Item
Image | |
Description | Stretching back into the past, before our titanic cities and towering corporations, there is a lineage of other civilizations. Although the actual details of those societies have largely faded into the blur of media, the most popular features have moved into the public's unconscious. Leaving a coin to pay the ferryman is one of those features. You can use it as a short hand for an era long gone by, even with people who couldn't precisely name which society was responsible for the tradition. That makes this coin, one that was actually intended for the ferryman in those ancient times, something of a novelty. And there's a satisfying heft to it that's been lost with the transition to credits. |
Type | Offhand |
Hidden Flags | Coin |
Effects | Increases Will XP from Choice Encounters Applies part of your Will to any lower attributes* |
Sources
Zack's House of Coins, Season 32
Uses
* Applies the square root of buffed Will to all three other stats. Any direct buff to Will is counted, as well as % buffs, but presumably otherwise not other conditional buffs.
When losing or drawing a fight:
You wake up clutching your coin tight. It seems like you didn't need it this time, but perhaps someone still might.
You learned a new Technique: Offer Passage
Or, when losing or drawing a fight, and all your known copies of Offer Passage are in your deck:
You wake up clutching your coin tight. Seems like you didn't need it this time.
You've gained 10 duration of Prepared Coin. (Or, if you already have some duration of this, gain enough turns to bring it back up to 10.)
Sometimes, after losing, if you used Offer Passage While Underwater or While On The Shore, "Dark waters swirl around you, pulling at you for 19 damage.":
The dark waters leave you on the shore, deposited among the flotsam and jetsam.
You learned a new Technique: Watery Passage
Sometimes, after losing:
Warmth returns to your body as you regain 8-23 HP.
Technique Summary
Chain | Technique | Type | Attribute | Dam | Notes |
---|---|---|---|---|---|
Offer Passage | Etheric | Will | - | coin must be equipped; 12 base damage if you are Etheric, enhanced following Watery Passage or vs. various supernatural opponents; damages you if near water and target doesn't die the round you use this | |
Watery Passage | Etheric | Will | 8 | requires Etheric; enhanced While on the Shore or While Underwater |
Other Uses
This item is not a component for any kind of crafting. |
This item cannot be salvaged. |
This item cannot be added to a gang stash. |
Remaining Mysteries
From Podcast 44:
Q; [Is it] possible to control, or at least determine in advance, whether you'll get Offer Passage, Prepared Coin, or some healing on a loss?
A: Those are pretty programmatic. If there is a random factor in there, it’s pretty small. It’s primarily determined though maybe not easy. If you know all of your stats going into the script, it should be pretty clear. Yeah, it’s entirely deterministic. Not necessarily control it easily or at all but factors that can steer it.