Create a Character
Characters in Falchion are called "Drifters". This page walks you through creating one from start to finish.
The entire process should take less than 10 minutes.
You will need:
- A character sheet or card
- A pencil
- TTRPG Dice (d20, d12, d10, d8, d6, d4)
Drifters are fragile. Smart choices, preparation, and teamwork matter more than specific choices during creation.
Step 1 — Choose Kin
For now, all player characters (PCs) are Human.
- Size: Medium
- Hit Die: d8
Additional kin may be added later.
Step 2 — Generate Stats
Falchion uses four Primary stats and three Secondary stats.
Primary Stats
- Might (MGT): Strength, toughness, raw physical force
- Will (WIL): Presence, resolve, force of personality
- Technique (TECH): Dexterity, coordination, fine motor skill
- Mind (MND): Learning, perception, reasoning
Secondary Stats
- Focus (FOC): Concentration and mental control
- Stamina (STA): Endurance over time
- Reflex (REF): Speed and reaction
Rolling Stats
- Roll 3d6, divide the result by 2, and round down to a minimum of 1
- Do this once for each stat, assigning the results in order of:
- MGT
- WIL
- TECH
- MND
- FOC
- STA
- REF
This generates values from 1–9.
Optional Rule:
You may swap any two Primary stats, and any two Secondary stats, after assigning values.
Step 3 — Target Numbers & Stat Pairings
When you attempt something risky, the GM will have you roll:
d20 ≤ Target Number (TN) + Skill (if applicable)
Your Target Number (TN) is created by pairing:
- One Primary stat
- One Secondary stat
Example pairings:
- MGT + FOC: Breaking free of restraints, forcing doors
- TECH + REF: Dodging, jumping, sudden movement
- MND + FOC: Casting sorceries, recalling knowledge
- WIL + REF: Resisting fear, charm, or intimidation
Which Secondary stat you use depends on how you act:
- Focus: Careful, deliberate action
- Stamina: Prolonged effort or resistance
- Reflex: Immediate reaction
In nearly all cases, the GM will tell you which Stat Paring will be needed for your TN.
Step 4 — Choose a Trade
Your Trade defines your role, starting skills, and equipment.
Choose one:
- Burglar
- Mage
- Priest
- Warrior
Each Trade provides:
- A specific skill list
- Starting gear
- A clear role in play
Step 5 — Skills
Skills represent training.
- Anyone may attempt any action, they do not need a skill as a pre-requisite
- Skills modify your TN
Skill levels:
- Untrained: +0
- Trained: +2
- Expert: +4
- Master: +6
Your Trade determines which skills you begin trained in.
Step 6 — Starting Gear & Encumbrance
Gear is measured using slots.
- Your total carrying capacity is MGT + 10 slots
- Gear take up slots based on size and bulk
Gear types:
- "Unencumbering": No slot unless the GM determines otherwise
- Light: ½ slot
- Normal: 1 slot
- Heavy: 2 slots
- Awkward: 3 slots
Your Trade determines:
- Starting weapons
- Armor
- Gear
- Random equipment rolls (if applicable)
Step 7 — Finishing Touches
Record your drifter's following:
- Hit Points (roll HD)
- A name
- A look
- One or two personal details or motivations
You are encouraged to leave gaps.
Discovery happens in play.
Your drifter is now ready for adventure.