Ferry Coin

Item

Image ferrycoin.jpg
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
offerpassage.jpg 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
waterypassage.jpg Watery Passage Etheric Will 8 requires Etheric; enhanced While on the Shore or While Underwater

Other Uses

Hammer25.jpg This item is not a component for any kind of crafting.
toolbox.jpg This item cannot be salvaged.
GoldCoins.jpg 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.

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