Falchion

CORE SYSTEM

The Core Roll

When a drifter attempts something risky or uncertain, the GM may require them to make a check by rolling a d20:

d20 ≤ Target Number + Skill

If the roll is greater than or equal to the Target Number, they succeed in their action.
If it fails, the GM describes the consequences.

The GM should only ask for a check when:

If success is obvious, impossible, or failure is meaningless, there should be no check.

Target Numbers (TN)

A Target Number (TN) is created by combining 1 Primary Stat and 1 Secondary Stat:

TN = Primary Stat + Secondary Stat

Examples:

The GM determines which pairing applies based upon the situation at hand.

Skills

Skills represent training and experience in a certain area, and affect the TN:

A character without training in an area may still attempt any action.

Example:

Difficulty Modifiers

Some actions may prove to be harder or easier given the situation.

Apply one of the following modifiers to the roll:

These modifiers represent circumstances, not character ability.

Natural Results

Certain results on checks always have special outcomes.

In battle, natural results may cause additional effects such as:

These are explained in the Battle rules.

Player-Facing Rolls

In Falchion, players make the majority of check and rolls.

This includes:

The GM sets situations, consequences, and rulings, while the Target Numbers to beat are easily seen on a drifter's character sheet.

Threat Level

In battle, Threat Level represents the potential danger an enemy may pose.

Threat Level = Creature’s HD − Drifter’s Level

Threat Level modifies Target Numbers during battle, reflecting:

Threat level can also apply outside of Battle at the GM's discretion.

Rulings Over Rules

Falchion favors judgment over exhaustive mechanics.

If a rule contradicts the situation at the table, favor the situation.

What This System Supports

This core system is designed to support:

Everything else in the game builds on these principles.