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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)
D6 pool
- pool = attribute + skill (+ modifiers)
- 5’s + hit (??)
- 1 hit needed for partial success
- additional hits increase ‘degree’ of 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
(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.
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.
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.
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.
2) momentum
- adv. / dis. carried forward to next roll
Complex Tests
- opposed
- extended
Focus
- PC’s are protagonists
- pool of spendable points
- 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