Damage -1 Hit Point per Dynamism level.
Range 20 meters (-1 to activation roll per additional 3 meters).
Duration Instant / 1 round per level (no range).
Area -3 to activation per meter of radius.
PR resistance -1 for each point of PR the Dynamism overcomes.
Attack Bonus -1 for each +1 bonus on attack rolls.

The Mode of Attack is a literal unleashing of destructive Dynamism energy to harm or destroy another being or object. Once used, Attack Dynamism Powers have an instant duration and their Hit Point damage amounts are equal to the level of the Dynamism Power being used (e.g. a level-4 Attack Dynamism Power inflicts 4 Hit Points of damage.)

Most Attack effects are ranged attacks and are subject to the modifiers and adjustments based on the range and position of the intended target (see Ranged Attacks in the Combat Chapter). Attack Dynamism is dodged normally, whether it’s a ranged attack or a melee/close attack. The Hero uses his CR + Mode skill versus a DoD equal to the target’s DEX + Evade skill to hit.

Example: Alcmene wants to hit an opponent with a bolt of pure light as the battle rages around her. She has the Attack Mode at level 12 and wants to hit her opponent who is 12m away for 10 points of damage. She must first cast the Dynamism and has a DoD equal to the level of the Dynamism, which is -10. She rolls a success and the Dynamism is now ready to throw at her opponent. She rolls her CR + Attack Mode to hit her opponent who uses his DEX + Evade as the DOD to hit.

Close-combat Dynamisms are also within the purview of this Mode, such as Dynamist-generated melee weapons made from pure energy. These effects last for a number of rounds equal to the effect level, and inflict the same amount of damage as a ranged Attack Dynamism of the same level. When using such Dynamisms in combat, the Dynamist applies his CR + Pankration or Melee skill versus the target’s DEX + Evade skill to hit.

Area-effect Attack Dynamisms can also be created with this Mode, (windstorms, fiery explosions, etc…) and deliver damage equivalent to a standard ranged Dynamism of the same level. Every one meter of effect radius counts as -3 to the activation roll.


Basic Illusion Level 1
Features +3 effects levels per additional feature
Range 20 meters (-1 to activation roll per additional 3 meters) / scrying
Duration 10 rounds (-1 to activation roll for each extra round of duration)

The Illusion Mode is used to create and detect artificial sensory input, such as phantasmal images or illusory sounds. These illusionary effects will appear real, though they lack substance. The standard level-1 Illusion effect will register to a single sense (i.e.sight, but not touch, smell, taste, or hearing) but has no motion capabilities. For each +3 effect levels, the effect can include another feature, from the following list:

Sensory Enhancement: Illusions can be enhanced by the addition of other sensory elements, such as sight, sound, taste, touch, and sound. Like all aspects of the Illusion effect, these sensory enhancements may seem real to others but will lack any actual substance.

Motion: A visual effect can also be made to move. The Dynamist must be within the effect’s range and be able to sense the effect in order to control its motion. An Illusion effect may also be tied to an object or being so that it moves with the target; for instance, a Dynamist could wear an illusory cloak.

Details: The base illusion is relatively detailed, but only to a point. With this enhancement, the Illusion effect may take on a new depth of vivid detail, such as reproducng the exact features of a complex map, enhancing the perceived value and quality of an item, or perfectly copying the features of someone’s face.

Magnitude: The sound, volume, brightness, and apparent size of the Illusion effect can be enhanced by increasing its magnitude:

  1. Feature added: As loud as a shout, as bright as a torch, as big as a humanoid.
  2. Features added:as loud as a trumpet, as bright as a campfire, as big as a horse.
  3. features added:as loud as a cheering crowd, as bright as a bonfire, as big as a wagon.
  4. Features added: As loud as thunder, as bright as a lightning flash, as big as aHouse.
  5. features added: s loud as a hurricane, as bright as the sun, as big as a ship
Resisting Illusions

The Hero must have some inkling that an illusion is being used before he is allowed to detect if the phantasm is real or not. Dynamists can detect and resist any Illusion effect by using their PER + Illusion Mode skill, with the level of the effect being used as the Degree of Difficulty for the attempt.

Beings without the Illusion Mode must rely on their wits and observation to determine if something is real or not. This is simulated by having the Hero make a PER roll versus the Illusion level as the DoD. Success indicates that the viewer suspects the Illusion effect to be unnatural or artificial in some way.


Range Line of sight
Area Single target (-1 per extra target)
Duration 1 round (-1 to activation roll for each additional round)
Resistance WIL roll – ½ Dynamism level
Mental Attributes +1/-1 per 3 Dynamism levels

Dynamism Powers that affect and manipulate a being’s thoughts and emotions fall within the sphere of the Influence Mode. The subject of an Influence effect will obey a single command from the Dynamism user, such as “Halt where you are,” “Sleep,” or “Tell me your name.” The command is sent into the subject’s mind, and need not be spoken aloud unless the Dynamism user so desires. The subject will attempt to carry out the instruction to the best of its ability until the duration of the Dynamism Power elapses.

No subject can be ordered to accomplish an instruction that contradicts its basic nature or abilities; for example, a person cannot be commanded to fly. Dangerous actions, such as attacking an enemy, can be commanded and obeyed, but blatantly harmful or suicidal actions will suffer penalties (at GM’s discretion). This includes instructions to attack a being many times more powerful than the subject; commanding an unarmed civilian to attack an armored patrol might warrant a -10 penalty, while an experienced soldier would do so at only -1.

The target of an Influence effect can resist being controlled by making a Resolve skill roll. For every 2 power levels, the target takes a -1 penalty to WIL.

Example: Alcmene is at a symposium investigating a corrupt noble there. She shadows him to his private room and confronts the guards outside. As she walks past the guard she waves her hand and tells the guard “You did not see me.” Alcmene decided that the Dynamism level will be 12 and makes her roll, getting a success. The guard now has a DoD-6 to resist the Dynamism.

Additionally, a Dynamism user may alter a target’s scores in any mental- or social-type skill or Attribute. For example, a Dynamism Power that would see the target become forgetful or scared might have the same effect of lowering the target’s INT or WIL ratings.

Example: Later, in the corrupt noble’s room, Alcmene confronts the noble and asks where he is keeping the daughters of the peasants he is holding hostage. He refuses to answer but once again Alcmene uses her Dynamism power to loosen his tongue. She reduces his WIL by three points. The DoD of this is -9. She is again successful and the noble’s resolve erodes and his tongue starts to wag.

The subject of an Influence effect recalls the events that occurred while under the Dynamism Power’s control. If the Dynamism user attains a Critical Success on the Dynamism Power roll, the target will believe the actions undertaken were his own idea and not suspect the influence of Dynamism, no matter how strange or uncharacteristic the deeds were.



Maximum Mass 5 Kg per level
Maximum Area 30 cubic centimeters per level
Range 20 meters (-1 to casting roll for every 3 meters of extra range)
Duration 1 minutes (-1 to casting roll per additional 1 minute of duration)

Manifest effects create non-living materials and objects from pure energy and make them appear at the Dynamist’s disposal. Up to 5 kilograms of matter, covering an area up to 30 cubic centimeters, can be created per level. The Dynamist must be familiar with the object or material to be created, though simple shapes such as bricks, timber, bows, and swords require no special training or foreknowledge. The creation of exact replicas or finely detailed pieces incurs a -1 to -10 DoD on the casting roll, at the GM’s discretion.

When the duration of the Dynamism ends, the item disappears, unless it has been consumed or mixed with another material. Manifested water still quenches a being’s thirst even after the duration of the Dynamism has ended, and manifested metals mixed with others in a forge will remain alloyed after the Dynamism has expired.

Reverse: Dematerialize

A Hero may want to make an amount of material disappear for a time. When using the mode in this manner the Hero can create holes in walls or make an opponent’s weapon vanish from his grasp. When the item is held by an opponent, the Dynamist must add the user’s Resolve Skill Rating to the final DoD to cast the power. Once the Dynamism is cast, the Hero must then target and hit the item using his CR + Manifest Mode level versus the target’s DEX + Evade. If successful the item is removed from the opponent for the duration of the effect.



Range 20 meters (-1 to activation roll per extra 3 meters of range)
Per +1/-1 per level
Scrying Range 1 kilometer (-1 to activation roll per extra kilometer of range)
Scrying Time Range 1 hour into past or future (-1 to activation roll per hour either way)
Duration 1 minute (-1 to activation roll per additional minute)

The Hero uses this mode to enhance his or others’ Perception abilities. Perception is not limited to what the Hero can see, hear, smell, or touch, but could also be used to enhance a person’s empathy, allowing him to discern how a person is feeling or if they are telling the truth. The level of the Dynamism is added to the Hero’s PER when trying to sense.

Example: Alcmene knows that she is talking to a liar and wants to get at the truth. She uses her Sensory mode to detect lies. She successfully cast the Dynamism at level 10 and may now add +10 to her PER + Deduce Motive when trying to root out the lie.
bq). Example: Alcmene is in a dark cave and has a sight penalty of -6 to any sightbased actions. She uses her Sensory Mode to enhance her night vision, giving +6 to negate the darkness penalty.

Locate Object/Person

The Sense Mode is used to divine the location of specific people, objects, and creatures. The Hero uses his Dynamism to add to his PER in order to find a person, place, or thing.

Example: Alcmene is in a forest looking for an entrance to an underground waterway. The GM decides that the metal grate is hidden under a pile of leaves 25m away and gives Alcmene a DoD-8 to find it. She reaches out with her Sensory ability with a range of 32m and an enhancement of 10 PER. The total DoD to cast the Dynamism is -14. Since the grate is within range, the GM allows her to roll her PER10 versus the DoD-8. If the grate had been 50m away she would not be able to use her bonus since it was outside her range.


Perhaps the most useful Sensory effect is clairvoyance — the ability to see into other locations via Dynamistic vision. The range of a clairvoyant Dynamism Power is limited to one kilometer per power level. Only the five standard senses are effective within a clairvoyant Dynamism Power

Reverse: Obscure

The reverse of the Sensory Mode is Obscure, and it conceals objects, beings, and locations from both Dynamist and mundane detection. Use the Obscure Dynamism Power as the Difficulty Modifier against any attempts to divine what is being hidden. Obscure effects cannot be deployed to make anything truly invisible, rather they make them go unnoticed.

Example: Alcmene has the stolen amulet and is trying to get past a checkpoint where guards are searching travelers’ belongings. Alcmene uses the Sensory Mode to obfuscate the amulet with a penalty of -8. When the guards search her things, they have a -8 penalty to do so.

Example: Alcmene is lying to the guard about where she is headed but doesn’t trust her own abilities at hiding the truth. She uses the Sensory Mode to add a penalty of -6 to the guard’s ability to deduce her motives.


Range Touch
Hit Point Rating 2 HP per Level
Protection Rating (Barriers) +1 per 3 levels
Protection Rating (Wards) +2 per level
Area Single target (aura) or 2m radius (+3 Difficulty per extra meter)
Duration 1 minute (+1 Difficulty per extra minute)

Shield Mode Dynamisms come in three varieties

  • Auras
  • Barriers
  • Wards

Auras cover a single individual or item with a protective energy. The composition and appearance of an aura depends on the user, but the appearance of a Shield effect is always visible and apparent for what it is. Unless an Illusion effect is cast to conceal it, an aura is always visible to normal senses. Auras are air and light permeable, allowing the Dynamist to breathe and see. For this reason, these Dynamisms do not protect against blinding lights or harmful gasses.

The aura also moves with the Dynamist. Only a single protective aura may be worn at a time. If a second aura is cast on the same target, only the aura offering greater protection remains. Auras have 2 hit points per Dynamism Level All DR from attacks on the wearer of an Aura is subtracted from the Aura itself. Once an Aura is reduced to zero Hit Points, all further DR is done to the Hero.

While protected by a protective aura, a Hero is immune to the special effects of critical hits in combat, since there is no way to “go around” an aura to hit a vulnerable spot. Nondamaging attacks such as grapples, disarms, and other stunts take their normal effect on a success.


Barriers create a stationary two-dimensional shield of energy that can take whatever simple shape the caster desires. Like personal auras, their appearance depends on the Hero. A barrier can be a wall of ice, a shield of arcane force, or a column of swirling winds, for Example Barriers have a Protection Rating equal to one-third the Dynamism Level. Thus a level-9 barrier would have a PR of 3, Barriers are immobile once created.


Wards, unlike barriers and auras, protect against certain specified threats or maladies instead of “all damage.” Wards can be cast upon living creatures or inanimate objects such as doors, locks, shields, etc… Ward Dynamisms can be cast to protect against (but not limited to) the following effects and conditions:

  • A type of weapon: such as handheld weapons, missile weapons, or claws…
  • An elemental or environmental effect: such as heat, cold, electricity, acid, drowning, et cetera…
  • A skill: commonly used verse Disable Mechanism, Deception, Tracking, etc…
  • A disease or plague.
  • A single Mode: choose between the Modes, though it is not possible to create a Ward effect against Ward Dynamisms. Casting Ward Dynamism against the Attack Mode effectively functions as protection against Dynamism damage.
  • Any single type of creature: choose a category such as insects, avians, natural predators, monsters, demons, etc… A Ward effect cannot be raised against overly broad categories such as all humanoids or summoned entities; it must be more specific.

An individual or item cannot be protected by more than one Ward of the same type. For example, it is not possible to be protected by a Ward verse Fire and Ward verse Ice. There is no restriction against the simultaneous use of different types of Wards, such as a Ward verse Fire and a Ward verse the Influence Mode.

Wards are not absolute protection. Against non-damaging effects (a Ward against pickpockets, or against Influence Mode), treat the Protection Rating of the Ward as a penalty to the attempt or a bonus to the resistance. Thus a level-10 Ward against pickpockets would give the thief a -20 to his or her attempt, while a level-10 ward against modes of Influence would give the target a +20 to their resistance roll. Against damaging effects, a Ward has a Protective Rating equal to 2 per level, and any damage that exceeds the Protective Rating damages the Ward itself, not the protected person or object. Damage done to the Ward reduces its HP, and if the HP is reduced to zero, the Ward collapses.

Example: Alcmene is searching for Khimira eggs below the city of Troy. Knowing that she will encounter the foul creatures in the labyrinth of caves below the metropolis, she creates a Dynamistic Ward protecting against Khimiras. She finally finds a cave full of eggs, but also encounters the clutch’s mother. The Ward provides a Protective Rating of 20 and 20 Hit Points. If the Khimira cannot do more than 20 points of damage with its normal attacks, it will not be able to break the barrier that way. If, however, the Khimira can inflict 25 points of damage with a single attack, then it will be able to batter down the ward in 4 rounds, since each attack will do 5 points of damage to it.

All Dynamisms of this Mode have 2 hit points per Dynamism Level. All damage that would otherwise be done to a target protected by an aura, barrier, or ward Dynamism will be absorbed by the Dynamism. For example, a level-12 barrier has a Protection Rating of 4 and 24 Hit Points. If an enemy hits the barrier for 10 HP damage, the barrier takes 6 and has 18 HP remaining. A ward, being more specific, has a much higher Protection Rating, but anything other than that to which it is attuned will pass through the ward unaffected

Reverse: Curse

When Ward effects are reversed and cast with malicious intent in order to render a being or item more susceptible to harm, the Dynamism is known as a Curse. These are cast in an identical manner to Ward, though rather than protecting the target against the named criteria, the Dynamism renders the being or item vulnerable, ensuring that the target suffers extra damage (+1 per 3 Dynamism Levels) from the threat or malady. In cases of Curses that do not inflict damage, they inflict the target with a penalty of some sort equal to -1 per level


Hellas: The Black Ships of the Past NicMuehlenweg NicMuehlenweg