Adventuring Overview
Gameplay in Falchion can be broken down into 4 broad phases: Overworld Travel, Exploration, Battle, and Downtime.
Overworld Travel
Drifters navigate and travel the surface of The Known World of Goan, called the Overworld. This phase of gameplay can involve finding points of interest such as new settlements or dungeons, getting lost in the wilderness, setting up camp, foraging/hunting for food, etc.
Exploration
Drifters explore and map out a new point of interest. This phase of gameplay can involve searching for hidden passages and loot, sneaking past dangerous foes, and bypassing traps.
Battle
Drifters cross blades with the many hostile creatures across The Known World of Goan while in their pursuit of fortune and glory! Though blood is often spilled, not every battle may end in death.
Downtime
Time spent in the quiet respite of a settlement. This is when drifters are able to rest up, buy new gear, restock their resources, hone their skills, research new sorceries, among other various activities.
Exhaustion
Some general points no matter what phase of play:
- Starvation: Drifters must consume food at least once per day or start Starving.
- Gain 1 level of exhaustion.
- As soon as a drifter eats, they are no longer starving.
- Dehydration: Drifters must drink at least once per day or become Dehydrated
- Gain 1 level of exhaustion.
- As soon as a drifter eats, they are no longer dehydrated.
- Sleep Deprivation: Drifters must sleep for at least 6 hours in a 24 hour period or become Sleep Deprived.
- Gain 1 level of exhaustion.
- As soon as a drifter sleeps for at least 6 hours, they are no longer sleep deprived.
- Exhaustion: After gaining 6 levels of exhaustion, or a number of levels equal to their level (whichever is higher), a drifter dies.
- When exhaustion is gained, draw a card and compare to the Exhaustion Effect Table below.
| Card | Exhaustion Effect |
|---|---|
| 2 | +4DR to MGT checks |
| 3 | +4DR to AGI checks |
| 4 | +4DR to STA checks |
| 5 | +4DR to WIT checks |
| 6 | +4DR to EMP checks |
| 7 | +4DR to SPR checks |
| 8 | Movement reduced by 1/2 (Minimum 10'(30'), 1 Sorcery per day) |
| 9 | HP reduced by 1/2 (minimum 1 HP) |
| 10 | 1/2 Damage (minimum 1) |
| Jack | 1/2 Sorcery Dice (minimum 1) |
| Queen | 1/2 Miracle Dice (minimum 1) |
| King | 1/2 Grit (minimum 1) |
| Ace | Disadvantage on MGT, AGI, and STA checks |
| Joker | Disadvantage on WIT, EMP, and SPR checks |