Zd10.net That's how I roll!

2Apr/130

And the award goes to…

I've played many games in many more game systems. There are a few that have stood out for various reasons:

I love the Hero System due to it's toolkit like design.

I love Basic Roleplaying and a few others due to the fact that they use a percentile system, which just sits better with me.

However, alas, both of these things are very different from each other.

 

Until recently.

 

Thanks to a few people on /r/rpg on Reddit and myself, we've come up with a working way to make the Hero System use a 1d100 instead of 3d6.

I'll start posting designed stuff up that uses this. I have my first game coming up to make sure it works!

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27May/120

ZMW: Demon Singer

Ahh, I remember Demon Singer fondly. It's pretty apparent what my inspirations were for this setting: Shin Megami Tensei, Dresden Files, Japanese Folklore, old detective movies and who knows what else.

The characters were people who had some sort of connection to the paranormal due to an interaction with the spirit world. Music, in the sense that it can effect people played a major part of it. For some reason, the random collection of words, "The song of Azathoth changes all" stuck with me and may have even been the defining moment of the idea for this setting. Some people were touched or communicated with daemons, others had haunted bloodlines. Some, for whatever reason, just naturally attracted a daemon. These daemons would interact with the character's "deimon" and take on a new form, that of a demon, formed by the character's being into a new shape. These people would create a unique song that formed the bond between daemon and human.

Before we go any further, I'd like to mention that in regards to this universe, a demon isn't the red skinned, horned beings from Hell you probably initially think of. I was using the Greek definition, which essentially is "A lesser deity between men and gods".

In this manner, anything from faeries, angels, devils, spirits could technically be a daemon and interact with the player.

Character creation was a two step process: First, they made their human characters, and then they would make the major demon(s) they formed. Players could decide whether they would focus on a single demon (more character points, but single flavor) or multiple demons (less character points, multiple flavors).

My first campaign was with a group of three people, one of them being a friend of mine. I told him that I'd run a game for him at some point, and his friends came along for the ride. I'll give you a run down of the characters:

Chadwick Denton: His demon was build like a football player with a helmet full of balefire. Represented strength, youth and revenge. The character lost his older brother due to a spinal injury suffered while playing football. Chadwick himself could communicate with the dead.

Earl Gray: His preferred demon was, a giant eggplant with a human face on it who had control over ice and could summon minor demonlings in the form of walrus people. This demon, who's name was "Eggy" also had a tendency to steal things and vomit them up later. The player imagined him talking as though he was a stereotypical african american police officer from the 70's. Earl's character dabbled with the occult, initially as a hobby. (No, I never found out why he wanted an eggplant demon or the explanation for the walruses)

Simon Scrooge: Simon had three demons, all of which took the form of flying voodoo masks. They were amusingly named, Huey, Duey and Louie. The three of them represented extreme personalities: Huey was aggressive, Duey was intellectual and Louie loved the ladies.

The first campaign was essentially a detective story involving cultists stealing things from the college the players went to. Chadwick died in a battle scene as one of the cultists managed to score two critical hits in a row.

I decided at that point to impliment a mechanic where they players, upon death, had a certain number of "strikes". Once all the strikes were gone, they themselves would lose themselves and become a daemon and part of the spirit world. Some entity, looking very much like the grim reaper, held a "contract" for the character.

The second campaign ran a little bit longer, and had quite a semi post-apocalyptic feel to it, from what I remember.

Demon Singer was an interesting concept I may develop more one day. I originally had a different image in my head that had to do with music and charming demons, but that was nearly absent in the final version.

27May/120

Zak’s Many Worlds

To get back in the game, so to speak, I'm going to discuss some of the game worlds I've created over the years. Some of them ended up being nothing more than single shot games, some never got to be played. A few ended up in campaigns, and even fewer ended up reaching the status of having several campaigns being run in them.

25May/120

Holy moly!

I literally forgot I had a blog here. I will rectify this.

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23Dec/110

Luan Apach and Sylvigoth on the ZD10 Wiki

I know it would seem like I haven't updated in forever, but I have been working on things.

Honest!

How about the plane of Luan Apach, home of the canyon dwelling shortfolk known as the Canyon Hanta?

There's also the plane of Sylvigoth, a colony plane that is out of the way and unfortunately, as of the Fourth Age, controlled by the Vampire Counts.

I was spending some time trying to find a way to put custom maps into the Google Maps API, which I was able to do through a lovely site that is the evolution of an earlier one.

I alerted my good friend and fellow gaming blogger Stargazer of the site, which he promptly also blogged about, letting more people know of this wonderful tool.

 

You can find what I have done with those below:

The Plane of Luan Apach

The Plane of Sylvigoth

22Jan/110

Trigate: Luan Apach

I've started working on the Zd10 wiki, the first article being about one of the Planes in my Trigate: Fourth Age setting.

You can check that out here: Luan Apach, Home of the Canyon Hanta.

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5Jul/100

Sean Réalta Leanaí

Flag of the Sean Réalta LeanaíThe Sean Réalta Leanaí are the survivors of one of the YNV Class Colony Escape Vessels launched during the destruction of Earth. In this case, the ship in question was YNV-93 Eire, the only vessel launched from Ireland. As with all of the YNV Class vessels, her maximum capacity was 10 million, though the craft was launched with less the exact number is lost.

After the YNV Eire was launched and the Warp Scatter, the ship's computer used it's sensors and automated science division to locate a new suitable home. The ship spent nearly a thousand years drifting amongst the stars until arriving in what would eventually be known as the Caoilfhionn System. The ship was designed to orbit the hospitable planetoid, unfreeze it's passengers and allow them to make trips down to the surface of the world which would give them access to the ships many technological systems, however this was not the case with the YNV Eire. Upon orbiting procedures, the craft struck one of the planet's moons. 1/3rd of the vessel was left torn on the lunar surface, while the remaining portion crashed onto the world below.

Life for the new colonists was made incredibly difficult due to the destruction wrought upon the colony ship, and it wasn't long until any form of government from Earth was replaced with warlords vying for what was left of resources. Within a hundred years, the colonist completely forgot about Earth, and the wreckage of the vessel was completely forgotten until rediscovered centuries later.

When a TSA scout ship came across the Caoilfhionn System, the colonists had just began colonizing the system themselves. Upon arrival of the moon orbiting their world, the colonists were able to extract many useful technologies from the remains of the YNV Eire, and even a hundred or so colonists who's cryo-pods managed to keep power for all of that time. The Eire colonists, being the first of the colony ships rediscovered by the TSA, ushered in an age of growth and hope for both the TSA and Eire colonists.

Today, the colonists have claimed three systems for themselves, and have a total combined population of 75 million. Upon leaving the Caoilfhionn System, they took the name "Sean Réalta Leanaí" which loosely translates from Old Earth Gaelic to "Ancient Children of the Stars". The Sean Réalta Leanaí are one of the TSA's largest allies, sending thousands of people to academies, fleets and armies under the TSA banner.

Sean Réalta Leanaí tend to be larger and more muscular then most TSA citizens, mainly due to the amount of physical hardship and labor that goes on in every day life. While they have access to many technologies to aid them, the ones available are still rather primitive leading a lot of extra work. Sean Réalta Leanaí citizens can usually be found covered in many tattoos, similar to the woad tattoos the Old Earth Celts wore. Sean Réalta Leanaí culture is similar to Old Earth Celts in that they have a connection to nature not found in TSA citizens. They have a deep respect and admiration of the moon orbiting Caoilfhionn Prime which they connected to Life, Rebirth and Harvest. When the ruin portion of the YNV Eire was located there, they were ecstatic to find the Old Earth Seed and DNA bank which had failed to deploy onto the planet. Luckily, the native flora and fauna were numerous and similar to those found on Earth.

The Sean Réalta Leanaí does keep it's own active fleet, which can be found all over their own systems as well as systems belonging to their allies. They are known for their silver crescent vessels that almost seem to have reflective surfaces. Their enemies have learned to fear their crescent shaped ships, a dedication to the moon that filled the people with hope and brought them once again to the stars.

Sean Réalta Leanaí Systems
Caoilfhionn - Capital
.............
Tighearnach
........
Dearbháil (Binary Star)
...
......
Sean Réalta Leanaí
4May/104

Introducing… Lost to the Stars

 photo credit: makelessnoiseSpace is massive…

For some time now, I've been working on a game setting in which to experiment with the FATE system, made famous by Spirit of the Century and more recently, the Dresden Files RPG by Evil Hat Productions. I've always had several ideas for science-fiction settings, but it wasn't until I started working on my Grimm Landless collection of pulp stories that the ideas behind Lost to the Stars came to a head.

Lost to the Stars can list several things as major inspirations. The most obvious of these, in my opinion, are Mass Effect, Flash Gordon, Buck Rogers, Star Trek, Battlestar Galactica, Star Control 2: The Ur-Quan Masters, Weird Worlds and a bunch more.

In further posts, I'll describe the world of Lost to the Stars in further depth, including write-ups of the history building up to the present, planets, ships, and even detailed three-dimensional maps thanks to AstroSynthesis by the good folks over at NBOS Software.

So keep your eyes open for a world with ray guns, jet packs, lost human cultures, aliens, blocky robots, women in distress and of course... adventure!