Battle
During the Battle Phase, drifters cross blades and sling sorceries with foes.
Battle can be played out in various ways:
Theater of the Mind
The Fateweaver describes the scene and the players describe their drifter's actions.
- Distances are governed as best as possible, but it ultimately comes down to the Fateweaver's call as to where all combatants are positioned within the imaginary space.
- Theater of the Mind style is the easiest for setup, but the most subjective when it comes to distances and tactics.
Miniatures & Measurments
Creatures are represented physically on a table top or other surface by miniatures, with distance being measured in inches.
- Distances measured with a tape measure or ruler.
- 1" = 5'
- Falchion is a "miniatures agnostic" game, which means players are free to use whatever miniatures they feel best fit their drifters and creatures, however a creature's size is generally determined by their miniature's base diameter:
- 1/4" = Tiny
- 1/2" = Small
- 1" = Medium
- 2" = Large
- 3" = Huge
- 4" or more = Colossal
- Miniatures & Measurements style allows accurate distances, and can help players determine tactics on the battlefield.
Battle Round Sequence - 1 round = 6 seconds
- Check for Surprise
- Draw Creature Reaction
- Check Initiative
- Determine Actions
- Resolve Actions in Initiative Order
- Check Morale
- End of Round
Step 1 - Check for Surprise
2:6 of drifters and creatures being surprised.
- Surprised creatures do not take an action during the first round of battle.
- Advantage on Attacks/Blocks/Dodge vs surprised creatures.
- Disadvantage on Blocks/Dodge if surprised.
Step 2 - Draw Creature Reaction
Draw 2 cards, add their value together, and compare the result to the reaction table below.
- This sets the initial tone of the creatures reaction towards the drifters.
- Reaction could be influenced by the drifters' reputation or the situation.
- Sometimes a reaction check may not be needed if the creatures' sentiments towards the drifters would be obvious.
Card Total | Reaction |
---|---|
4-8/One-Eyed Joker | Hostile |
9-15 | May Attack |
16-23 | Indifferent |
24-28/Standard Joker | Friendly |
Step 3 - Initiative
Determine order of participants in battle.
- [AGI]: Successes act before hostile creatures, and failures acting after.
- Drifters decide their turn order.
- Hostile creatures act in the order of lowest to highest HD.
Step 4 - Determine Actions
Drifters may do 1 combination of the following on their turn unless otherwise stated:
- Move and take 1 action.
- Move twice.
Step 5 - Resolve Actions in Initiative Order
All combatants' actions are resolved in the turn order established in step 3.
- Creatures make checks to resolve the outcome of their actions.
Step 6 - Check Morale
The Fateweaver checks creatures' morale if needed.
- Only checked when:
- A creature's is at less than 1/2 their HP.
- A creature's leader has been downed.
- 1/2 a creature's forces have been slain.
- Draw 2 cards, summing their value.
- If total is higher than the creature's Morale they:
- High Card = Black: Surrender
- High Card = Red: Flee
- If total is higher than the creature's Morale they:
Step 7 - End of Round
If there are still combatants alive that are willing to continue the battle, begin the next round with Step 3.
Battle Notes
Minimum Damage/Fatal Damage
Always deal/take a minimum of 1 damage, regardless of armor.
- Cannot be KO'ed or killed in this manner. ####Crits & Botches A 20 on an Attack/Block/Dodge check is a Crit, while a 1 on an Attack/Block/Dodge check is a Botch.
- Crits on Attacks/Blocks/Dodges
- Attack deals maximum damage + rolled damage.
- Target's armor is reduced by 1 die size.
- Botches on Attacks/Blocks/Dodges
- Take maximum damage + rolled damage.
- Armor is reduced by 1 die size.
Threat Level
- Threat level is the difference between a creature's HD and a drifter's level.
- Threat Level increases the DR of all checks made against the creature by its value.
- Example: A level 2 Drifter is fighting a Troll with 6HD. Their attack has a +6DR vs the Troll.
- A Threat Level can neve be negative, only 0.
- The DR for a check can only be raised to a maximum of 18.
Battle Actions
Actions Listed in Alphabetical Order
Aim: -2DR to hit with a ranged weapon.
- Can replace movement.
- Must make a ranged attack the same turn/round.
- Target cannot be within 10'
Attack - Melee [MGT]/[AGI] (based on weapon): Make an attack with equipped weapon.
- If successful, cast damage dice and reduce targets HP by the result.
- If failed, take damage from target's counterattack.
- Must be within 5' of target.
- Advantage if target is prone/Disadvantage if drifter is prone.
Attack - Ranged [MGT/[AGI] (based on weapon): Fire ore throw a ranged weapon.
- If successful, cast damage dice and reduce targets HP by the result.
- Doesn't provoke a counterattack on failure.
- Must be within weapon's range.
- Advantage if target is prone.
Block [MGT]: Block an incoming attack with a shield or weapon.
- If successful, cast damage dice for counter attack and reduce targets GP by the result.
- If failed, take damage from the attack.
- A shield is required to block ranged attacks.
- Advantage to blocking unarmed attacks with a shield/weapon.
Dodge [AGI]: Dodge an incoming attack.
- If successful, cast damage dice for counter attack and reduce targets GP by the result.
- Move 5' in any direction.
- [AGI] to move an additional 10' in any direction, moving and falling prone if failed.
Grapple [MGT]: Hold a target in a grapple.
- -2DR for every size larger than the target.
- +2DR for every size smaller than the target.
Grapple - Attack [MGT]/[AGI] (based on weapon): Attack grappled target.
- Made with Advantage.
- If successful, cast damage die and reduce target's HP by the result.
- Doesn't provoke counterattack on failure.
Grapple - Break Free [MGT] or [AGT]: Escape from a grapple.
- -2DR for every size larger than the target.
- +2DR for every size smaller than the target.
Hold: Hold an action until later in the round.
- Hold a declared action until a specific trigger happens.
- Once action is declared, it cannot be changed.
- If the trigger does not happen, the action does not happen.
Load: Load a ranged weapon.
- Can replace movement.
- The number of rounds required to load a weapon are shown in the gear section.
- If a drifter is interrupted while loading a weapon, then it does not count.
Move: Move up to Battle Movement.
- [AGI] may be required difficult terrain.
- Can be divided up throughout a drifter's turn.
- Crawling is 1/2 movement.
- Standing from prone takes 1/2 movement.
Use Item: Use an item that the drifter is carrying or that is in the area.
- Some items may require a specific check.
- This can also be used to pick up an item or weapon.
Grit Die - ud8
The Grit Die is a ud8 and may be cast to use gambits.
- 1 ud size can be regained (max ud8) by resting at least 1 hour).
- Grit Die is fully replenished if the drifter rests at least 6 hours.
- Disadvantage on all checks if the drifter fully expends their Grit Die.
- Must rest at least 6 hours to gain it back.
- Max Grit = A drifter's total unused inventory spaces (minimum 1).
Some possible gambits for the Grit Die:
- Cleave: Attack adjacent target with same attack, dealing -1 damage per extra enemy attacked.
- Disarm: Disarm target of their weapon.
- Extra Action: Perform an extra action this round.
- Gain Prayer Die: +1 Prayer Die for immediate use.
- Gain Sorcery Die: +1 Sorcery Die for immediate use.
- Kin Ability: Use Kin Ability.
- Overcome Odds: -2DR to any check.
- Reroll: Reroll a die, taking the 2nd result.
- Redraw: Redraw a card, taking the 2nd result.
- Strong Melee Attack: +1 damage die, +2DR to attack.