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:
- Failure would matter
- Time, danger, or pressure is present
- The outcome is uncertain
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:
- [MGT + FOC]: Forcing doors, breaking free, raw exertion
- [TECH + REF]: Dodging, jumping, reacting instantly
- [MND + FOC]: Casting sorceries, careful observation
- [WIL + REF]: Resisting fear, shock, or intimidation
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:
- Untrained: +0
- Trained: +2
- Expert: +4
- Master: +6
A character without training in an area may still attempt any action.
Example:
- A mage untrained in Melee: Claymores, may still attempt a [TECH + FOC] check to attack a goblin with a Claymore.
- A burglar may still attempt a [MND + FOC] check to use a flame hexcite to cast fireball, even though they are not trained in sorceries.
Difficulty Modifiers
Some actions may prove to be harder or easier given the situation.
Apply one of the following modifiers to the roll:
- Easy: +4
- Standard: +0
- Hard: −4
- Extreme: −8
These modifiers represent circumstances, not character ability.
Natural Results
Certain results on checks always have special outcomes.
- Natural 1: Always a success
- Natural 20: Always a failure
In battle, natural results may cause additional effects such as:
- Critical Hits
- Fumbles
- Equipment Damage
- Counterattacks
These are explained in the Battle rules.
Player-Facing Rolls
In Falchion, players make the majority of check and rolls.
This includes:
- Attacks
- Defenses
- Saves
- Skill checks
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:
- The creature’s experience
- Its physical or supernatural dominance
- The danger of engaging it directly
Threat level can also apply outside of Battle at the GM's discretion.
Rulings Over Rules
Falchion favors judgment over exhaustive mechanics.
- The GM is encouraged to use Stats and Skills to guide rulings
- Let the situation within the fiction determine what is possible
- Apply difficulty based on circumstances
- Do not worry about balance
If a rule contradicts the situation at the table, favor the situation.
What This System Supports
This core system is designed to support:
- Fast resolution
- Player agency
- Compatibility with OSR material
Everything else in the game builds on these principles.