FLIP

Resolution

Whenever you are attempting something where the outcome is uncertain and the stakes are interesting, the GM will determine a number of Heads you need to succeed. You will then flip a Coin. If you have any Skills or Spells you can justify helping in the scenario flip a Coin for each one.

After that if you are still short on Heads, you may expend gear or even your Luck to get more Coins. Mark a use on the thing being used and then flip a coin. You can use one resource at a time as you slowly get more desperate.

Character Creation

Skills

Skills are a sumorisation of your characters abilities and histories. Best described as past proffesions, they can be anything from Carpenter to Knight of the Hollow Horde or even an ancestry like Dwarrow or Half-Foot.

Characters start play with two Skills

Spells

Spells are treated just like Skills, and can be taken in place of them to begin with.

Drive

Every Character has a drive. A singular lofty goal that they will spend most of their downtime. Establishing a military settlement, crafting an immense spell, establishing a guild to support other adventurers, or slaying a mythical beast. Whatever your Drive is note it.

Luck

Every character starts with 3 Luck. A resource that represents the ability to avoid danger.

Finally name your character and figure out what they look like.

Gear

Adventurers begin play with 5 Gold. Each Gold can be spent on a use of an item. Note the item, how many uses you are buying of it, and any key details about it.

Downtime and Projects

Projects

At any point you can “Start a Project.” Explain the end goal to your GM, if possible split it up into smaller Projects. Once you and the GM are on the same page they will determine how many Tracks this Project has. The amount of Tracks determines how long/resource intensive the Project is.

In addition to Tracks, certain Projects may have specific material needs. Such as an amount of Gold, a specific magical item, or even a deed from a local noble.

Downtime

When you finish a session of play you are rewarded with 1 Downtime which can be spent progressing Tracks on your Projects.

Training

In place of progressing Tracks on Projects you can alternatively learn a new Skill or even prestige a Skill you already have, making it give you two Coins on a flip when the Skill is relevant.