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.
Back to Alter Egos
|