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Success Chart

0 or Less Critical Failure/Mishap Not only does the attempted action fail, but it fails miserably and may have additional negative consequences, such as accidental damage to the character attempting the action, the opposite outcome of the intended effect, etc..It is the GM’s job to determine the actual results of any Critical Failure, based on the circumstances surrounding the attempted action.
1 to 5 Failure The action fails to achieve the intended result. There is no further negative impact.
6 to 10 Partial Success The action is only moderately successful, achieving part but not all of the intended effect (such as half-damage from an attack or partial effect from Dynamism).
11 to 19 Success The action achieves the intended result.
20 or More Critical Success The action is even more successful than intended, achieving the player’s stated intent and also yielding additional benefits of some sort (an attack causes a Critical Wound that disables the opponent, there is an increased effect from Dynamism, etc..) It is the GM’s job to determine the actual results and extent of any Critical Success, based on prevailing circumstances.

UnSkilled Use

When a character attempts to use a skill that he or she does not know, there are two different ways the GM can handle the situation.

1 Let the character use a similar, related skillin place of the required skill The GM will assess an additional Degree of Difficulty penalty based on how related she thinks the two skills are. This is called the Substitution Penal.
2 letthecharacterattempttheactionasiftheyhadtheskillatlevelzero The GM may assess additional penalties if she feels that the skill requires a great deal of training or experience to even attempt.


Using Dynamism Powers DYN+mode versus a DoD determined by the level and difficulty of the effect.

  1. Stating intent: Decide what kind of Dynamism Power you want to use, based on the Modes your Hero knows; if your Hero doesn’t know the Mode, you can’t use the power of that type. Keep in mind your Hero’s Tradition, how its members use their Dynamism abilities, and whether or not they use rituals of any sort. Once you’ve done this you can describe the type of Dynamism Power the Hero is using and its intended effect. Is the power attacking something nearby? Is she waving her arms and chanting? The important thing is to state your Intent clearly, so the GM and other players can picture your action in the scene.
  2. Choosing Power level: Each time a Dynamism Power is used, the player must decide how much mental energy his Hero will invest in it. In game terms, the quantity of energy behind a Dynamism Power is known as its Power Level. Dynamism users can usually activate a Dynamism Power at any level desired. However, the higher the Power level, the more difficult the Dynamism Power is to activate, and the greater the chance of a Dynamism mishap.
  3. Determining Bonuses and Penalties: After the player has described the Dynamism Power and the desired effect, the GM must determine if any bonus or penalty will be applied. This is done before the player rolls to activate the Dynamism Power: Use the Hero’s modified Skill Rating in the chosen Mode as the primary modifier. Then apply a penalty of -1 per level of the Dynamism Power that is to be used as the Degree of Difficulty Compare: The two figures to get the modifier that will be applied to the player’s Omni Table roll.. Example: Alcmene the Nymphas has a DYN of +5 and a skill rating of +7 in the Kinetic mode and wants to use her Dynamism to float off the deck (a Kinetic mode Dynamism Power at Level 6). Her final Omni Table modifier is +6 (12 – 6 = 6).
  4. The Dynanism Power Roll: To determine whether the Dynamism Power is successful or not, the player rolls a d20 on the OmniTable, applying the GM’s modifier to the die result.
  5. Judging the Result: After the player rolls, the GM interprets the Omni Table result, taking into account the specific circumstances surrounding of the action and other factors, as follows:
Mishap The Power fails, with potentially disastrous consequences (brain damage, etc…)
Failure the Power fails.
PartialSuccess the Power has half the intended effect, range, duration, or potency (GM’s ruling based on the type of Power used).
Success The Power works as intended
Critical Success the Power is activated as efficiently and effortlessly as possible. This Power does not contribute to the Dynamism user’s Mental Fatigue Penalty for the day.

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