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
----------
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
------
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

       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
--------------
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.
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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