Welcome to Zenfar an, alien-science-fantasy RPG
Hello Adventures! I hope you enjoy the game.
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
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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 Intellect Intellect
Lore - World Intellect Intellect
Essence Faith Willpower
Flux Intellect Willpower
Resist Essence Faith Willpower
Resist Flux Willpower Willpower
Stealth Agility Perception
Security Systems Agility Intellect
First Aid Intellect Intellect
Morphonics Intellect Intellect
Ancient Ways Intellect Faith
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
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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
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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
Punch/Kick 1d5
Club/Knife 1d5+1
Sword 2d5
Z-Sword 3d5
Laser Pistol 3d5
Heavy Blaster 4d5
ZX-Blaster 5d5
Slayer Sword 6d5
Armor
Leather 1d5
AetherField-Blue 2d5
Pulse Shield 2d5
AetherField-Red 3d5
AetherField-Green 4d5
Battle Suit 5d5
Powers
Powers fall into two categories: Flux and Essence.
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
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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
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Shield - Provides shielding to the target of this power.
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.
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