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
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.
On to Skills,
Combat, Weapons, & Armor
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