Welcome to Zenfar, an Alien Science Fantasy 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
Your
journey begins with the creation of your Alter Ego. Here we see a
player who is creating a Defender. You may left click on any choice of
Alter Ego and with each click a new set of attributes and skills will
be rolled.
As
you generate your Alter Ego, the attributes and skills will change
colors based on their value. White indicates a high value, green an
average value, and tan a low value. A skill value of -15 indicates that
the skill is unusable. When you have a set of values that are
acceptable click the Create button and enter Zenfar!
Implars
and Defenders tend to be more balanced than the other professions,
being able to access both combat skills and some powers. The other
professions are highly specialized. COZ Guards are excellent at
all forms of combat. While Atunes and Wielders have access to
many powers.
Genre
This core set of rules will cover science/fantasy RPG action. The rules will allow
for a science-fantasy setting were Psions and Dwellers live
and conflict with one another. Magic and technology would be mixed in a crazy soup. Of course you can use the rules for pure fantasy or a giant space opera. Add in Dimensional Gateways that open up to all kinds of realms good, evil, elemental, alien! Let
your imagination run wild.
The GigaDim an alien universe, or more correctly a sea of Aether with many floating island planes. One plane
Zenfar, was populated by a race of simple humanoids: the Dwellers.
These primitive peoples lived deep in the safety of natural caves that dotted the mountain ranges of their world. When, in the fullness of time, they began to develop shelters above ground, an alien race far superior to them drove them once again into the ground... more
Ability Scores
There are eight
ability scores. They are divided into four categories: Physical, Mental, Spiritual, and Social.
The eight abilities are as follows:
Physical
Strength - This is a measure of how physically strong and powerful your Alter Ego is. It is used to determine how much damage you do and to determine your chance of success in Unarmed Fighting. It adds damage to Melee attacks, helps determine your Alter Ego's Speed, and determines your chance of success in Melee combat.
Score Effect/Comment
0 Incapacitated
1-5 -2 Melee Damage
6-11 -1 Melee Damage, Minimum Alter Ego Strength
12-17 Average Strength
18-23 +1 Melee Damage
24-29 +2 Melee Damage, Average Alter Ego Strength
30-35 +3 Melee Damage
36-41 +4 Melee Damage
42-47 +5 Melee Damage
48-53 +6 Melee Damage
54-59 +7 Melee Damage
Endurance
- This is how physically
tough your Alter Ego is.
This is one of the main
components in determining
Health.
Agility - A measure of your Alter Ego's ability to strike
an opponent with Unarmed, Melee, Missile and Fired weapons. Also determines the success of actions
(such as Acrobatics) that require physical dexterity. Agility helps to determine your Alter Ego's Speed.
Aim - Your ability to hit targets with ranged weapons, includes some hand to eye coordination as well.
Mental
Intellect
- Ability to think and
reason.
Perception
- How well your Alter Ego
can determine what is
happening around them at
any time. Used when enter
a room or area. Also can
be used to spot hiding or
stealth individuals.
Spiritual
Faith -
Belief in a higher being
and the ability to
manipulate Essence.
Willpower
- Force of will, the ability to do more than
would normally be
possible mentally and physically. Also the ability to resist mental
(and some Aether based) attacks.
Social
To determine your
alter ego's basic attributes roll 8d5 (eight five sided dice,
re-roll sixes on a six sided dice) for each them. Roll each
attribute in order. You may not
have the exact rolls you want,
but your choice of alter ego race
and profession will alter your
attributes for the better.
Alter Ego Races
Next choose a race for your Alter Ego and add the
bonus points to your basic attributes. Also note any special abilities.
Dweller -
+5 Perception +3 Repartee +2 Agility
Supra Human
Male - +2 Strength +2 Endurance
Female - +1 Aim +1 Agility +1 Beauty +1 Reparte
Amozin - +2 Endurance +2 Agility
Prizm - +3 Strength (Natural Armor)
Psion - +3 Intellect +3 Perception (Psi Resistance)
Throk - +3 Endurance (Natural Armor)
Dweller Racial Characteristics
Genders: Male and Female
Nourishment: Fluids and Food
Height: 7-8 Ambers (1 Amber equals approximately 10 inches)
Weight: 50-90 Diunds (1 Diund equal approximately 2 pounds)
Dweller's inhabit a plane know as Zenfar. The appearance of a
Dweller is almost identical to that of a human, although the
Dweller is lighter and slightly shorter. They are
quite perceptive due to an enhance sense of hearing. They
are also quite agile and able to avoid trouble through the use of
their speed or friendly attitude. The Dwellers are at
home underground in complex caverns or in the open plains of
their home plane Zenfar.
Supra Human Racial Characteristics
Genders: Male and Female
Nourishment: Fluids and Food
Height: 8-9 Ambers (1 Amber equals approximately 10 inches)
Weight: 100-170 Diunds (1 Diund equal approximately 2 pounds)
Taller and having much more mass than the Dwellers, the Supra Humans are the most numerous of the inhabitants of Zenfar. They also tend to hold a large number of leadership positions in the various Orders found on this plane.
Prizms Racial Characteristics
Genders: None
Nourishment: The Essence of the plane Zenfar, gained through the consumption
of naturally occurring crystals.
Height: 7-8 Ambers (1 Amber equals approximately 10 inches)
Weight: 295-325 Diunds (1 Diund equal approximately 2 pounds)
Beings whose bodies are compossed of a crystal like substance. They are durable and intelligent. At first glance the Prizms appear slow, almost motionless. Prizms do not breathe, blink, or fidgit. When however they do decide to move they do so with an incredible speed. In general, the Prizms take a measured approach to most of life's struggles.
Psion Racial Characteristics
Genders: Male and Female
Nourishment: Fluids and Food
Height: 9-10 Ambers (1 Amber equals approximately 10 inches)
Note:A True Psion are much larger (20 or more Ambers)
Weight: 100-120 Diunds (1 Diund equal approximately 2 pounds)
Note:A True Psion ways much more (1000 or more Diunds)
Psions very large humanoids with oversized craniums. In times of great
need one of their number Ascends and becomes a True Psion.
This gigantic being is a true wonder of Zenfar.
Throk Racial Characteristics
Genders: None
Nourishment: Cosmic Essence, no need to eat or drink
Height: 7-8 Ambers
Weight: 475-535 Diunds
Throks are beings made of living rock. They are
infused with the Essence of Zenfar, the Throks are a race
that seeks to overcome their primal instincts through a search
for balance. Throks move in a semi-primate like manner.
On to Orders, Health, & Denods
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