, and the heroic part is up to their decisions and actions, but they do start play above the medium and thus have higher than average success chances on their trained skills. 

 Characters won't use only their skills, they get skill-related Edges that will give them a boost on specific situations.

The System 

 Sharp Coins uses, as its name suggests, coins instead of dice (but don't worry about getting hurt, these coins, unlike the game's name, shouldn't be sharp!) with 3 Coins being enough for each player.

Game Blocks

 The game is structured in blocks of activities; the blocks are not joined consecutively, and you can move from one to another depending on the actions and the fiction.

Interaction

 The social aspect involves chatting with non-player characters to set goals, obtain information, close deals, etc…

 An Interaction block can go into:

Exploration: The party is sent into an unknown place.

Combat: The conversation scale into physical violence.

Downtime: Characters take their time doing preparations, recovery or enjoying themselves or the benefits of the interaction.

Exploration

 The block where the characters venture into the unknown, moving through jungles and deserts, catacombs and castles, in search of treasure, riches, or the neck of some evil creature. 

 Exploration is measured in Advances where the entire group acts together, moving across the terrain, searching for resources or dangers, or catching their breath and licking their wounds.

 An Exploration block can go into:

Interaction: Encountering an NPC.

Combat: An hostile force appears, like bandits or monsters.

Downtime: The party decides to set a tent, or have reached a safe place.

Combat

 Not all dangers can be avoided, nor can all be stopped without resistance.

 Combat unfolds in activity segments where each character has time to perform an action.

 While characters could shrug off a good amount of damage, the risk of death lurks over their heads and even a tiny blade can be as letal as a dragon's fang. Healing is a slow process, so getting into combat shouldn't be taken lightly!

 A Combat block can go into:

Interaction: The party wants to talk with the opponents after the fight, maybe to get info from them, or to beg for their lives!

Exploration: They restart the exploration after the fight.

Downtime: The party needs to recover or unwind.

Downtime

 This is the time when the characters recover their health, acquire items and objects, manage their possessions, etc.

 Downtime is divided into shifts, with one day containing three shifts. On each shift, a character performs a specific activity based on their preferences, goals, and abilities.

 A Downtime block can go into:

Interaction: The character needs to have a talk with someone or vice versa.

Exploration: Time to go into adventure!

Combat: An unexpected encounter!

 

 

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