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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

    • Beauty - This is a measure of overall physical appearance. Also includes the non-verbal or general presence that you project.

    • Reparte' - The ability to verbally interact with other individuals.

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