Make your own free website on Tripod.com
Table of
Contents

Welcome to 
Olympus

The State of
the World

Game
Mechanics

Characters

Attributes 
& Skills

Actions &
Combat

Cybernetics

Equipment

Appendices
1-Series Characters

What's New

Downloads

Game Design
Notes

Guestbook

Email

V. ACTIONS & COMBAT
 
Taking Actions

Scale

Melee Combat

Ranged Combat

Combat Modifiers

Damage

Armor

Healing

TAKING ACTIONS

Rounds
GM's can generally decide how much time has passed during the character's activities.  However, in certain situation, such as combat, a more precise measure of time may be needed.  Each segment of combat is broken into rounds.

Rounds are about 5 seconds long.  In general, a character can take one action per round without accruing penalties.

Initiative
Characters may act in the order of their Perception scores (from highest to lowest).  A character with a higher Perception may choose to Hold his Action, letting someone with a lower Perception act first before he decides what to do.

Unskilled Actions
A character may attempt an action without having dice in the appropriate skill.  If so, she suffers a +1 Difficulty Modifier to the attempt.

Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions taken that round.  Under normal conditions, a character can take a total number of actions equal to the number of his Dexterity Dice..

Any additional actions are considered to be taken in the second segment of the round.  Thus, all first actions (by everyone acting in the round) are resolved in the first part of a round and any extra actions are resolved afterwards.  Who acts first in a round depends upon Initiative (see above).

Example:  Kreiger is in combat again.  He decides he will take two actions:  1 attack and he will Dodge.  He will be -1D to both actions.
Reacting
Occasionally, a character will need to react to something that has occurred during a round.  If the character has already acted in the round, the reaction skill is at -1D for being a reaction and -1D for each action already taken in the round.

Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to avoid damage.

If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the attack!

Example:  Kreiger is in combat and has already acted once this round.  Suddenly, someone shoots at him and he attempts to Dodge.  His Dodge skill is normally 5D, but since he has already acted, it is now 3D (-1D for having already acted and -1D for being a Reaction Skill).  The shooter's base difficulty was 2.  Kreiger rolls 3 dice and gets only 1 Success.  The shooter only needs a 1 or better to hit Kreiger.
Full Reactions
If the character decides that the only action she will take in a round is to react, then her Reaction skill roll is attempted with full dice and the result is added to the attacker's difficulty.
Example:  Sabine knows someone is shooting at her from a rooftop.  She decides that all she will do this round it Dodge.  She rolls her full 4D for Dodge gets 3 Successes.  The shooter must now roll higher than 3 (standard difficulty) + 3= 6 in order to hit her!


Applying Reactions to the Entire Round
Dodge rolls apply to all ranged attacks in a round.  Thus a character need only Dodge once to attempt to avoid attackers using guns, thrown weapons or grenades.

Parry rolls must be made for every attack!  Thus, in close combat, if a character is punched four times, he must either attempt four parries using his Brawling or Martial Arts skill or be take the damage!



SCALE
Scale represents the differences between small targets (such as Characters) and large, fortified structures  (such as aircraft carriers and buildings).  When targets of the same size are shooting at each other, ignore scale modifiers.  When targets are of different scales, add the Dice modifier (presented below) to the rolls as follows:
Scales Tiny Small Character Car Tank Aircraft Capital Superstructure
Tiny
0D
2D
4D
6D
8D
10D
16D
28D
Small  
0D
2D
4D
6D
8D
14D
26D
Character    
0D
2D
4D
6D
12D
24D
Car      
0D
2D
4D
10D
22D
Tank        
0D
2D
8D
20D
Aircraft          
0D
6D
18D
Capital            
0D
12D
Superstructure              
0D



MELEE COMBAT

Hand-to-Hand Combat

Striking:
Brawling:  The standard difficulty to hit with Brawling roll is  Easy (2).  Damage is equal to the character's Strength + 1D for every 2 successes above the target value (or every 2 points of Effect Value on the To Hit roll).

Example:  Kreiger is in a fight.  He has 3D in Brawling and takes a swing, getting a 4,5,4 for 3 successes.  He then rolls his Strength (3D) and 1 additional die for the EV.  He gets 2,3,5 and 3 for a total damage result of 13.


Martial Arts:  The standard difficulty to hit with Martial Arts is Moderate (3), resulting in damage equal to the character's Strength + the Effect Value (just like Brawling, but with a higher difficulty to hit).  A fighter skilled in Martial Arts may attempt more complicated maneuvers to render more damage, but must roll against a higher difficulty number to hit.
3
Blocking:
Character's may attempt to block an attack using their Brawling or Martial Arts skills.  Players must declare they will be attempting to block before the attack occurs. If they do not, they suffer an additional -1D when attempting to block.

Example: Kreiger is in a fight with a street thug.  He decides to strike but forgets to "hold an action" in case he needs to block.  The thug takes a swing and Kreiger decides he had better try to block.  He must roll Martial Arts at -2D.  If his blocking roll is higher than the Thug's attack roll, he will have parried the blow. If not, he may take damage.
Example:  Somewhat bruised from last round, Kreiger decides he will hold an action this round in case he needs to block.  This means he is -1D to both his attack and blocking roll.
An unarmed character may not attempt to block an attacker with a weapon without a special Martial Arts move.

Melee Combat
Melee Combat is handled much the same way Unarmed Combat is, except that the characters involved use Melee Combat and are armed with handheld weapons (which have a standard Base Damage Value).

A character armed with a weapon may use it to block an unarmed assailant.



RANGED COMBAT
Ranged combat difficulty targets:
 
Range
Difficulty
Point Blank
Easy (2)
Short
Moderate (3)
Medium
Difficult (4)
Long
Very Difficult (5)
Extreme
Very Difficult to Heroic (6-7)

Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.  If they do so, they suffer a cumulative -1D when shooting at each target beyond the first.

Example 1:  Sabine is cornered by hitmen bent on taking her down.  She is armed with a pistol that allows her to fire three times in a round.  She can either shoot at one without a penalty or attempt to shoot at both.  She decides to fire once at both of her attackers.  Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty).
Example 2:  Sabine is cornered again, this time by three thugs.  She decides to fire once at each (3 actions, 2 additional targets).  She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!


Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer to spray bullets at an enemy.  This has a variety of advantages and disadvantages:
 

Advantage
Disadvantage
Shooter gets +1D to hit and does not suffer any penalties for aiming at multiple targets in a round. The shooter may potentially hit anyone in the direction in which he is pointing the gun (including allies and innocents).  If the shooter is trying to avoid hitting a friendly target, add 15 to the difficulty number to hit.  If the shooter rolls less than 15 over the standard difficulty (dependent on range) , he hits the friendly target as well.  Roll damage normally.
  Uses ammunition more quickly.
  If the attack is successful, roll one less die for damage.

Using two guns at once:

Advantage
Disadvantage
Shooter does not suffer any penalties for shooting at more than one target in a round without declaring a "Spraying" action (see Spraying Bullets below). Shooting a second weapon counts as an action (resulting in an additional -1D to each action in the round).
Both first shots are fired in the first segment of the round (if one gun is shot twice, the second shot is considered to go off in the last part of the round, after all other first attacks have been resolved. Shooter suffers an additional -1D to any shot taken with his or her "off" hand.
Permits the character to fire the maximum number of bullets from both guns in a round (thus, is a shooter is using two pistols which may fire 3 times in a round, she can shoot 6 times total in the round).  If someone using two guns stops to reload, they must take an additional action to stow one gun while the other is reloaded.  There is no additional action if the "extra" gun is thrown away.
COMBAT MODIFIERS

A number of factors can affect a character's chances to succeed in combat.  Smoke may obstruct a target, oil on the floor may make dodging more difficult, etc.  Following are a number of modifiers Game Masters may choose to apply in the game.  There are two types of modifiers:  Die Reductions and Difficulty Modifiers.  The first results in a loss from the character's dice pool when he rolls any Attribute or Skill tests.  The second increases the number of successes required in order for an action to succeed.

Die Reductions:

Difficulty Modifiers:
Cover
Modifier
Light Smoke
+1
Thick Smoke
+2
Very Thick Smoke
+4
Poor Light
+1
Moonlight
+2
Complete Darkness
+4

Other Modifiers:

Characters can also hide behind objects, such as walls and vehicles, which provide protection against attack.  Add the following modifiers depending on how much of the target is covered.
 
Target is Modifier
1/4 covered +1D
1/2 covered +2D
3/4 covered +4D
Fully covered If cover provides protection, attacker cannot hit target directly.  Damage is absorbed by the item giving protection, until it's Body rating is depleted (see Protection below).
Sample Protection
Armor Value
Body Strength
Flimsy wooden door
10
10
Standard wooden door
15
15
Standard metal door
20
25
Reinforced door
30
50
Blast door
45
100
If the damage roll is lower than the Armor Value, the protection is not damaged at all and the target character suffers no damage.  If the damage roll is equal to or greather than the protection's Armor Value roll, find the difference on the chart below to see how badly the protection is damage.  Furthermore, its Armor Value is reduced by 1.
Reaming Body Points
Protection is:
3/4 to all
Not seriously damaged
1/2-3/4
Lightly damaged
1/4-1/2
Heavily damaged
1 point to 1/4
Severely damaged
0
Destroyed
A character behind protection may suffer some damaged depending upon how badly his protection is damaged.  Subtract dice from the attack's damage based on the chart below.
Protection is:
Reduce weapon's damage by:
Not seriously damaged
Character is completely protected
Lightly damaged
-4D
Heavily damaged
-2D
Severely damaged
-1D
Destroyed
Character suffers full damage.
Damage
When an attacker successfully hits his target, he rolls the appropriate number of dice to designate damage (see the weapons list in the Equipment section).  Ranged weapons do a set amount (e.g. a Heavy Pistol does 5D damage).  Melee weapons do a the bearer's STR + additional dice for the weapon type + 1D for every 2 EV points.

The targeted character then rolls his Strength dice and adds any armor value, if armor is worn.  If the target's strength roll is greater than the attacker's roll, the she had resisted the damage.  If not, consult the table below for results:
 

Body Points Remaining
Effect
Description
3/4-all
Stunned
Character suffers a -1D to all skill and attribute dice for the rest of the round and the next.  If a character suffers a number of stuns equal to her strength, she falls unconscious for 1d6 minutes.
1/2-3/4
Wounded
Characters fall prone and can take no actions for the rest of the round.  The character suffers a -1D to all skills and attributes until healed. 
1/4-1/2
Seriously 
Wounded
Falls prone and is in pain.  -2D to all actions.
1 point to 1/4
Mortally Wounded
Falls prone, and heavily dazed and will remain that way until healed.  -3D to all Attribute and Skill checks.
0
Falls unconscious 
or dies.
Unconcious and must make Con or Endurance checks to remain alive (See below).
The Big Goodbye:  At 0 BP's, the character must roll a Moderate Con or  Endurance check once per 5 minutes.  If you fail, you will die in 5 minutes.  CP's can be spent freely to make these rolls.  Once CP's are spent, a character may spend Chi.  Each Chi point buys you 10 minutes of time.  Once you're out of CP's and Chi, you're pretty much done for.
Pulping:  Cruel GM's may decide that if a character falls to -10 BP, their body is "pulped," or completely destroyed instantly.  This is a major bummer for characters, as you might imagine, but it makes for a cinematic moment...
 
Armor
Characters may choose to wear Armor to provide them with some protection against damage.  The Armor Value of the protection is deducted from any damage rolls against the character.  Every time a character wearing armor takes damage above his armor, the armor's value is reduced by 1.  Different types of armor are listed in the Equipment section.
 
Example:  Kreiger is wearing leather clothing, which provides 6 points of Armor against damage.  A goon shoots and hits him for 10 points of damage.  Rom takes only  4 points of damage and his leather armor loses one point of its Armor Value.  The next time he is hit, it will only provide him with 4 points of protection.
HEALING
Characters can heal in a variety of ways, but the three most common methods are natural healing, first aid kits, and medical bays (or medlabs).

Natural Healing:
A character can heal naturally, but this process is both slower and riskier than getting medical care.  The character must rest a specified amount of time and then can make a healing roll:  the character's full Strength to see if the character heals.

Healing characters can do virtually nothing but rest.  A character who tried to work, exercise or adventure must subtract -1D from his Strength when he makes his healing roll.  Any character who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his Strength to heal.

A wounded character may roll once per day for healing::
 

Strength Roll
(Successes)
Result
Complicates
Character loses 10 points.
No Successes
Character remains Wounded.
1
Character heals 5 Points.
2
Characterheals 10 points.
3
Character heals 15 points.
4
Character heals 20 points.
5
Character heals 25 points.

First Aid Kits/Medpacs
First Aid kits usually have bandages, antiseptics, anti-inflammatories, painkillers and other lightweight medical supplies.  A standard kit can be used two times before needing to be restocked.

A First Aid roll is required to use a First Aid kit (or medpac).  The difficulty depends on the severity of the patient's injury:
 

Degree of Injury Difficulty
Stunned, unconscious Very Easy
Wounded or Wounded Twice Easy
Incapacitated Moderate
Mortally Wounded Difficult
Killed Unearthly (must be attempted the round after the patient has been killed.

If the First Aid roll is successful, the patient heals one level.  Stunned and Wounded characters are fully healed.  Wounded Twice are Wounded.  Incapacitated are Wounded Twice.  Mortally Wounded are Incapacitated.

If the First Aid roll is unsuccessful, the character's condition remains the same.  If the First Aid roll misses the difficulty by more than 10 points, the patient remains the same and another First Aid roll cannot be made for another 24 hours.

Multiple First Aid attempts can be made on a patient within a single day, but the First Aid difficulty increases one level for each additional use.

Medical Bays/Medlabs/Emergency Rooms
Olympus has the best medical facilities in the world, and wounded characters can readily get patched up, replacement parts, and maybe even a little improved.  However, medical in the rest of the world ranges from limited (western Europe) to downright medieval (most of the Badlands).  In highly developed countries, characters will have access to medical facilities and will heal more rapidly.  But, it'll cost them...

To use these facilities, a character must have the Medicine (A) skill.
 

Degree of Injury Difficulty and Time
Wounded Very Easy with 1D hours of care.
Incapacitated Easy with 4D hours of care.
Mortally Wounded Moderate with 1D days.
Killed Unearthly with 10D days.



Back to Top