Welcome to Zenfar, an alien-science-fantasy RPG

Hello Adventures! I hope you enjoy the game.


These rules are for your non-commercial use only. If you like the rules we ask that you add a link to http://www.dynamicadventures.com on any web sites you might have. Also we would love to have you contribute to the Zenfar rules, just email us at dynamicadventures@yahoo.com. Also note that only Dynamic Adventures Inc. has the rights to make computer entertainment products based on the Zenfar rules, but you are welcome to help in this process if you would like we are always looking for talented gamers. Thanks and enjoy the adventure!

Make sure include the links below:

Official Site: Dynamic Adventures Inc.

Current Rules: Update

Developed by: Glen Martin and Brian Greeno



Genre

This core set of rules will cover science/fantasy RPG action. The rules will allow for a science-fantasy setting were Cyborgs 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 earth.

The alien race then proceeded to carve the plane into six sections by way of magnificent forcefields. These areas were each populated with it's own race, culled from places far removed from Zentar. First, the humans, a carbon based race as our own, as well as their cousins the Suprahumans. The Throks, creatures made of living rock. The bestial Warthons. The Prizms, crystaline in nature. In the last two compartment they placed truly wild creatures (Native Creatures). The Alien Races left planing to return and harvest the humanoids and creatures for food and energy (Flux).

For generations, the forcefields remained strong, and the species remained divided. The Throk's however, commanding the power to manipulate the essence of Zenfar, granting them powers arcane, came to understand the fields, and with a mighty cry demolished all but one. This cry has since been known as The Chant.

The humanoids began to interact in a violent way. There were many wars, death, and destruction. Eventually the humanoids learned to live in peace together, however many of the weapons and abilities used in the wars still exist. Now, in a world still troubled by ancient anxiety, as the Throks prepare to utter one last Chant and rid the world of it's final barrier, the Aliens make their way to reap the fruit of their labor...


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 also adds damage to Melee attacks and helps determine your chance of success in Melee combat.

    • 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.

    • 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 magical) attacks.

  • Social

    • Beauty - This is a measure of overall physical appearance.

    • 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.

  • Cyborg - Varies

  • Dweller - +5 Perception +3 Repartee +2 Agility

  • Gre' - +3 Intellect +3 Perception (Telepathy)

  • Human - +5 Willpower +3 Repartee +1 Endurance

  • Prizm - +3 Strength (Natural Armor)

  • Psion - +3 Intellect +3 Perception (Psi Resistance)

  • Throk - +3 Endurance (Natural Armor)

Dweller Racial Characteristics - Artwork by: Damon Gaerloch

 

Genders:     Male and Female
Nourishment: Fluids and Food
Height:	 7-8 Ambers 
(1 Amber equals approximately 10 inches)
Weight:	 50- 75 Diunds
(1 Diund equal approximately 2 pounds)


Dweller's inhabit a plane know as Zenfar. 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 their 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 normal humans: 5 Ambers
(1 Amber equals approximately 10 inches)
Weight:	140-180 Diunds normal humans: 50-85 Diunds
(1 Diund equal approximately 2 pounds) 

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)

These beings are made of living crystals. They are durable and intelligent. Not quite as agile as a human, they still are quite capable of athletic prowess. 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:	 8-9 Ambers  (1 Amber equals approximately 10 inches)
Weight:	 80-100 Diunds (1 Diund equal approximately 2 pounds

Throk Racial Characteristics - Artwork by: Christopher Subagio

    

	Genders:  None
	Nourishment: Cosmic Essence, no need to eat or drink ever
	Height:	7-8 Ambers  (1 Amber equals approximately 10 inches)
	Weight: 475-535 Diunds (1 Diund equal approximately 2 pounds)

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.


Professions

Next choose from the list of profession and add the bonus points to your attributes. Also you may get special equipment, powers, spells, etc. based on your choice of starting profession. Also your choice of profession will determine your starting skills. You will be free to learn any skill in the future, and your alter ego may become something quite different than their starting job might indicate.

  • Con Man - +5 Repartee' +5 Perception

  • Cyborg - Varies

  • Defender - +5 Endurance +3 Willpower +2 Agility

  • Implar - +5 Endurance +5 Agility

  • Mercenary(Merc) - +5 Aim +5 Perception

  • Atune - +5 Faith +5 Willpower

  • Rouge - +5 Agility +5 Perception

  • Warrior - +5 Strength +5 Endurance

  • Wielders - +5 Intellect +5 Willpower

 

Aether Wielders

Atune - More able than other AlterEgos to tap into the essence of the plane of Zenfar and the Aether of the Gigaverse, an Atune is a powerful profession. But more than a profession, being an Atune is a way of life. The prime skill for a Atune is Essence Manipulation.

Wielders - The wielder spends their life learning how to use the Flux inside their being to unleash destructive and protective power. The prime skill for a Wielders is Flux Manipulation.

Front Line Alter Egos

Cyborgs - can be some of the best "Front Line" people to have in your party. Resistant to damage and usually with at least one weapon build into their body they are always ready for action.

COZ Guards - are well rounded combatents. They can use many weapons and can handle hand to hand and ranged combat with equal skill.

Defenders - are able to withstand the physical stress of combat, a Defender can also summon the Essence of Zenfar to aid them. They are committed to defending their home plane. A defender's prime skills are Melee Weapons and Lore - World. Other skills include: Lore - Creature, Resist Flux, and Ancient Ways.

Implars - are brave and powerful fighters. They are committed to the ruler or cause they serve. A Implar's prime skills are Melee Weapons and Impress. Implars gain a bonus to Endurance and Agility making them deadly to those that oppose them.

Mercenaries - The prime skills for a Mercenary are Ranged Fired and Notice.

Warriors - are crazed barbians and self taught hunters. They are prime skills of Beserk and Melee Weapons.

Jacks of all Trades

Con Man

Rouge


Health and Aether

There are also several figure attributes including: Health and Aether. Health is the amount of damage your Alter Ego can withstand before falling unconscious. Aether is a mystical fifth element that is found throughout the universe and can be used to create magical, mystical, and mental effects.

  • Health = Endurance + Strength/2 + Willpower/2

  • Aether = Willpower + Intellect/3 + Faith/3 + Endurance/3

On to Skills, Combat, Weapons, & Armor

 

 
 

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