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Zenfar an Alien Science Fantasy (ASF) RPG


Zenfar Role Playing Rules and Interactive Entertainment products are Copyright (c) 1996-2007 Dynamic Adventures Inc. Thanks and enjoy the adventure!

Developed by: Glen Martin



Skill Rolls

Skills rolls fall into two categories: rolls versus an opponent and rolls versus a difficulty rating.

Difficulty Rating


Type      Opposing
Easy           5
Average     15
Difficult      25
Hard          30
Impossible  50

Skill List

Skill Name                     Attribute 1        Attribute 2
----------
Unarmed Combat            Strength           Agility
Melee Combat                Agility              Strength
Ranged (Missile) Combat  Aim                  Agility
Ranged (Fired) Combat    Aim                  Aim
Impress                        Beauty             Strength
Notice                          Perception        Perception
Interaction                    Beauty             Perception
Lore - Creature/Planar     Intellect           Intellect
Essence                        Faith               Willpower
Flux                              Intellect          Willpower
Resist Essence               Faith               Willpower
Resist Flux                    Willpower          Willpower
Stealth                         Agility               Perception
Security Systems           Agility               Intellect
Healing                         Intellect            Intellect
Morphonics                    Intellect            Intellect
Ancient Ways                Intellect            Faith
Fields                           Agility               Willpower

Fields - The effective use of fields while in a combat situation. Fields are a thin covering of Aether and Energy wrapping the wearers body. The energy flows around the field to block the greatest threat. In addition the field responds to the wearers mental commands.

Lore Creature/Planar - Knowledge of the various planes (Zenfar, Grepox, etc.) and the beings and creatures that inhabit them. Lore of the recent hisory of the planes, including various locations and conflicts is provided by this skill. This skill allows for the general condition of a creature or inhabitant to be known (i.e. Healthy, Injured, Near Death).

Endurance/Resistance Rolls

Often times your Alter Ego will need to resist or endure various trials and tribulations. This is accomplished via the Endurance Roll. Whenever your Alter Ego has been poisoned or exposed to radiation make an Endurance Roll.

Roll 1d100 and compare it to your Endurance Attribute x 2. If the result is less than or equal to your Endurance Attribute x 2 you are able to avoid exposure or damaging effects of any kind.

 

Endurance Roll = Endurancex2
                 <= 1d100 Endure the trial >  1d100 Take full damage              

Combat

Rolling To Hit

The basic combat score is found by adding the two appropriate attributes and the appropriate skill and then subtracting the opponent's opposing attribute usually Agility. Next roll 1d100 and try and get a roll that is less then your combat score.

 

Combat to Hit = Attribute1 + Attribute2 + Skill - Opp. Attribute
               <= 1d100 Hit >  1d100 Miss

Combat Stance

You may also choose a combat stance. This stance can be changed at the beginning of each combat round.

Stance
------
Defensive    -20 to hit     -20 to all opponent's attacks against you
None         No adjustments
Offensive    +20 to hit     +20 to all opponents' attacks against you

Damage Multiple Table

After every successful hit, you get to roll on the Damage Multiple Table. This can turn on ordinary hit into a killing death blow!

       Damage Multiple Table
       ---------------------
       1 -73 x1   Damage (Hit)
       75-89 x1 1/2   Damage (Power Hit)
       90-95 x2   Damage (Super Hit)
       96-00 x3   Damage (Critical Hit - Also causes opponent to be stunned)
   

Weapons

AethBow - The most powerful missile weapon ever created on Zenfar only a handful have ever been made.

EssBlaster - A general ranged weapon that draws Aether from the user and the surrounding environment.

EssBow - A percision ranqed weapon that draws aether from the user and the surrounding environment. This weapon is the most accurate bow, with the exception of the AethBow.

FEBow - A percision ranqed weapon that draws Aether from the user and the surrounding environment. This weapon sacrafices the accuracy of the EssBow for raw power.

FluxStunner - A taxing weapon to use, it is basically a blaster that draws on the users own Flux to provide a boost of power to its projectiles. If the user can not provide the Flux needed the projectiles will have less strength than an OptiStunner.

FluxBow - A percision ranqed weapon that draws Flux from the user. This weapon sacrafices the accuracy of the EssBow for raw power.

KNSaber - A simple melee weapon that uses kenetic energy to injur a foe. Often used as a practice weapon, due to its low damage. It also has the same weight & balance of its deadlier counterparts.

KNStunner - A simple ranged weapon used to incapacitate a target.

OptiBlaster - A more powerful version of the OptiStunner. This is the most powerful non-exhausting sidearm available. Best used as a backup weapon when you are exhausted from using equipment that drains your Flux.

OptiStunner - A small ranged weapon that is self powered. Best used as a backup weapon when you are exhausted from using equipment that drains your Flux.

Weapon Damage and Type

Name		Damage	 	Flux	  Type
KNStunner	1d5		 0	 Fired
KNSuit		+1d5	 	 0	 Unarmed
OptiStunner	2d5		 0	 Fired
KNSaber		2d5		 0	 Melee
OptiSuit	+2d5	         0       Unarmed
FluxStunner	3d5		 5	 Fired
OptiSpear	3d5		 0	 Melee
EssBow 		3d5		 2	 Missile
EssBlaster	4d5		 2	 Fired
EssSaber	4d5		 2	 Melee
FEBow		4d5		 3	 Missile
FluxSpear	5d5		 5	 Melee
FEBlaster	5d5		 3	 Fired
FluxBow		5d5		 5	 Missile
FluxSaber	6d5		 5	 Melee
AethBow		6d5		 1	 Missile
AethSaber	7d5		 1	 Melee
   

Body Armor, Fields, & Shields

Zenfar can be a dangerous place. Besides the constant Harvestor threat, there are many environmental hazards. Body Armor and Fields provide the best forms of personal protection. Members of Orders that involve combat or exploration often wear body armor and a personal field for maximum protection.

Fields provide greater protection than body armor but are not as reliable. Many Searchers are working to restore Ancient Power Armor, this armor should combine the power of fields with the coverage of body armor.

Zenfar I

Name Protection MicroWeave 1d5 AetherField-Blue 2d5 Pulse Shield 2d5 AetherField-Red 3d5 AetherField-Green 4d5
Zenfar ][

Name Protection Flux Ess MicroWeave 1d5 0 0 KNSuit 1d5 0 0 (+1d5 Unarmed damage) NanoArmor 2d5 0 0 Flux Field 2d5 1d5 0 Essence Field 2d5 0 1d5 FE Field 3d5 1d5 1d5 Aether Field 4d5 2d5 2d5 PowerArmor 6d5 1d5 1d5

Aether, of Flux & Essence

Aether is the most powerful energy in the ExaDim. It is made up of two seperate but equal forces. Flux and Essence are these forces. A few of the inhabitants of Zenfar are gifted with the ability to manipulate these powerful flows of energy.

The manipulation of Flux and the shaping of Essence has always been a part of life on Zenfar. Early history speaks of unexpected and dangerous dispalys of power. In modern times Flux and Essence have begun a part of everyday life, yet they are still considered wonderous.

Number of Powers

The number of powers your alter ego has is equal to the power skill points divided by ten (rounded off to the nearest whole number) plus your alter ego's current Sphere. For example if you had a 32 skill points in Essence and you had enough training points to be in the 2nd Sphere, your alter ego would have 5 Essence powers (32/10 + 2).

Essence Powers
--------------
Soothe - A minor healing power, it also brings a sense of calm and peace.
Transfer - Draws flux and essence for it's target and transfers them into the weilder of the power.
Heal - Provides healing of various wounds.
Stun - Stuns the victim, causing him to be unable to move for a brief period of time.

Flux Powers
-----------
Shield - Provides shielding to the target of this power. 1d5 worth of additional protection is provided including protection versus Essence and Flux attacks.
ManaBall - A powerful ball of Mana (a combination of Flux and Essence) shoots forth at the target of this power.
Freeze - Freezes the victim in place, causing them to be unable to move for a brief period of time.
Protect - Provides protection to the target of this power.


Item Unique to the plane of Zenfar

The are many items and occurances that are unique to Zenfar such as:Mids and Crystals.

Crystals

Crystals play in important role on the plane of Zenfar. They are used to store information, as tools, and as nourishment for the species know as the Prizms.

Mids

Small pyramids that have various powers. They can be found across Zenfar. Although they are rare these items are a natural occurrence. Some of the Mercant Order make a traffic in Mids.

OptiTrans

Transports Alter Ego to any other location equiped with an OptiTrans.

QuadPetaOpt

High speed computational device located in the Council of Zenfar.

OptiCache

Recreates mirror image of Alter Ego that is based on the last BioGenetic records stored in the cache.

 

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