Coin Chronicles: Rules
Coin Chronicles
· The entire game is played with coins, heads for success and tails for failure.
· There are three ability scores, body, mind, and spirit.
· Into one ability score put +1 into the other two put zero.
· Whenever making an ability check flip a coin, this will determine if you succeed or fail. If you have a +1 in an ability score you can flip the coin twice. Two heads is a success, two tails is a failure, one head and one tail you can choose whether you want to succeed or fail.
· Body modifies any coin flip related to physical activity like running, jumping, combat, strength and etc.
· Mind modifies any coin flip related to mental activity like lock picking, sneaking, forgery, and etc.
· Spirit modifies any coin flip related to magical activity.
· To cast/use magic you must come up with a spell that has one upside and one downside according to the Game Master’s discretion. (Ex. I want to cast a fireball but I can only cast it at night.)
· To then cast your spell you must flip your coin(s) if you succeed then you can continue to use that spell without flipping, if you fail the coin flip you can never cast that spell.
· Whenever you succeed at a task at any point going forward if you run across any task like it you will automatically succeed according to GM discretion. The inverse is also true of failure. Though if you succeed at a task but then get injured if you have to do that task again you will also have to flip again.
· If you enter into combat whichever side initiates combat goes first whether pc or npc the player will pick who they will each attack, then the player will flip a coin and the GM will flip a coin if the player gets heads and the GM gets tails the player succeeds in killing his opponent.
· If the player gets heads and the GM gets heads the player will manage to injure his opponent.
· If the player gets tails and the GM gets heads the player is injured.
· The inverse is true if the NPC’s go first.