Z-Land Campaign Podcast

To go along with the Z-Land Campaign YouTube series (produced by Rycon Roleplays), there will also be a Z-Land Podcast that you’ll be able to download and take with you wherever you go to hear the exploits of an unprepared party in the post-apocalyptic hell that is Z-Land.

While we did, and will, have a camera rolling throughout our campaign sessions, the Z-Land campaign is all about the audio, so just be listening you’ll feel as if you are right there with the group taking on the apocalyptic world one session at a time.

Both the YouTube series and Podcast will start this coming Saturday (North American time), but its regular slot on Rycon’s schedule will be Wednesdays (North American time).

30% Runed Age Products

For this week only, The Runed Age, The Ruined City, and The Ruined People are all 30% off over on DriveThruRPG

Really simply post for today. Simply click on the text above and head on over to DriveThruRPG where you can get all our Runed Products at a 30% discount, but only for this week. And while you’re there, why not pick up a copy of the Z-Land beta document and follow along with us on our apocalyptic design journey.

Runic Arrays – Dancing Lights

For our runic arrays segment this week we give you a new way to use the arrays.

This week we show you the Dancing Lights array.

Notation: Secondary arrays: Create Copper in the shape of a disk as wide as the array and as thick as 1/1000th the array’s diameter. Primary Array: Rotate Copper at a speed of 4 rps if Copper is present, Push Copper at a speed of 1 m/s and Contain it to the width of the array and as deep as 1/10th the array’s diameter.

Class: Defensive

Description: An array that is perfect for a shield, and one that turns your shield into a weapon itself.

The Dancing Lights can be called an array of arrays. While it does have secondary arrays inside it, it isn’t a complex array because, if you look closely, you’ll see that these secondary arrays do not actually connect to anything. And they don’t have to. Any open space within an array is fair game for another, completely unrelated array. As long as there is an outer boundary around each array to isolate it, you can have as many arrays inside a larger array as you want.

This is an excellent way to tie several arrays together into one compact space, especially if those array normally can’t work with each other.

Take the Dancing Lights as an example. It create two flat copper disks and spins them around the centre of the array. With a single array, this is impossible, because any copper disk created would be created in the centre of the array and rotating it would just rotate it around its own centre axis. By putting these two secondary, and unconnected, arrays inside the larger array you can create those copper disks at any specific spot inside the array that you want.

So these two copper disks won’t be rotating around their own axes, but will be flung around the larger array’s axis like moons around a planet. Two completely (well almost) unrelated arrays working together to create an effect that is greater than the sum of its parts.

As to how to practically use this array? Well you just let it do its job and focus on the battle you have found yourself in. Copper is a highly reflective material, so whomever is facing your shield will see, as the array’s name implies, bright spinning and dancing lights in front of them. These copper disks also serve as a further level of protection, by being able to deflect incoming blades and projectiles. And since they are so thin (and made of metal) they are effective blades in and of themselves, able to cut open flesh and bone as good as anything else. It really is the complete package.

Z-Land beta 3.3

The new version of the Z-Land beta is now out and on its way to you!

This beta is the very definition of an update. After we removed the Perform Skill last time and Split Athletics into itself and Might, we figured that we might as well have a look at the entirety of the character generation.

For all of the character generation (other than the careers), each time you roll a lore option you will get two Skill options. This means that Skills are always given to you in pairs. As we checked over all the option, we found that certain skills were paired up more often than not. Fight and Shoot were nearly always given together, as was Will and Lore. This means that, at the end of the day, if you were good at Will you will also be good at Lore because they are given together so often. We wanted to make it more random and give your characters a chance to be good at one and perhaps not good at the other.

So went through and changed them where they paired up too often. It’s by no means perfect as is, and we might have another go at it down the line, but your characters should now have a less deterministic Skill set.

As an aside, we have also now added the character sheet as a standalone download to the DriveThruRPG Z-Land page, so if you already got the Beta, you can go and grab it.

Z-Land Beta 3.2

The new version of the Z-Land beta is now out and on its way to you!

This beta version adds in a small (relatively speaking) change that can have some serious ramifications. This is a change that has come straight from the playtesters and is why we are so grateful to have folks playtest the beta for us.

In this beta version we have removed the Perform Skill and have added in the Might Skill. There were a few reasons for this and some adjustments that had to be made.

The biggest reason is that performing some sort of art (whether musical, acting or whatnot) is simply not that important in an apocalypse setting. That is not to say you can’t create art in Z-Land, but rather that other social skills can handle it such as Diplomacy, Insight, Deceive, etc. In Z-Land it isn’t such a crucial thing to require its very own skill. The Perform Skill works in the Sigil System because Sigil is a generic system and so has to provide for any setting and genre you can think of; and it worked in the Runed Age because in that setting you played as a career criminal who (no matter whether you are stealing, assassinating or sabotaging) infiltrates wherever you go, so Perform is a useful skill as part of your disguise.

But in the Apocalypse, survival is far more important.

So we changed Perform to Might.

Might is the skill that covers everything to do with how strong you are, so in a more traditional RPG system this would be your Strength attribute. Adding in a strength skill meant we had to adjust how Athletics work. Previously, Athletics covered anything the human body does that is physically taxing, and this included feats of strength. Now that we split off strength to our new Might skill, Athletics has become our dexterity skill. Everything you want to do that requires you to be dexterous and nimble, such as running, parkouring, acrobatics, dodging, will fall under Athletics while pure acts of strength such as lifting and pushing heavy things and climbing will fall under Might.