Wednesday, December 17, 2025

"The Outer Reach Project" - campaign bridge between the Hostile role playing game & Orbital 2100 3rd editions era - Session Report With Expanded Material

 Connecting Orbital 2100 (the "prequel" era) to HOSTILE (the "industrial" era) creates a powerful "Century of Progress" campaign. This bridge spans the transition from a Solar System-bound Cold War to the gritty, corporate-dominated interstellar expansion of the 2200s.



Below is a campaign framework, timeline, and the necessary mechanical "bridge" stats to transition your players through these eras.




1. The Bridge Concept: "The Outer Reach Project"

In this campaign, players begin as elite System-State operatives or contractors in 2100. Over three "Acts," they witness the death of the Solar Cold War and the birth of the interstellar corporate frontier.

The Three Acts

EraTitleFocusPrimary Tech
2100-2120The Quiet WarEspionage and Belt mining in the Solar System.Reaction Rockets, Spin-G
2120-2150The Jump BreakthroughThe first FTL tests; "Gold Rush" to Alpha Centauri.Prototypes, Hyperdrive
2150-2225The Hostile EraThe rise of Off-World colonies and corporate law.Artificial G, Starships

2. Bridging the Mechanics

Since both games use the Cepheus Engine (2D6), they are highly compatible, but their "feel" differs. Use these rules to bridge the gap:

Skill & Career Translation

  • Zero-G vs. Vacc Suit: In Orbital, Zero-G is a vital survival skill. In Hostile, it is often folded into Vacc Suit or Athletics (Dexterity).

  • The Pilot Split: In Orbital, use Pilot (Reaction) for local ships. As the campaign moves to 2150, introduce Pilot (Starship) for FTL-capable vessels.

Technology Transition Table

FeatureOrbital 2100 (TL 9)The Bridge (TL 10-11)HOSTILE (TL 12)
GravitySpin-habitats / Mag-bootsTransitionary G-PlatesFull Artificial Gravity
TravelMonths (Hohmann Transfers)Weeks (Nuclear Pulse)Days (Jump/Hyperspace)
SurvivalFragile suits, high rad riskHardened alloysHeavy industrial Vacc Suits

3. The "Missing Link" Ship: The Pathfinder-Class




This is a "Bridge Era" vessel (circa 2140) designed to use Orbital navigation but featuring the first Hostile-style FTL drive.

Pathfinder-Class Survey Vessel (400 tons)

  • Hull: 400-ton Distributed (Standard)

  • Drive: Prototype Jump Drive (Jump-1)

  • Reaction Drive: Nuclear Thermal (Thrust 1)

  • Power Plant: Fusion (Early TL 10)

  • Bridge: Industrial-grade, lacks Holographic HUDs.

  • Computer: Model 2 (TL 10)

  • Staterooms: 10 (High-Occupancy for surveyors)

  • Low Berths: 20 (Essential for the first long-haul interstellar "sleepers")

  • Cargo: 120 tons

  • Special: No Artificial Gravity. Crew must use mag-boots or spin-sections.


4. Bridge Era Stats (Equipment)

Use these to show the players that things are getting "tougher" as they leave the Solar System.

The "Centaur" Early Power Armor (TL 10)

Before the refined marine armor of Hostile, there was this clunky, hydraulic beast.

  • Protection: +10

  • Strength Mod: +2

  • Dexterity Mod: -2 (Bulky)

  • Life Support: 24 Hours

  • Cost: Cr 120,000

The "Sun-Stalker" Comm-Array

Essential for communicating from Alpha Centauri back to Earth (2130s).

  • Range: Interstellar (1-way burst, 4.3 year delay)

  • Notes: This creates a sense of isolation—players realize help is years away.


5. Campaign Seed: "The Lazarus Run"

The Mission: The players are crew members on the first commercial FTL voyage to the Tau Ceti system.

  • The Twist: They depart in 2145 (Orbital era tech/mindset). Due to a jump malfunction (Time Dilation/Mis-jump), they arrive in 2200.

  • The Conflict: The "frontier" they were supposed to settle is already occupied by the Weyland-style mega-corporations of the Hostile setting. They are "men out of time," flying a museum piece in a world of industrial nightmares.

Here is a "Bridge Era" crew—a mix of Orbital 2100 veterans and the new breed of HOSTILE industrial specialists. These characters are built for the transition period (circa 2145), featuring skills that bridge the gap between Solar System navigation and interstellar survival.

The Crew of the Pathfinder-Class "NSV Ishimura"


1. The Veteran Commander: Elias Thorne

Ex-Earth Council Navy, 4 terms.

Thorne is a "Spin-G" native who remembers when Mars was the furthest anyone went. He is skeptical of FTL and prefers manual calculations.

  • Stats: STR 7, DEX 8, END 9, INT 10, EDU 9, SOC 6

  • Key Skills:

    • Pilot (Reaction): 2 (Orbital-style maneuvers)

    • Pilot (Starship): 1 (New FTL training)

    • Tactics: 2

    • Leadership: 1

    • Vacc Suit: 2

  • Equipment: Earth Council service pistol (9mm), worn Flight Suit, 2120-era navigation chronometer.


2. The Prototype Engineer: Sarah "Gearbox" Chen

Corporate Contractor (Hephaestus Ind.), 3 terms.

Sarah helped build the first FTL drives. She knows they are held together by "spit and prayer" and treats the ship like a living, temperamental beast.

  • Stats: STR 8, DEX 10, END 7, INT 11, EDU 10, SOC 5

  • Key Skills:

    • Engineer (Jump Drive): 2

    • Engineer (Power Plant): 2

    • Mechanic: 2

    • Zero-G: 1

    • Comms: 1

  • Equipment: Heavy-duty toolkit, "The Manual" (a 2,000-page prototype technical tablet), magnetic multi-wrench.


3. The Science Officer: Dr. Aris Vane

Colonization Specialist, 3 terms.

Vane is an expert in exobiology and planetary survey. His job is to find a "Green World" so the corporations can stop mining frozen rocks in the Oort Cloud.

  • Stats: STR 5, DEX 7, END 6, INT 12, EDU 11, SOC 8

  • Key Skills:

    • Science (Exobiology): 2

    • Science (Planetology): 1

    • Electronics (Sensors): 2

    • Medic: 1

    • Persuade: 1

  • Equipment: Atmospheric Sampler, Handheld Scanner (TL 10), encrypted data-drive of Earth's "Extinction Seed Bank."


4. The "Roughneck" Specialist: Jax Miller

Belt Miner / Security, 4 terms.

Jax is the bridge to the Hostile era. He represents the blue-collar worker who doesn't care about politics; he just wants his paycheck. He is a master of "Dirty Tech."

  • Stats: STR 11, DEX 9, END 10, INT 6, EDU 5, SOC 4

  • Key Skills:

    • Athletics (Power Tools): 2

    • Melee (Unarmed): 2

    • Gun Combat (Slug Thrower): 1

    • Explosives: 1

    • Recon: 1

  • Equipment: Industrial Rivet Gun (treat as Snub Pistol), Heavy Work Coveralls (Armor +2), pack of synth-tobacco.


Bridge Era Party Dynamics

CharacterRole in Orbital (Early Game)Role in Hostile (Late Game)
ThorneRespected Captain and Diplomat.A "Relic" who struggles with Corporate Law.
ChenThe only one who understands the ship.Becomes a high-value Corporate target.
VaneThe moral compass of the mission.Becomes cynical as he sees life commercialized.
MillerThe muscle for heavy lifting in Zero-G.The only one truly prepared for the gritty frontier.

Mechanical Note: The "Skill Shift"

As the campaign transitions from Orbital to Hostile, you can allow players to "retrain" their skills during the long Jump voyages.

  • Zero-G can be traded for Vacc Suit at a 1-to-1 ratio.

  • Science (Geology) can be traded for Science (Xenology) as they encounter alien minerals/life.

Mission: "The Ghost in the Garden"

Location: Rigil Kentaurus A-2 (Provisional Name: Terra Nova)

Era: Bridge Era (Transitioning to HOSTILE industrial horror)

The Ishimura has successfully jumped. You are the first humans to orbit a planet around another star. But the "Garden World" promised by long-range telescopes is a lie. From orbit, the planet is a swirling marble of ochre dust and jagged violet mountain ranges.


1. The Setup

The crew wakes from Low Berth with "Freeze-Head" (a splitting headache). The ship’s computer, MOTHER, has been screaming a proximity alert for three hours. You aren't alone.

  • The Mystery: There is a beacon transmitting from the surface. It’s an Earth-manufactured signal, but it’s old. It uses a frequency abandoned in the 2120s.

  • The Scan: Dr. Vane’s sensors pick up a small, pressurized structure in a canyon known as the Hades Rift. Around it are high concentrations of Lanthanum (the rare earth element needed to build more FTL drives).


2. The Landing (Skill Challenge)

The Ishimura must remain in orbit. The crew takes the "Cricket" Utility Lander down.

  • Pilot (Reaction) Check: The atmosphere is thinner than Earth's but prone to "Static Supercells." Pilot must navigate the descent through a lightning storm that threatens to fry the avionics.

  • The Twist: On the way down, Jax Miller notices something on the external cameras: Scuttle-marks. Giant, etched lines in the dust that look like a strip-mine, but there should be no mining equipment on this planet.


3. The Discovery: Site-9

The beacon is coming from a pre-fabricated "Survival Shack." Inside, the crew finds:

  • The Truth: A secret, black-budget mission reached this planet 20 years ago using a "Slow-Boat" (Cryo-ship). They didn't have FTL; they spent 40 years in transit.

  • The Log: A frantic recording from a geologist. "We found the Lanthanum. But it’s not a mineral deposit. It’s biological. It’s their shells."


4. The Encounter: The "Shedders"

As the crew begins to survey the Lanthanum-rich outcropping, the "rocks" begin to move.

Enemy Stats: The Shedder (Juvenile)

These are the 'Hostile' era's first true monsters—chitinous, multi-legged scavengers with shells made of organic semi-conductors.

AttributeValue
STR9
DEX10
END8
Armor4 (Lanthanum Shell)
AttackMandibles (2D6) or Acid Spray (1D6 + Corrosive)

Special Ability: EMP Bleed. Due to their mineral composition, being near a Shedder causes electronics to flicker. Comms and Sensors are at -2 DM when within 10 meters of a creature.


5. The Hard Choice (The Bridge to Hostile)

The crew finds a storage locker filled with 10 tons of refined Lanthanum.

  • The Corporate Path: If they bring it back, their employer (Hephaestus Ind.) becomes the most powerful entity in the Solar System, effectively creating the "Corporate Hegemony" seen in the Hostile RPG.

  • The Survival Path: The Shedders are attracted to the Lanthanum. To get the Lander off the ground, they may have to dump the cargo to lose weight, or use it as bait to lure the creatures away from the ship.


Next Step for the GM

The Shedders are currently surrounding the landing leg of the Cricket. The ship's hull is groaning under their acidic spit.

Tuesday, December 16, 2025

Actual Play of The Interstellar Adventure Epic By The Red Room for Wretched Space Second Edition, The Alpha Blue, and Cha'alt rpg

 "In the Adityan homeworld, The Cronos, an ancient power source, has awakened and disrupted from its slumber by events taking place far away on the remote desert planet Chalt. The Cronos will drag its Adityan Guards all the way across the galaxy and into the path of a group of scoundrels forcefully recruited to police the ass of the Galaxy  also known as the Outer Rim  as part of the Wretched Legion. Neither Adityans nor Legionaries are interested or prepared to save the Galaxy. First and foremost, they must survive the threats and treachery of Theta Blue, the most infamous space station in the system."


So tonight I ran Epic By The Red Room For Wretched Space rpg and Cha'alt or Alpha Blue. The adventure plot is solidly done for an interstellar scene; "This adventure takes place in the Outer Rim and follows a group of Wretched Legionaries, the Federation's low-budget patrol troops for Fringe space, as they come across an ancient source of power that has the potential to either save or destroy the universe. This makes them a target for all the major powers in the galaxy, in a wild and complex epic of adventure, espionage, and betrayal." Guess whose playing the Wretched Legionaries?! 
The PC's came outta of cryosleep and got introduced to each other. The party whose make up is straight outta of Wretched Space Second Edition. 


The PC's are putting down their roots into the space craft after being threatened with disintegrations and worse. The player's PC's are heading to the outer rim after a bunch of mini encounters. The  Legionaries are dealing with a series of mini skirmishes and pirate encounters. There was mention of the Voidhaven Outpost that the PC's had encountered sometime back. The Epic's A.I. gave details to the PC's pilot and decker. There was a record of the previous adventurers aboard the Epic. 


The player's PC's began closing on the pirates as the pirates prayed on a space cruiser ship. 

Monday, December 15, 2025

Combining David Hargrave's Arduin (specifically, the proposed or developing ruleset of Bloody Arduin) with the streamlined, sci-fi O.G.R.E.S. rules engine of Jason Vey's 13 Parsecs Part II

 Combining the chaotic, high-fatality, multiverse-spanning fantasy of Dave Hargrave's Arduin (often associated with the "Bloody Arduin" moniker due to its lethal nature) with the adaptable, sci-fi-focused, OSR-inspired rules of Jason Vey's 13 Parsecs creates a truly unique Space Fantasy experience. This blog post picks right up from December 8th's post here. 



The synergy works well because Arduin already embraced genre-bending, mixing classic fantasy with elements of science fiction and super-science (like laser pistols and gates to other dimensions). 13 Parsecs is designed to be a versatile science fiction game, and its core system, O.G.R.E.S., is often compatible with OSR-style mechanics, making a mashup much smoother than trying to blend two wildly different rulesets.


The Arduin/13 Parsecs Hybrid Concept

The core idea is to frame the multiverse of Arduin's Khaas as a section of space that can be reached, explored, or even threatened by the futuristic elements of 13 Parsecs.

1. The Setting: Gonzo Space Fantasy

  • The World of Khaas: The traditional fantasy realms of Arduin exist, but they are now accessible via Jump Gates, ancient portals, or even time travel (rules for which are mentioned in 13 Parsecs). The setting embraces Arduin's "everything goes" philosophy, meaning Elves with laser rifles, psychic Mystic Knights facing off against Chaos Lords, and starships stumbling across forgotten dungeons.

  • The 13-Parsec Frontier: This is the realm of starships, alien species, high-tech gear, and interstellar conflicts. The characters might start here, only to find themselves accidentally shunted into the Arduin dimension, or they could be mercenaries specifically hired to explore the bizarre, dangerous Khaas Sector.

  • The Tone: Maintain the high-risk, high-reward, and highly lethal nature of Arduin (especially its infamous Critical/Fumble tables), but temper it with the pulpy sci-fi adventure of 13 Parsecs.

2. Rules Mashup: Using O.G.R.E.S. as the Foundation

Since 13 Parsecs is Powered by O.G.R.E.S. and is designed to integrate with other games (like Wasted Lands for fantasy elements), it provides the perfect structure.


Feature13 Parsecs (O.G.R.E.S.)Arduin Bloody Arduin ElementsIntegration Suggestion
Core MechanicClass/Level, d20 + mods vs. DC 20 (Attribute/Save), Roll-under % (Class Abilities)d20 and d100 rolls are common.Use the O.G.R.E.S. core mechanics entirely, replacing Arduin's disparate rules for consistency.
Classes/ArchetypesAugmented, Blaster, Mystic Knight, Slicer, etc.Classes like the Assassin, Chaos Lord, Shaman, or Rune-Caster.Re-skin/Reflavour: Mystic Knights become your Rune-Casters, Diplomat skills could cover Arduin's unusual interactions, and the Blaster class is perfect for using Arduin's super-science weapons. You can port in specific Arduin Classes as Heroic Touchstones or prestige classes.
Combat/LethalityStandard combat, Fate Points for agency.Brutal Critical/Fumble Tables for maximum chaos and lethality.MUST HAVE: Integrate Arduin's Critical and Fumble tables (perhaps triggered by a natural 20 or 1 on the d20 roll for attack/saves) to keep the "Bloody Arduin" feel. Allow Fate Points to mitigate or avoid the worst effects.
Magic/PsionicsPsionic/Mystical Powers rules.Extensive, sometimes bizarre spell lists, powerful artifacts.Use the 13 Parsecs system for Psionics/Powers to handle Arduin's spells, possibly requiring a new Mystic Warrior subclass dedicated to arcane Runes and Chaos Magik.
EquipmentTech, Starships, Custom Gear rules.Lasers, Power Armour, and ancient artifacts right next to swords.Use the 13 Parsecs gear chapter to classify all weapons and armor (whether tech or magic) with relevant stats. Starships become essential for getting to/from Arduin's dimensional gates.

3. Campaign Hook Ideas

  • The Lost Starship: A starship from the Solar Frontier crashes on the world of Khaas, and the crew must navigate the treacherous, magic-infused landscape to find a way to repair their jump drive or open a new gate home.

  • The Dimensional Incursion: A powerful Chaos Lord from Arduin's darkest corners discovers a permanent gate to the 13 Parsecs universe and begins to conquer a star system with his armies of Troll-kin and mutated horrors. The players are an interstellar defense force sent to stop the Arduin invasion.

  • The Artifact Hunters: The players are members of an interdimensional salvage crew, using their sci-fi gear to dive into the most dangerous and forgotten realms of Arduin in search of the potent super-science and arcane artifacts left behind by its original creators.