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1 ZARRAKAN By Andrew James Carvin, 2017-10-12

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Page 1: ZARRAKANzarrakan.000webhostapp.com/index_htm_files/ZDOC.pdf · 2020-02-19 · 3 NEEDED MATERIALS Copy of Zarrakan Copies of Zarrakan’s character sheet Erasers 1 Deck of regular

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ZARRAKANBy Andrew James Carvin, 2017-10-12

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A Work Of Love

Thank you for downloading a copy ofZarrakan. Your support is appreciated, and Ihope you find Zarrakan as fun to play as itwas a pleasure to create.

Working on Zarrakan has been aninteresting and rewarding experience overthe years. I’ve honed my creative writingskills, gained understanding of RPG systemmechanics, and developed a variety of othertalents from drawing to music. For me therecan be no greater form of entertainment thancreative effort, and it never ceases to amazeme that I have gotten this far where so many

others have failed.

Of course, what is art without inspiration? All those years ago when I playedThe Legend of Blacksilver I had no idea that I’d eventually be creating agame of my own, but it had served to sparkmy imagination.

I was the hero that brought right to thewrongs of the land whether trampingthrough forests, or delving the deepestrecesses of catacombs. A legendary figuredestined to fame, riches, and the hand of abeautiful princess.

Thus it is with great pride that I make myown contribution to the world of RPGs sothat others can experience the high adventureI had then.

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NEEDED MATERIALSCopy of Zarrakan

Copies of Zarrakan’s character sheet

Erasers

1 Deck of regular playing cards per player, and 1 deck forthe GM. Each deck needs to be the same size, and have afull suite of clubs, diamonds, hearts, spades, and 2 jokers.

Paper

Pencils

And a sense ofhumor.

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CHARACTERS

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Zarrakan is a diceless narrative role-playing game (RPG) with no set genre that focuses moreon storytelling than detailed rules. There are no experience points in Zarrakan that rewardindividual characters for being the center of action in lieu of teamwork.

EX: It is perfectly acceptable for a character to hang back, and do nothing but use healingskills on its fellow party members. It does not matter that the character is not the center of actionsince it won’t be missing out on experience points. Plus, the character’s healing skill activitieswould enable the rest of the party to concentrate on other tasks not related to healing. Please keepthis information in mind when creating and playing Zarrakan characters.

On the following pages is Zarrakan’s character generation process. I will go through thecharacter sheet and take you through the entire character generation process. You must repeat thecharacter generation process for each character you want to create.

DescriptionIn this box on your character’s character sheet you can create a description of your character. EX: Lin Sun is a hard working fisherman from Fu Shin village who has lately gained some

fame by helping the local villagers fight off invading bandits last Summer. He waded into theirmidst wielding a massive sledge hammer, and bandits flew into the air with every stroke. Oncethe dust had cleared, and the banditsfled they named him Protector of FuShin in a grand ceremony thatwould last the entire week. Eversince then he has proudly watchedover his town, and is frequentlysought by the townsfolk for helpand guidance.

PictureIn this box on your character’s

character sheet you can create apicture of your character.

PlayerPlayer is who owns the

character.

NameName is your character’s name.

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AttributesYour character has 2 attributes (Body and Mind), and 12 points to distribute between the 2

attributes. The following are descriptions of Body and Mind.

-Body: Your character’s Body is the summation of all your character’s physicalcharacteristics, affects the number of Cards you can have in your Hand, the range of yourcharacter’s ranged attacks, and how many card lengths your character can move per round ofcombat.

-Mind: Your character’s Mind is the summation of all your character’s mentalcharacteristics, and affects how many Points your character begins with (MIND), the maximumnumber of Points your character’s Skills can have (MIND), how many Skills your character canhave (4 X MIND), how many Equipment your character begins with (MIND), how much Moneyyour character begins with (4 X MIND), and Development.

SkillsYour character’s Skills are the particular proficiencies your character learns during its life. In

Zarrakan there are only 2 restrictions for giving your character Skills: A character’s Skills have tobe specific, and they have to directly relate to the genre the GM has chosen for the playercharacters to Adventure in.

EX: The GM has chosen the martial arts genre, and set the Adventure in feudal Japan. Yourcharacter cannot have “Swords,” and “Drive Motorcycle” as Skills, but can have “Katana,” and“Ride Horse” as Skills. Your character will begin with (MIND) Points to distribute among itsSkills, Your character’s individual Skills cannot have more than (MIND) Points, and yourcharacter cannot have more than (4 X MIND) Skills.

EX: A new character with a Mind of 5 would have 5 Points to distribute between its Skills ofKatana, Ride Horse, Running, Shuriken, Sneaking, and Swimming. The character’s Skills cannothave a Point value above 5, and the character cannot have more than 20 Skills.

Your character can discard a skill to make space for learning a new one, but will lose thePoints in the discarded skill. The following are skills the GM may want to allow characters tohave during an adventure:

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(Accuracy) This skill takes the name of the specific means of increasing attack range

your character has (Accuracy) in. For every 1 Point in this skill your character gains a +1 cardlength range when using this skill, and for every 2 Points in this skill your character can revealthe unrevealed face of 1 card in its Hand per game time minute to increase a character's attackrange by +1 card length. Cards revealed in this manner must be held in their Hands such that allplayers can see them, and a +1 card length attack range modifier will be lost when it's respectiverevealed card leaves it's Hand. EX: 6 points in Optic Zoom would give you a +6 card lengthrange when using Optic Zoom, and allow you to reveal the face of 3 cards in your Hand per gametime minute to increase a character's attack range by +3 card lengths.

(Alter) This skill takes the name of the specific environmental variable your character has

(Alter) in. For every 1 Point in this skill your character gains a +1 card length radius of effectwith your character at its center, and your character can alter a specific environmental variable by10% for every 2 Points your character has in this skill. Your character cannot use this skill if theeffects from a prior use have not yet expired. EX: 6 points in Light would allow you to alter lightwithin a +6 card length radius of your character by 30%.

(Area Weapon) This skill takes the name of the specific area weapon your character

has (Area Weapon) in, and is handled as a ranged attack for each target caught within the radiusof effect. For every 1 Point in this skill your character gains a +1 bonus to its Action Sum, andfor every 2 Points in this skill your character gains +1 card length radius of effect from thedetonation point with the area weapon it has (Area Weapon) in. EX: 8 points in Grenade wouldgive you a +8 bonus to your Action Sum, and a +4 card length radius of effect from thedetonation point when attacking with Grenade.

(Arrange) This skill takes the name of the specific means of attack your character has

(Arrange) in. For every 1 Point in this skill your character gains a +1 card length range, and forevery 2 Points in this skill your character can place 1 card in its Pile from its Hand per game timeminute to arrange 2 cards from any Stack in any order within the Stack. EX: 4 points in WindsOf Change would give you a +4 card length range, and you can place 2 cards in your Pile pergame time minute to place 4 cards from any Stack in any order within the Stack.

(Automaton) This skill takes the name of the specific animation skill your character

has (Automaton) in, objects animated by this skill are treated as 1 NP with a 6 Body and 6 Mind,and your character can only operate 1 such NP at a time. For every 1 Point in this skill yourcharacter gains a +1 card length operational range for animated objects, and for every 2 Pointsyour character has in this skill the animated objects gain +1 to their Body and Mind. EX: 8 pointsin Golem would give you a range of +8 card lengths when using Golem, and objects animated byGolem gain +4 to their Body and Mind.

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(Barter) This skill takes the name of the specific equipment your character has (Barter) in.

For every 1 Point in this skill your character gains a +1 bonus to its Action Sum when barteringfor equipment it has (Barter) in, and cost of the equipment is decreased by 10% for every 2 Pointsyour character has in this skill. EX: 2 points in Barter Armor would give you a +2 bonus to yourAction Sum when bartering for armor, and cost of armor is decreased by 10%.

(Boost) This skill takes the name of the specific means of increasing an Action Sum your

character has (Boost) in. For every 1 Point in this skill your character gains a +1 card lengthrange when using this skill, and for every 2 Points in this skill your character can reveal theunrevealed face of 1 card in its Hand per game time minute to increase a character's Action Sumsby +1. Cards revealed in this manner must be held in their Hands such that all players can seethem, and a +1 Action Sum modifier will be lost when it's respective revealed card leaves it'sHand. EX: 4 points in Giant Strength would give you a +4 card length range when using GiantStrength, and allow you to reveal the face of 2 cards in your Hand per game time minute toincrease a character's Action Sums by +2.

(Bomb) This skill takes the name of the specific means of attack your character has (Bomb)

in. For every 2 Points in this skill your character can declare 1 card in its Hand with a numericalvalue up to (POINTS IN THIS SKILL) to be a Bomb per game time minute. The declarationmust be made out loud, and include both the card's suite and numerical value. A card that hasbeen declared a bomb cannot be played, and must be placed in its respective Pile if there are nonon-Bomb cards in its Hand. If a player removes 1 Bomb card from your Hand you will be ableto remove 1 card from that player's Hand, and place it into its respective Pile. EX: 7 points inKaboom would allow your character to declare 3 cards in its Hand with a numerical value up to 7to be a Bomb per game time minute.

(Craft) This skill takes the name of the specific craft your character has (Craft) in. For

every 1 Point in this skill your character gains a +1 bonus to its Action Sum when creating withthe craft it has (Craft) in, and completion time is decreased by 10% for every 2 Points yourcharacter has in this skill. EX: 7 points in Carpentry would give you a +7 bonus to your ActionSum when creating with Carpentry, and completion time is decreased by 30%.

(Defense) This skill takes the name of the specific means of defense your character has

(Defense) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sumwhen defending with the means of defense it has (Defense) in, and can apply this bonus to 1more specific means of defense for every 2 Points your character has in this skill. EX: 4 points inSmall Shield would give you a +4 bonus to your Action Sum when defending with your SmallShield skill, and you can also apply this bonus to Bracers and Tower Shields.

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(Denial) For every 1 Point in this skill your character can play 1 card from its Hand to

remove 1 card from a Sidebar, and place it into its respective Pile per game time minute. Forevery 2 Points in this skill your character gains a +1 card length range when using this skill. EX:4 points in Taunt would allow you to play 4 cards from your Hand to remove 4 cards fromSidebars, and place them into their respective Piles per game time minute, and gives you a rangeof +2 card lengths when using Taunt.

(Discard) This skill takes the name of the specific means of attack your character has

(Discard) in. For every 1 Point in this skill your character gains a +1 card length range, and forevery 2 Points in this skill your character can place 1 card in its Pile from its Hand per game timeminute to place 1 card from any Hand into its respective Pile. Targeted Hands then replace lostcards by refilling the same number of cards from their Stack. EX: 6 points in Brain Blast wouldgive you a +6 card length range, and you can place 3 cards in your Pile per game time minute toplace 3 cards from any Hand into its respective Pile.

(Find) This skill takes the name of the specific target being sought your character has (Find)

in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sum, and for every2 Points in this skill your character gains +1 card length radius of effect with your character at itscenter. EX: 5 points in Tracking would give you a +5 bonus to your Action Sum, and a +2 cardlength radius of effect with your character at its center.

(Fly) This skill takes the name of the specific means of flight your character has (Fly) in. This

skill gains a +1 game time minute duration bonus for every 1 Point your character has in thisskill, and your character's flight speed increases by 10% for every 2 Points your character has inthis skill. Your character cannot use this skill if the effects from a prior use have not yet expired.EX: 6 points in Crimson Wing would give you a +6 game time minute duration bonus, and flightspeed is increased by 30%.

(Foresight) This skill takes the name of the specific means of future prediction your

character has (Foresight) in. For every 1 Point in this skill your character gains a +1 card lengthrange when using this skill, and your character can reveal the face of 1 card in 1 Hand for every 2Points in this skill per game time minute. Cards revealed in this manner must be held in theirHands such that all players can see them until they are played. EX: 6 points in Seer would giveyou a +6 card length range when using Seer, and allow you to reveal the face of 3 cards per gametime minute.

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(Garden) This skill takes the name of the specific non-sentient plant your character has

(Garden) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sumwhen interacting with a non-sentient plant it has (Garden) in, and can apply this bonus to 1 morespecific related non-sentient plant for every 2 Points your character has in this skill. EX: 4 pointsin Tomatoes would give you a +4 bonus to your Action Sum when interacting with Tomatoes,and you can also apply this bonus to Cucumbers and Lettuce.

(Gill) This skill takes the name of the specific means of underwater breathing your character

has (Gill) in. This skill gains a +1 game time minute duration bonus for every 1 Point yourcharacter has in this skill, and your character's safe diving depth increases by 10% for every 2Points your character has in this skill. Your character cannot use this skill if the effects from aprior use have not yet expired. EX: 5 points in Crimson Wing would give you a +5 game timeminute duration bonus, and safe diving depth is increased by 20%.

(Joker) This skill takes the name of the specific means of luck your character has (Joker)

in. For every 1 Point in this skill your character gains a +1 card length range when using thisskill, and your character can change 1 card into a Joker per 2 Development Points lost from thisskill per game time minute. EX: 5 points in Comic Timing would give you a +5 card lengthrange when using Comic Timing, and allow you to change 2 cards into a Joker.

(Haste) This skill takes the name of the specific means of increasing movement your

character has (Haste) in. For every 1 Point in this skill your character gains a +1 card lengthrange when using this skill, and for every 2 Points in this skill your character can reveal theunrevealed face of 1 card in its Hand per game time minute to increase a character's movementby +1 card length. Cards revealed in this manner must be held in their Hands such that all playerscan see them, and a +1 card length movement modifier will be lost when it's respective revealedcard leaves it's Hand. EX: 5 points in Crazy Legs would give you a +5 card length range whenusing Crazy Legs, and allow you to reveal the face of 2 cards in your Hand per game time minuteto increase a character's movement by +2 card lengths.

(Illusion) This skill takes the name of the specific sense your character has (Illusion) in.

This skill gains a +1 game time minute duration bonus for every 1 Point your character has in thisskill, and for every 2 Points in this skill your character gains +1 card length radius of effect withyour character at its center. Your character cannot use this skill if the effects from a prior usehave not yet expired. EX: 4 points in Sound Mirage would give you a +4 game time minuteduration bonus, and a +2 card length radius of effect with your character at its center.

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(Inaccuracy) This skill takes the name of the specific means of decreasing attack range

your character has (Inaccuracy) in. For every 1 Point in this skill your character gains a +1 cardlength range when using this skill, and for every 2 Points in this skill your character can revealthe unrevealed face of 1 card in its Hand per game time minute to decrease a character's attackrange by -1 card length. Cards revealed in this manner must be held in their Hands such that allplayers can see them, and a -1 card length attack range modifier will be lost when it's respectiverevealed card leaves it's Hand. EX: 4 points in Cripple would give you a +4 card length rangewhen using Cripple, and allow you to reveal the face of 2 cards in your Hand per game timeminute to decrease a character's attack range by -2 card lengths.

(Knowledge) This skill takes the name of the specific knowledge domain your

character has (Knowledge) in. For every 1 Point in this skill your character gains a +1 bonus toits Action Sum when recalling information from the knowledge domain it has (Knowledge) in,and can apply this bonus to 1 more specific related knowledge domain for every 2 Points yourcharacter has in this skill. EX: 5 points in Japanese Heraldry would give you a +5 bonus to yourAction Sum when recalling Japanese Heraldry information, and you can also apply this bonus toJapanese Military Organization and Japanese Political Hierarchy.

(Learn) This skill takes the name of the specific means of learning your character has

(Learn) in. For every 2 Points in this skill your character receives 1 additional Development Pointwhen drawing cards for Development. EX: 4 points in Mnemonics would give your character 2additional Development Points when drawing cards for Development.

(Medical) This skill takes the name of the specific medical skill your character has

(Medical) in. For every 1 Point in this skill your character can play 1 card from its Hand to make1 character draw 1 card from its Stack to a maximum of its Body per game time minute. Forevery 2 Points in this skill your character gains a +1 card length range when using this skill. EX:6 points in Voodoo Cure would allow you to play 6 cards from your Hand to make 1 characterdraw 6 cards from its Stack to a maximum of its Body per game time minute, and gives you arange of +3 card lengths when using Voodoo Cure.

(Melee Weapon) This skill takes the name of the specific melee weapon your

character has (Melee Weapon) in, and is handled as a melee attack. For every 1 Point in this skillyour character gains a +1 bonus to its Action Sum, and for every 2 Points in this skill yourcharacter gains +1 melee attacks with the melee weapon it has (Melee Weapon) in. EX: 5 pointsin Battle Axe would a +5 bonus to your Action Sum, and +2 melee attacks when attacking withBattle Axe.

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(Mulligan) This skill takes the name of the specific means of second chance your

character has (Mulligan) in. For every 1 Point in this skill your character can place 1 card in itsPile from its Hand, and draw 1 card from its Stack for 1 Action per 1 Development Point lostfrom this skill per game time minute. EX: 6 points in Reload would allow you to place 6 cards inyour Pile, and draw 6 cards from your Stack.

(Observation) This skill takes the name of the specific sense your character is using

(Observation) to monitor an area. For every 1 Point in this skill your character gains a +2 cardlength range, and for every 2 Points in this skill your character gains +1 card length radius ofeffect from the target point. EX: 6 points in Spy Eye would give you a +12 card length range,and a +3 card length radius of effect from the target point.

(Perception Plus) This skill takes the name of the specific sense your character has

(Perception Plus) in. For every 1 Point in this skill your character gains a +1 bonus to its ActionSum when using a sense it has (Perception Plus) in, and maximum range of the sense is increasedby 10% for every 2 Points your character has in this skill. EX: 6 points in Super Smell wouldgive you a +6 bonus to your Action Sum when smelling, and maximum range is increased by30%.

(Perform) This skill takes the name of the specific routine your character has (Perform)

in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sum whenperforming a routine it has (Perform) in, and maximum performance time is increased by 10%for every 2 Points your character has in this skill. EX: 2 points in Tap Dance would give you a+2 bonus to your Action Sum when tap dancing, and maximum performance time is increased by10%.

(Physical) This skill takes the name of the specific physical act your character has

(Physical) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sumwhen performing an action it has (Physical) in, and completion time is decreased by 10% forevery 2 Points your character has in this skill. EX: 4 points in Swimming would give you a +4bonus to your Action Sum when swimming, and completion time is decreased by 20%.

(Projectile Weapon) This skill takes the name of the specific projectile weapon

your character has (Projectile Weapon) in, and is handled as a ranged attack. For every 1 Point inthis skill your character gains a +1 bonus to its Action Sum, and for every 2 Points in this skillyour character gains a +1 card length range while making ranged attacks with the projectileweapon it has (Projectile Weapon) in. EX: 5 points in Blowgun would give you a +5 bonus toyour Action Sum, and a range of +2 card lengths when attacking with Blowgun.

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(Push) This skill takes the name of the specific means of push your character has (Push) in,

and is handled as a ranged attack. For every 1 Point in this skill your character pushes a target 1card length away from your character, and for every 2 Points in this skill your character gains a+1 card length range with (Push). EX: 4 points in Air Blast would push a target 4 card lengthsaway from your character, and give a range of +2 card lengths when attacking with Air Blast.

(Pull) This skill takes the name of the specific means of push your character has (Pull) in,

and is handled as a ranged attack. For every 1 Point in this skill your character pulls a target 1card length toward your character, and for every 2 Points in this skill your character gains a +1card length range with (Pull). EX: 4 points in Vortex would pull a target 4 card lengths towardyour character, and give a range of +2 card lengths when attacking with Vortex.

(Repair) This skill takes the name of the specific means of repair skill your character has

(Repair) in. Your character can increase the Equipment Quality of (POINTS IN THIS SKILL)Equipment in range by 1 if the combined Equipment’s cost is less than (POINTS IN THISSKILL X MONEY YOU SPEND TO USE THIS SKILL). For every 2 Points in this skill yourcharacter gains a +1 card length range when using this skill. EX: 4 points in Fix, and spending 20Money to use this skill, would allow you to increase the Equipment Quality of 4 Equipment inrange by 1 if the combined Equipment’s cost is less than 80 Money, and gives you a range of +2card lengths when using Fix.

(Resistance) This skill takes the name of the specific agent your character has

(Resistance) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sumto resist the effects of (AGENT YOUR CHARACTER HAS RESISTANCE IN), and for every 2Points in this skill your character can resist the effects of continued exposure to (AGENT YOURCHARACTER HAS RESISTANCE IN) for 1 game time minute. EX: 5 points in Noodle SnakeVenom would give you a +5 to your Action Sum to resist the effects of Noodle Snake Venom,and your character can resist the effects of continued exposure to Noodle Snake Venom for 2game time minutes.

(Revive) This skill takes the name of the specific means of revival your character has

(Revive) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sum, andcharacters revived by this skill will have +1 cards in their Hand for every 2 Points in this skill.Your character can revive 1 dead character within (POINTS IN THIS SKILL) card lengths per 1Development Point lost from this skill per game time minute. EX: 4 points in Candle Magicwould give you a +4 bonus to your Action Sum, and characters revived by this skill will have +2cards in their Hand.

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(Ricochet) This skill takes the name of the specific ranged weapon your character has

(Ricochet) in. For every 1 Point in this skill your character can bounce a (WEAPON YOURCHARACTER HAS RICOCHET IN) attack off one surface to adjust its trajectory, and for every2 Points in this skill your character gains a +1 card length range while making ranged attackswith the ranged weapon it has (Ricochet) in. EX: 8 points in Shuriken Ricochet would allow youto bounce a shuriken attack off 8 surfaces to adjust its trajectory, and give you a range of +4 cardlengths when attacking with shuriken.

(Sentry) This skill takes the name of the specific sentry your character has (Sentry) in.

Your character can only place one sentry per game time minute, sentries are immobile onceplaced, sentries can only make ranged attacks, and your character can only control up to (MIND)sentries within (POINTS IN THIS SKILL) card lengths. A sentry is treated as 1 NP with a 6Body and 6 Mind, does not draw cards from its Stack after playing cards from its Hand, anddisintegrates once its Hand is empty. For every 2 Points your character has in this skill thesentries gain +1 to their Body and Mind. EX: 7 points in Gatling Gunner would allow you tocontrol 7 sentries within +7 card lengths, and the sentries gain +3 to their Body and Mind.

(Shuffle) This skill takes the name of the specific means of attack your character has

(Shuffle) in. For every 1 Point in this skill your character gains a +1 card length range, and forevery 2 Points in this skill your character can place 1 card in its Pile from its Hand per game timeminute to place 2 cards from any Stack into its respective Pile. EX: 8 points in Seizure wouldgive you a +8 card length range, and you can place 4 cards in your Pile per game time minute toplace 8 cards from any Stack into its respective Pile.

(Sidebar) This skill takes the name of the specific cliché' your character has (Sidebar) in.

For every 2 Points in this skill your character can place 1 card from its Hand into a Sidebar pergame time minute up to (POINTS YOUR CHARACTER HAS IN SIDEBAR). Whenever yourcharacter needs to refill its Hand from its Stack you may do so from your character's Sidebarinstead. EX: 4 points in Old Man would allow you to place up to 2 cards from your Hand into aSidebar per game time minute.

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(Slow) This skill takes the name of the specific means of decreasing movement your

character has (Slow) in. For every 1 Point in this skill your character gains a +1 card length rangewhen using this skill, and for every 2 Points in this skill your character can reveal the unrevealedface of 1 card in its Hand per game time minute to decrease a character's movement by -1 cardlength. Cards revealed in this manner must be held in their Hands such that all players can seethem, and a -1 card length movement modifier will be lost when it's respective revealed cardleaves it's Hand. EX: 8 points in Cripple would give you a +8 card length range when usingCripple, and allow you to reveal the face of 4 cards in your Hand per game time minute todecrease a character's movement by -4 card lengths.

(Summon) This skill takes the name of the specific object your character has (Summon)

in. Objects summoned by this skill can be up to (POINTS IN THIS SKILL) cards in size, andyour character can apply this bonus to 1 more specific related object for every 2 Points yourcharacter has in this skill. Your character cannot summon more than (POINTS IN THIS SKILL)objects at a time, your character can dismiss summoned objects at any time, and summonedobjects disintegrate if they take damage. EX: 6 points in Table would allow you to summon atable 6 cards in size, and 3 chairs.

(Tame) This skill takes the name of the specific non-sentient animal your character has

(Tame) in. For every 1 Point in this skill your character gains a +1 bonus to its Action Sum wheninteracting with a non-sentient animal it has (Tame) in, and can apply this bonus to 1 morespecific related non-sentient animal for every 2 Points your character has in this skill. EX: 6points in Jack Russel Terrier would give you a +6 bonus to your Action Sum when interactingwith Jack Russel Terriers, and you can also apply this bonus to Chihuahuas, Mastiff s, andRottweilers.

(Teleport) This skill takes the name of the specific means of teleportation your character

has (Teleport) in. For every 1 Point in this skill your character gains a +1 card length range, andthis skill can be used +1 times per game time minute for every 2 Points your character has in thisskill. EX: 3 points in Portal would give you a +3 card length range, and it can be used +1 timesper game time minute.

(Thrown Weapon) This skill takes the name of the specific thrown weapon your

character has (Thrown Weapon) in, and is handled as a ranged attack. For every 1 Point in thisskill your character gains a +1 bonus to its Action Sum, and for every 2 Points in this skill yourcharacter gains +1 ranged attacks with the thrown weapon it has (Thrown Weapon) in. EX: 7points in Dart would give you a +7 bonus to your Action Sum, and +3 ranged attacks whenattacking with Dart.

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(Transform) This skill takes the name of the specific (animal, plant, object) your

character has (Transform) in. This skill gains a +1 game time minute duration bonus for every 1Point your character has in this skill, and the maximum transformed size of the specific (animal,plant, object) increases by 10% for every 2 Points your character has in this skill. Your charactercannot use this skill if the effects from a prior use have not yet expired. EX: 7 points in Ratwould give you a +7 game time minute duration bonus, and maximum transformed size isincreased by 30%.

(Vision) This skill takes the name of the specific means of seeing your character has

(Vision) in. This skill gains a +1 game time minute duration bonus for every 1 Point yourcharacter has in this skill, and for every 2 Points in this skill your character's vision range isincreased by +1 card lengths. Your character cannot use this skill if the effects from a prior usehave not yet expired. EX: 4 points in Heat Vision would give you a +4 game time minuteduration bonus, and your character's vision range is increased by +2 card lengths.

(Weaken) This skill takes the name of the specific means of decreasing an Action Sum

your character has (Weaken) in. For every 1 Point in this skill your character gains a +1 cardlength range when using this skill, and for every 2 Points in this skill your character can revealthe unrevealed face of 1 card in its Hand per game time minute to decrease a character's ActionSums by -1. Cards revealed in this manner must be held in their Hands such that all players cansee them, and a -1 Action Sum modifier will be lost when it's respective revealed card leaves it'sHand. EX: 5 points in Wither would give you a +5 card length range when using Wither, andallow you to reveal the face of 2 cards in your Hand per game time minute to decrease acharacter's Action Sums by -2.

(Wreck) This skill takes the name of the specific means of attack your character has

(Wreck) in, and is handled as a ranged attack. Your character can decrease the EquipmentQuality of (POINTS IN THIS SKILL) Equipment in range by 1 if the combined Equipment’scost is less than (POINTS IN THIS SKILL X MONEY YOU SPEND TO USE THIS SKILL).For every 2 Points in this skill your character gains a +1 card length range when using this skill.EX: 4 points in Destruction Beam, and spending 20 Money to use this skill, would allow you todecrease the Equipment Quality of 4 Equipment in range by 1 if the combined Equipment’s costis less than 80 Money, and gives you a range of +2 card lengths when using Destruction Beam.

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EquipmentYour character begins with no equipment, but can buy equipment that directly relate to the

genre the GM has chosen for the player characters to Adventure in.EX: The GM has chosen the martial arts genre, and set the Adventure in feudal Japan. A

character cannot buy a D-19 Chaingun, 3 grenades, and a motorcycle, but can buy a Katana, 3rice balls, and a wheelbarrow.

There are six levels of Equipment qualitythat provide bonuses to the Action Sums ofcharacters who are using them with skillsrelated to their purpose.

Equipment Quality Action Sum Bonus

Poor +1

Common +2

Uncommon +3

Rare +4

Epic +5

Legendary +6

EX: Fen Way is chasing Razor Fox through a shipyard when he spots an empty Rare SteamPowered Samurai, and jumps into the cockpit. He races after Razor Fox with the SteamPowered Samurai, but loses him when Razor ducks into an iron temple, and locks the doorbehind him.

The Steam Powered Samurai does have hands which would allow Fen to pick the lock, but hedoes not have a Pick Lock skill, and thus cannot apply the Steam Powered Samurai’s EquipmentQuality Action Sum Bonus to picking the lock.

However, the Steam Powered Samurai is built for melee combat, and Fen does have a MechRush skill that he can use to smash the door down, and thus he can apply the Steam PoweredSamurai’s Equipment Quality Action Sum Bonus to smashing the door.

Equipment costs (EQUIPMENT QUALITY ACTION SUM BONUS OF EQUIPMENT

YOUR CHARACTER WANTS TO BUY X AMOUNT GM DECIDES A POOR QUALITYVERSION OF THE EQUIPMENT YOUR CHARACTER WANTS TO BUY WOULD COST)Money.

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EX: Chow Feng wants to buy a Common Shuriken (Equipment Quality Action Sum Bonus+2), and the GM decides a Poor Shuriken would cost 5 Money. (2 X 5 = 10). A CommonShuriken will cost Chow Feng 10 Money.

Equipment Quality can increase, or decrease, at the GM’s discretion, but can never exceedLegendary, and equipment is destroyed if their Quality is decreased below Poor.

EX: Lo Dong pays to have his Rare Compound Bow (Equipment Quality Action Sum Bonus+4) repainted, and restrung with a better string. The GM decides this increases Lo’s CompoundBow’s Quality to Epic (Equipment Quality Action Sum Bonus +5).

Lo is ambushed later in the day by bandits before he can buy arrows, and is forced to use hisCompound Bow as a club. The GM decides that Lo’s Compound Bow’s Quality will decrease by1 for each round of combat that he uses the Compound Bow as a club. Lo uses his CompoundBow as a club for 5 rounds before escaping the Bandits, decreasing his Compound Bow’s Qualitybelow Poor, and destroying it.

MoneyYour character will begin with (4 X MIND) Money that directly relates to the genre the GM

has chosen for the player characters to Adventure in. EX: The GM has chosen the martial arts genre, and set the Adventure in feudal Japan. A

character with a Mind 5 cannot have 20 American Dollars, but can have 20 Japanese Ryo.

ActionsZarrakan has 5 actions that can be made during a session: Assistance, Opposed Action,

Combat, and Development.

AssistanceWith Assistance you play a card from your hand, add the card’s amount to another player’s

Action Sum, and then you will draw 1 card from your Stack to refill your Hand. To do anAssistance your character must be within (CARDS IN HAND) card lengths of the character ofthe player whose Action Sum you are trying to do an Assistance on, and you cannot play a Joker.

EX: Bill has 5 cards in his Hand, and his character is 4 card lengths away from Sara’scharacter, and Sara’s character is trying to pick a lock. Sara already has a Target Number of 15,but she only has an Action Sum of 12. Bill does an Assistance, and plays a 5 which raises herAction Sum to a 17. This makes her Action Sum high enough for her character to successfullypick the lock.

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Opposed ActionOpposed Actions are actions that do not have an automatic chance of success as determined

by the GM. Once you declare an Opposed Action, you will play 1 card from your Hand, and addthe Point value of any relevant Skill, and Equipment, your character has to the card to obtain anAction Sum. Then you will draw 1 card from your Stack to refill your Hand. Then play the nexttwo cards from your Stack, and add the value of the cards together to get a Target Number. Yourcharacter succeeds at the Opposed Action if the Action Sum is higher than the Target Number.Your character automatically succeeds if you play a Joker from your Hand, but automaticallyfails if one of the cards played from your Stack is a Joker.

EX: Your character wants to pick open a lock, and you have a 5, 7, 10, Queen, and a King inyour Hand. So you play your King (13), and your character has a Pick Locks Skill with a Pointvalue of 3, and lock picks with an Equipment Quality of Rare (+4). 13 + 3 + 4 = 20 Action Sum.You play a 5 and a 9 from your Stack resulting in a Target Number of 14 which means yourcharacter successfully picked the lock (20 > 14).

CombatCombat occurs anytime two or more characters are trying to hurt each other. All players

involved in combat play a card from their Hands at the beginning of each round, and then draw 1card from their Stacks to refill their Hands. Then characters take turns acting counting downfrom the highest card played, and any matching card plays are treated as simultaneous combat.The round is over once all player characters have acted, and a new round begins. Your characterautomatically acts first during a round you play a Joker. A character can move, and do 1 of thefollowing actions during its turn; Assistance, Opposed Action, or Attack.

EX: Wa Fan, Kazaki, and Oaken Staff start fighting each other. Their respective players playa 13 (King), a 7, and a Joker at the beginning of a round, and thus the characters take turns actingin the following order; Oaken Staff, Wa Fan, and then Kazaki.

-Attack: Your character can attack any adjacent target with melee attacks, and any targetwithin (CARDS IN HAND) card lengths with ranged attacks. To attack another character play 1card from your Hand, and add the Point value of any relevant Skill, and Equipment, yourcharacter has to the card. Then draw 1 card from your Stack to refill your Hand. Then the playerwho owns the defending character plays a card from its Hand, and adds the Point value of anyrelevant Skill, and Equipment, its character has to its played card. Then the player draws 1 cardfrom its Stack to refill its Hand. The character with the highest Action Sum wins the play, andmatching Action Sums are a draw.

When a character wins a play that character’s player takes one card from the other character’splayer’s Hand, and places that card in that player’s Pile. If the card taken from the other player’sHand is a Joker, your character loses the play, and the other player takes 2 cards from your Hand,and place them into your Pile.

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If the play winning character’s player has any cards in Hand that are higher than the one usedto win the play the player may play one of those cards on top of the play winning card to take anadditional card from the other character’s player’s Hand, and place that card in that player’s Pile.The play winning character’s player may repeat this so long as each card played on top of theplay winning card is higher then the last one. If one of the cards played on top of the playwinning card is a Joker the play winning character’s player may repeat this with any cards inHand.

EX: Wind Star throws a punch at Mesoto, and her player plays a 9 from her Hand, and addsthe 6 Point value of Wind Star’s Donkey Punch Skill to the card. This gives her an Action Sumof 15. Mesoto’s player plays a 5 from his Hand, and adds the 3 Point value of Mesoto’s MonkeyStyle to the card. This gives him an Action Sum of 8. Wind Star’s total is higher (she wins theplay), and her player decides to sequentially lay a 10, Jack, and King on top of the 9 from herHand. Wind Star’s player then takes four cards from Mesoto’s player’s Hand, and places them inthat player’s Pile.

-Move: Your character can move 1 card length for each card you play for movement. Onceyour character is done moving draw (CARDS YOU PLAYED FOR MOVEMENT) from yourStack to refill your Hand. Your character will move 2 card lengths for each card you play formovement if one of the cards is a Joker.

EX: Wang Chung and Sprinting Tiger are facing each other across a wheat field separated by12 card lengths. Sprinting Tiger’s player plays all 6 of her cards from her Hand including a Joker(6 X 2 = 12). Thus Sprinting Tiger moves 12 card lengths to stand next to Wang Chung.

DevelopmentDevelopment is how many times your character has gone through the Development process.

At the end of each Zarrakan session all players draw (character’s Mind) cards from their Stack.Your character gets 1 Development Point for each card under (character’s Mind), and 2Development Points for each Joker. Then you distribute the Development Points among yourcharacter’s Skills.

EX: Bootsuki Heroshi has a 6 Mind, and his player draws 6 cards from its Stack; A 4, 7, 8, 1(Ace), 2, and a Joker. Bootsuki Heroshi now has 5 Development Points to distribute among hisSkills. He decides to distribute 2 Points to Multi Punch raising it to 5 Points, 2 Points to Swimraising it to 4 Points, and 1 Point to Climb raising it to 6 Points.

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Play AreasIn Zarrakan the GM and players both have 3 play areas they will be using during the game;

Hand, Pile, and Stack.

1. Hand: This is where cards are retained before they are played, and where you play cardsfrom. Your character is dead, and out of the game if your Hand is empty. Your character draws 1card per game time minute, or every 4 rounds of combat (15 seconds each), from its Stack to amaximum of its Body. Your character can play a Joker from its hand at any time to draw 2 cardsfrom its Stack to a maximum of its Body.

EX: Your character has a Body of 5, and a Mind of 7. Your character barely survived anencounter with Ninjas, and only has 1 card left in its Hand. Your character would need at least 4game time minutes, or 16 rounds of combat, to refill its Hand back to its maximum of 5 (Body).

Certain cards in your Hand can provide bonuses to the Action Sums of your character.

Cards In Hand Action Sum Bonus

1 Joker +1

2 cards of same value +2

3 cards of same value +3

4 cards of same value +4

EX: You have 1 Joker, a 5, a 4, a 3, a Jack, and another 5 in your Hand. This would give youan Action Sum bonus of +2.

2. Pile: This is where cards go after they have been played.

3. Stack: You draw cards from your Stack to refill your Hand. When your Stack is emptyshuffle both your Hand and Pile into your Stack, and then draw (CARDS YOU HAD IN YOURHAND).

EX: You have 4 cards in your Hand, and your Stack is empty. You would shuffle both yourHand and Pile into your Stack, and then refill your Hand by drawing 4 cards from your Stack.

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GAME MASTER

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The Game Master is a story teller, with the adventure as the plot, the players' characters as themain characters, and the Non-Players as extras to fill out the cast. Zarrakan’s Game Master hastwo responsibilities; Run Adventures, and create Non-Players to populate them.

AdventuresThe Game Master will need to create adventures for the players’ characters to go on.

Preparation for running adventures can vary from none at all, to outlining every detailbeforehand. Take a plot from your favorite chosen entertainment medium, steal an adventurefrom another RPG, or ad lib the whole thing from start to finish. The only limit is your ownimagination. Just remember, the players are not only playing the main characters in your story,but are also the audience. So make sure you run an adventure such that it both interests them, andinvolves them at some level via their characters.

EX: After watching some martial arts movies you may have the players’ characters adventurethrough feudal Japan in search of the Bandit Lord Kinjaro. Kinjaro killed their master bycheating during a public martial arts exhibition, and now the players characters seek to avengeher death. Along the way they could be attacked by Kinjaro’s forces, and meet a wide variety ofodd characters who need help (side adventures). After several sessions the players’ charactersarrive at Doom Castle, and have to fight through swarms of Ninjas to reach their finalconfrontation with Kinjaro.

Non-PlayersThe Game Master will need to create Non-Players to populate adventures. Non-Players, are

characters in Zarrakan the GM controls that the player characters interact with. You createNon-Players the same way you create player characters in Zarrakan’s Characters section, andNon-Player groups have (12 + NUMBER OF NON-PLAYERS IN GROUP) points to distributebetween their 2 attributes. Any Equipment Quality Action Sum Bonuses the Non-Player groupshave are calculated from an average of the EquipmentQuality Action Sum Bonuses the individual members ofthe Non-Player groups have.

EX: The player characters are attacked by 5Kung-Fu Gorillas. (12 + 5 = 17) The GM distributes 10points into Body, and 7 points into Mind when creatingthe Kung-Fu Gorilla group.

3 Kung-Fu Gorillas have Legendary Clubs(Equipment Quality Action Sum Bonus +6), 1 Kung-FuGorilla has a Common Club (Equipment Quality ActionSum Bonus +2), and 1 Kung-Fu Gorilla has an EpicClub (Equipment Quality Action Sum Bonus +4). 6 + 6+ 6 + 2 + 5 = 25. 25 / 5 = 5. The Kung-Fu Gorilla grouphas an Equipment Quality Action Sum Bonus of +5with its Group Club.

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INDEXA Work Of Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

NEEDED MATERIALS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Picture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7(Accuracy). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(Alter) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(Area Weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(Arrange) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(Automaton). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(Barter). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(Boost) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(Bomb) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(Craft) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(Defense). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(Denial). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10(Discard). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10(Find) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10(Fly) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10(Foresight) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10(Garden). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(Gill) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(Joker) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(Haste) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(Illusion) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(Inaccuracy). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12(Knowledge) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12(Learn) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12(Medical) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

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(Melee Weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12(Mulligan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Observation). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Perception Plus) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Perform) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Physical) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Projectile Weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13(Push) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14(Pull) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14(Repair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14(Resistance) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14(Revive) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14(Ricochet) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15(Sentry). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15(Shuffle) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15(Sidebar) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15(Slow) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16(Summon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16(Tame) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16(Teleport) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16(Thrown Weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16(Transform) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17(Vision) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17(Weaken) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17(Wreck) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Money. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Assistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Opposed Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Attack: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Move: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Play Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Pile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Stack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

GAME MASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Non-Players. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

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INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25