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Lost in Space: System

When to Test
Tests in Olympus Has Fallen are called for when, something meaningful is at stake and the test is
narratively appropriate. These two guidelines work with and inform each other, the narrative will
inform what is meaningful and interesting, while the ‘at stake’ clause helps to give some leeway as
to what might be appropriate to test for.
- give example(s)
- to keep up pace (focus on what’s interesting, exciting and tense)
- to avoid boredom and too many time and time again rolls (and failing them just because you’re
taking them so often)

Basic Test System

D6 pool
- pool = attribute + skill (+ modifiers)
- 5’s + hit (??)
- 1 hit needed for partial success
- additional hits increase ‘degree’ of success

- failure & resounding failure


- mixed success (partial/at cost)
- full success
- resounding success

Generate Pool
- attribute + applicable bonuses (see below.)
--- possible bonuses: skill focuses (not skills), Traits, focus, equipment, circumstance, help.
- sometimes (but rarely) this may be modified by a difficulty penalty. (see modifiers)

Roll Pool

- Looking to generate ‘hits’


- Hits are 6’s on the d6 as standard (although this can change depending on a characters skills)
- Amount of ‘hits’ (or not) tells you how successful the action has been.
0 hits – failure
1 hit – mixed success
2 hits – full success
3+ hits – resounding success

(Being successful in Olympus has Fallen: Play to your strengths, Be prepared (have the right
equipment), Help each other and Carefully judge risk.)

Interpreting Results
Results in Olympus Has Fallen are slightly more granular and narrative than a binary success and
failure state. The following section gives some guidance about what they mean and how to
interpret them in your games.

Failure and Resounding Failure

A failure result on a test means that the action being attempted was unsuccessful. As tests in
Olympus Has Fallen are player facing, this means that the status quo is maintained or the
narratively obvious consequence plays out, i.e. the door not opening when attempting to force it
with an athletics check (the status quo) or a lie being detected by a failed attempt at deception etc.
(an obvious narrative consequence)

A resounding failure means that the action was unsuccessful and something has gone wrong, the
PC has to deal with a ‘cost’, in addition to any other consequences of the failure. Suggestions of
generally applicable costs can be found at the end of this section/chapter or found with the
description of the skills for more action specific examples.

Mixed Success

Mixed success is probably the most complex and interesting result of a test. A mixed success
represents a situation that has not gone exactly as the PC intended. They achieved their general
aim but some sort of additional consequence or complication has occurred. There are two ways
of dealing with a mixed success, either or both could be applicable to any given action. The final
decision on how best to deal with a mixed success rests with the GM.

As Partial Success
A mixed success as partial success means that, if applicable, one ‘part’ of an action has succeeded
while another part didn’t. For instance, a character is attempting to sneak into a warehouse. A
mixed success might mean that they are able to gain entry but have left some evidence or raised
some sort of alarm (this need not mean that they have actually been spotted.) Alternatively, it
could be that they remain undetected but have not been able to get to exactly the location they
intended. Another example could be when attempting to deceive a guard, the guard buys the lie of
why they are there but not who they are/who they work for etc.

As success ‘at a cost’


Mixed success as success ‘at a cost’ means that the action being attempted was successful but that
some other form of associated cost has come with that success. This could be that the action was
more mentally or physically taxing than expected, or that an item has been dropped or damaged
etc. Costs should be narratively appropriate where possible. Suggestions of generally applicable
costs can be found at the end of this section/chapter (pg. xxx) while suggestions for more specific
examples can be found with the description of the associated skill.

Where possible, GM’s are encouraged to come up with multiple possible interpretations of mixed
success and present these to the player. There are a couple of reasons for this. Firstly, this helps to
provide players with a bit more narrative agency. Secondly, it’s a way of trying to avoid situations
that may seem overly dramatic/contrived (if not wanted) or something just not in keeping with the
character taking the action (I just wouldn’t have left my father’s gun there etc.)
Full Success

When the result of a test is a Full Success, it indicates that what the character attempted has been
completed as they intended. Any complications the character potentially faced when taking the
action have been avoided. This is the closest result to success in a more traditional straight, success
or failure type system.

For example, a character is trying to find their way out of a burning room. With a full success, they
find their way out and avoid getting burnt. As comparison, with a mixed success the character finds
their way out but they are; burnt in the process (take HP damage), find it particularly taxing (take
stress damage) or drop something etc.

Resounding Success

When a player rolls a resounding success, it means that the action being attempted has gone
particularly well. In addition to the action being successful, the character has also gained some
sort of additional benefit. These could range from very narrative specific bonuses, such as gain
extra ground in a chase, to general bonuses like regaining a point of focus. Examples of generally
applicable benefits are provided later in this chapter while more skill and action specific examples
are given with the entries to the skills.

‘Hits’ above 3
- Have no real effect, no extra bonuses etc.
- good excuse to describe something really cool.

Costs and Benefits

Below are some examples of generally applicable costs and benefits that can be used when
interpreting the result of a test. Even though they are ‘general’, some will make more sense than
others, given the particular situation in your game. The use of costs and benefits should always be
led by your game and what seems most narratively appropriate or reasonable for the game. All the
rules and suggestions given in Olympus Has Fallen are not a final arbiter and should always be
taken as a guideline to be used and interpreted in the best way for your group and games.

Costs
- The character has been hurt in some way while attempting the action. Take d3 HP damage, this
damage can’t be moved to equipment or stress.
- The action was particularly tense or taxing. The character takes a point of stress damage.
- The equipment the character was using is damaged. Take 1 point of ware on the relevant
equipment piece.
- The character has to apply themselves. Spend 1 (additional) focus to achieve their aim.
- The action takes more time than expected.

Difficulty and Modifiers


Modifiers
‘Static’ modifiers: Penalties and Bonuses

1) difficulty = hits for mixed success


- diff. range from 1 to 3

2) Bonus and Penalty


- ‘static’ modifiers
- equipment, range/cover etc, wounds
- +/- dice from pool

‘Active’ modifiers: Advantage and Disadvantage

1) Advantage and Disadvantage


- ‘active’ modifiers
- adv. = 4’s hit
- dis. = 6’s hit

2) momentum
- adv. / dis. carried forward to next roll

3) inspiration = 1 auto hit

- Difficulty rare and simplified


- 1 to 5 (above 3 very rare)
- taken from pool before rolling.
- external (environmental. positioning, weather, time pressure etc.)
- internal (complexity, inclination, injury etc.)

Complex Tests
- opposed
- extended

Focus
- PC’s are protagonists
- pool of spendable points

- Give yourself inspiration (1 or 2 points)


----- 1 point regular
----- 2 point if no dice in pool
----- used before taking test

- 6’s ‘explode’
----- can be used after rolling the test

- Gain a boon
------ can be used even on failed or mixed success tests
------ can be used before or after the test is taken
- Second Wind
-----regain health points

Story Points
- Narrative points
- 1 per player, in 2 pools: PC and Storyteller

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