|
This article adds additional Special
Actions to Flintloque (3rd edition), allowing a figure to perform
other actions in the Action Phase, for example; to sneak into a town, open a
safe or understand other languages.
Special Actions
The following table is a set of
actions that any figure can perform in the Action Phase. To complete an
Action the figure must perform an Action Check. To do an Action Check a
figure must throw equal or higher then the Actions difficulty score listed
on the table with a D10 to complete the action, otherwise he has failed. A
natural 1 thrown on the dice is always a fail.
Example
-
An Orc Rifleman is climbing a high wall to reach an open window for his
turn’s action, which has a difficulty score of 6+. He throws a D10 and
scores 8, so he climbs up the wall and through the top floor window.
|
SPECIAL
ACTIONS |
|
Actions |
Difficulty
Score |
Successful
Result |
Fail Result |
|
Climb high walls or cliffs (blocking
terrain). |
8+ |
The figure climbs the wall. |
The figure
has fallen and is shaken. |
|
Jump from height. |
6+ |
The figures land on his feet. |
The figure
has fallen to the ground and is shaken. |
|
Jump gap (up to a
distance equals to the move of half-step march of figure). |
6+ |
The figure jumps the gap. |
The figure
has fallen down the gap and is shaken. |
|
Disguise self so
the enemy doses not recognize the figure. |
10+ |
The figure fools the enemy and
passes by at slow march. |
The enemy
see straight through the disguise. |
|
Bluff an enemy to
believe what the figure has said. |
10+ |
What the figure said is
believed. |
The enemy
doses not believe what has been said. |
|
Listen at door,
etc… |
6+ |
The figure will hear if anybody
is there. |
The figure
thinks nobody is behind the door etc... |
|
Spot a hidden
enemy figure. |
8+ |
If there an enemy hiding where
the figure is observing then the enemy has been spotted. |
The figure
thinks nobody is hiding there. |
|
Pick a lock. |
10+ |
The lock is unlocked (door or
chest may be opened). |
Failed to
unlock the lock. |
|
Move silently
(move up to slow march). |
6+ |
The figure doses
not bring attention too himself. |
The figure
has made a noise and can be spotted. |
|
Hide in shadows,
doorway, undergrowth etc... |
8+ |
The figure remains unseen. |
The figure
can be spotted. |
|
Read Foreign
Language. |
14+ |
The figure understands the
document. |
The figure
cannot read the document. |
|
Speak Foreign
Language. |
12+ |
The figure makes him understood. |
The figure
is not understood. |
|
Track an enemy
figure. |
8+ |
The figure follows the tracks at
slow march. |
The figure
losses the tracks (move figure in a random direction at slow march). |
Action Check Modifier
- If the figure is Heavily Wounded and is performing a physical Special
Action there is a modifier of -2 to the Action Check dice roll.
Secondary Skills
Newly created figures can spend points on secondary
skills (see list later for skills descriptions) additional to any skills
from the rules. A figure can have any number of secondary skills.
Each skill has a skill level, from
Level 1 to a maximum level of 5. To purchase a skill at level 1 to will
only cost 1 skill point. To increase a skill to a higher level, it’s only
cost 1 point per level (i.e. for a level 3 skill, it would cost 3 points).
Each skill adds a modifier equals to
its skill level that adds to an Action Check dice roll that the skill
applies too (i.e. A level 3 Agility skill will add a +3 modifier to the D10
when the figure is jumping a gap).
Experience Each scenario the figure is involved
in, the figure can acquire more skill points to spend on his existing skills
or can purchase a new skill. If the game was won then the figures gains 2
skills points, but if the game was lose than he receives only 1.
Skills Descriptions
The following list of skills figures
can purchase with skill points.
Agility
The figure is skilled in climbing and jumping, and can climb high walls or
jump from height and jump across gaps.
Disguise The figure was an actor in his
former profession and can disguise himself.
Bluff The figure can convince others (but
must be able to speak their language, so might need to do a Speak Foreign
Language Action Check as well).
Listen & Observe The figure is skilled in observing
what’s going on and can observe enemy figures that are hiding and can hear
the enemy who might be inside a building or behind the next corner.
Pick Locks The figure can pick the hardest
locks to open.
Evade The figure is skilled in moving
silently and can hide himself in shadows (etc…) and remains undetected.
Read Language The figure can read a foreign
language (choose a language), this skill can only be chosen when the figure
is getting created.
Speak Language The figure can speak a foreign
language. A newly created figure can choose any language, but existing
figures who purchase a new language skill gained by experience, than it
must be local language from the area of the campaign (i.e. If playing a Catalucia campaign then, Catalucian, Al-Garvey, Albion or Ferach).
Track The figure has the ability to follow
tracks of animals or of his enemy.
Other Actions
It is possible for other actions
that these rules do not cover; the following table give you difficulty
scores for actions that are not already defined by these rules or you could
just throw a D10 for the difficulty score.
|
OTHER ACTIONS
DIFFICULTY SCORES |
|
Very Easy. |
4+ |
|
Easy. |
6+ |
|
Average. |
8+ |
|
Difficult. |
10+ |
|
Very Difficult. |
12+ |
|
Nearly
Impossible. |
14+ |
|
Impossible. |
16+ |
Version 2.1 |