Tuesday, August 25, 2026

OSR Commentary - The Arduin Rpg character classes converted over to ACKS II rpg

Converting classic Dave Hargrave Arduin classes over to Adventurer Conqueror King System II (ACKS II) is an exercise in taking high-gonzo, wildly unbalanced B/X-era mechanics and structuring them within ACKS II's strict, mathematical Custom Class Creation System (Build Points / Value Categories).



Below is a direct breakdown of how to map Arduin's unique classes into ACKS II, including exact Build Point (BP) allocations to build them using ACKS II’s class creation framework.

Core Mapping Strategy

Arduin classes break conventional OSR balance by stacking special abilities, custom magic systems, or high combat stats. In ACKS II:

  • Use the Custom Class System (4 Build Points total distributed across HD, Fighting, Rogue, Arcane, and Divine).

  • Use ACKS II Class Proficiencies to simulate unique Arduin traits (e.g., Swashbuckling, Lethality, Eldritch Might).

  • Adjust XP thresholds to match power—if an Arduin class is inherently strong, it must scale at higher XP requirements (e.g., 2,500–3,000+ XP for Level 2).

Conversion Roster

1. Rune Weaver

  • Arduin Concept: A spellcaster who paints or engraves permanent or delayed magical runes onto gear, surfaces, or flesh rather than throwing instant spells.

  • ACKS II Build:

    • HD: 0 (d4)

    • Fighting: 0

    • Rogue: 1 (Skill investment for crafting/traps)

    • Arcane: 3 (Full Arcane caster)

  • Key Proficiencies: Artisan (Rune-carving), Inscribing, Magical Engineering.

  • Conversion Rule: Treat spellcasting as a Ward/Rune Repertoire. The Rune Weaver pre-casts spells onto physical objects during turn downtime using standard spell slots, which are triggered later by specific conditions (similar to Delay Spell or Glyph of Warding).

2. Saint

  • Arduin Concept: Pure holy men who do not wear armor or use heavy weapons, relying instead on divine grace, severe vows, and miraculous healing/protection.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 0 (Unarmored, simple weapons)

    • Rogue: 0

    • Divine: 3 (Full Divine repertoire)

  • Key Proficiencies: Apostleship, Laying on Hands, Righteous Turning, Mysticism.

  • Conversion Rule: Gives up all armor and martial weapons (Fighting 0) to gain double the standard turning capability and access to a restricted divine spell list focused purely on protection, abjuration, and restoration.

3. Slaver

  • Arduin Concept: A ruthless martial/rogue hybrid specializing in non-lethal subduing, whips, nets, tracking humanoids, and psychological intimidation.

  • ACKS II Build:

    • HD: 1 (d6) or 2 (d8)

    • Fighting: 2 (Good base attack bonus, light/medium armor, martial weapons)

    • Rogue: 1 (Snare-setting, subduing, tracking)

    • Arcane/Divine: 0

  • Key Proficiencies: Brawling, Lash Mastery (allows trip/entangle mechanics with whips), Intimidation, Command.

  • Conversion Rule: Convert Arduin's "Subdual Points" into the standard ACKS II Subdual Damage system. Slavers ignore the usual attack penalties when dealing non-lethal damage with specific weapons (bullwhips, bolas, saps).

4. Courtesan

  • Arduin Concept: A social rogue using charisma, espionage, poisons, and hidden daggers to manipulate targets and run intelligence networks.

  • ACKS II Build:

    • HD: 0 (d4) or 1 (d6)

    • Fighting: 0 or 1

    • Rogue: 2 or 3 (Focus on social skills, disguise, stealth, and poison)

    • Arcane/Divine: 0

  • Key Proficiencies: Seductive Art, Bribery, Diplomacy, Poisoning, Disguise.

  • Conversion Rule: Uses the ACKS II Venturer/Hijinks framework. Instead of dungeon crawling income, Courtesans generate XP and revenue through social hijinks (Carousing, Spying, and Blackmail) with bonus modifiers.

5. Star-Powered / Techno-Mage (or Medicine Man / Psychic)

  • Arduin Concept: High-tech/sci-fi integrated classes using alien energy weapons, force fields, or psionic mental blasts.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 1

    • Rogue: 1

    • Arcane: 1 (Reflavored as Tech/Psionics)

  • Key Proficiencies: Knowledge (Ancient Tech), Scavenging, Precognition or Mind Arts.

  • Conversion Rule: Rather than inventing a custom psionic system, use ACKS II Custom Arcane Spell Rules. Re-skin traditional spell slots as mental powers or tech charges:

    • Magic Missile $\rightarrow$ Mind Bolt or Laser Pistol blast.

    • Shield $\rightarrow$ Personal Deflector Screen.

    • ESP $\rightarrow$ Telepathic Probe.

Class Construction Quick-Reference Table

To build these directly in ACKS II, use the 4 Build Point distribution below:

Arduin ClassHDFightingRogueArcaneDivineBase XP to Level 2
Rune Weaver0 (d4)01302,500 XP
Saint1 (d6)00032,250 XP
Slaver2 (d8)21002,000 XP
Courtesan1 (d6)03001,750 XP
Techno-Mage / Psychic1 (d6)11102,125 XP

Handling "Arduin Gonzo" in ACKS II

  1. Critical Hits: Arduin is infamous for wild critical strike tables. Use the optional ACKS II Mortal Wounds & Critical Hit Tables to preserve this flavor without breaking system mechanics.

  2. Stat Scaling: Arduin classes often demand extreme ability scores. Treat these as Prime Requisites in ACKS II, requiring a score of 13+ or 16+ for the +5% / +10% XP bonus.

In Adventurer Conqueror King System II (ACKS II), converting exotic non-human races uses the Demi-Human Class Creation System. Every race-as-class is constructed using 4 Build Points (BP) distributed across standard categories (HD, Fighting, Rogue, Arcane, Divine), modified by a Race Category Penalty depending on how powerful their innate monster abilities are.

Dave Hargrave’s Phraints (insectoid hyper-leaping warriors) and Saurigs (savage reptilian brawlers) are both heavy martial races. Here is how to construct them directly within ACKS II mechanics.

Mechanics of ACKS II Race Creation

To convert high-gonzo Arduin races without breaking the ACKS II economy:

  1. Assign Base Categories (4 BP Max): Distribute points into HD, Fighting, Rogue, Arcane, or Divine.

  2. Apply Racial Traits: Convert innate traits (exoskeletons, leap attacks, natural bite/claw attacks) into Class Abilities or mandatory Class Proficiencies.

  3. Calculate XP Threshold: Race-as-class XP requirements increase exponentially based on combat strength and innate traits to keep human classes competitive.

1. The Phraint (Arduin Insectoid Warrior)

Arduin Lore: 7-foot tall, chitinous, emotionless insectoids capable of legendary 30-foot leaps into battle while wielding two-handed weapons.

ACKS II Class Construction:

  • Hit Dice: 2 Points $\rightarrow$ d8 Hit Die per level (Cap at 9d8, +2 HP/level after 9th).

  • Fighting: 2 Points $\rightarrow$ Fighter Attack Progression (+1 attack throw per level), unrestricted weapons, up to shield/medium armor.

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Innate Chitin Armor + Supernormal Leap).

Phraint Class Abilities:

  • Chitinous Exoskeleton: +2 bonus to natural Armor Class. (Cannot wear heavy plate due to carapace structure, but chitin stacks with leather/chain).

  • Great Leap (Signature Ability): Can jump up to 30 feet horizontally or 15 feet vertically as part of a movement action. If leaping into a melee charge, gain +2 to damage on a two-handed weapon attack, but suffer -2 to AC for the turn.

  • Insectoid Mind: +2 bonus to Saving Throws against Charm, Illusion, and Emotion-based magic.

  • Emotionless (-2 Penalty): Suffer a -2 penalty on all Reaction Rolls with non-insectoid humanoids.

  • Mandatory Class Proficiencies: Acrobatics, Weapon Focus (Two-Handed Sword).

  • Prime Requisite: STR 13+, DEX 13+.

  • Base XP to Level 2: 2,450 XP (Higher than a standard Human Fighter due to movement/AC traits).

2. The Saurig (Arduin Lizard-Man)

Arduin Lore: Muscular, predatory lizard-kin with natural bite/claw attacks, thick scaly hides, and amphibious capabilities.

ACKS II Class Construction:

  • Hit Dice: 3 Points $\rightarrow$ d10 Hit Die per level (Brutal durability; Cap at 9d10, +3 HP/level after 9th).

  • Fighting: 1 Point $\rightarrow$ Half-Fighter Progression (+1 attack throw every 2 levels).

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Natural Weapons + Aquatic + Thick Hide).

Saurig Class Abilities:

  • Reptilian Natural Weapons: When fighting unarmored or in light armor, a Saurig can make a multi-attack routine of Claw/Claw/Bite (1d4 / 1d4 / 1d6) instead of using a weapon.

  • Scaly Hide: Base AC is treated as Leather Armor (AC 2 / AC 12 in ACKS II) even when completely unarmored.

  • Amphibious: Can hold breath underwater for up to 30 minutes and swims at full base movement speed (120' / turn).

  • Cold-Blooded (Weakness): Suffer a -2 penalty to saving throws against Cold spells/effects, and take +1 damage per die from cold-based attacks.

  • Mandatory Class Proficiencies: Brawling, Swimming.

  • Prime Requisite: STR 13+, CON 13+.

  • Base XP to Level 2: 2,200 XP.

Quick Comparison Matrix

ClassHDFightingNatural ACKey MechanicsXP to Lvl 2
Phraintd8Full Fighter+2 Bonus30' Leap Charge, Emotionless Mind2,450 XP
Saurigd10Half FighterBase AC 2 (12)Claw/Claw/Bite routine, Swim Speed2,200 XP

Converting Arduin "Gonzo" Racial Features to ACKS II Systems

  1. Natural Weapon Scaling: Standard ACKS II limits natural attacks. If a Saurig levels up, their claws don't scale automatically—they must take the Martial Arts or Combat Superiority proficiencies to improve damage or attack throws.

  2. Armor Restrictions: Non-humanoid body types (like a Phraint's thorax or a Saurig's tail) increase armor cost by 150% for custom fitting, balancing out their natural AC bonuses.

Monday, August 24, 2026

OSR Deadly NPC - The MOLCOS (Maintenance Of Law Cybernetic Organism Suit) From Yoshiaki Kawajiri's 1990 cyberpunk OVA Cyber City Oedo 808 For The Cepheus Engine rpg

The MOLCOS (Maintenance Of Law Cybernetic Organism Suit) appears in Case 02 (Psychic Trooper) of Yoshiaki Kawajiri's 1990 cyberpunk OVA Cyber City Oedo 808. Designed by the military as a ruthless heavy-assault cyborg law enforcement suit, it consists of a recently deceased subject’s amputated torso and brain housed inside a massive armored frame. Chemical brain stimulation unleashes latent telekinetic abilities alongside its physical firepower.



Below are stats and mechanics designed for the Cepheus Engine (and compatible 2D6 sci-fi RPGs).

MOLCOS Prototype Combat Suit

AttributeValue
STR15 (+3)
DEX08 (+0)
END16 (+3)
INT04 (-1) (Conditioned military combat algorithms)
EDU02 (-2)
SOC00 (-3)
Armor18 (Heavy Combat Plating)
TraitsCybernetic, Vacuum Sealed, Life Support
Movement6 m / 9 m (telescoping limbs)

Special Capabilities & Weaponry

  • Extendable Hydraulic Limbs: Its arms and legs can extend up to 15 meters on multi-jointed hydraulic shafts, allowing it to scale vertical surfaces or deliver crushing melee strikes at long reach.

    • Telescoping Hydraulic Claw: Reach 15 m, Attack Skill: Melee (Unarmed) 3, Damage: 4D+3 Crushing.

  • Telekinetic Blast: The brain core is chemically overdriven to unleash directed kinetic shockwaves.

    • TK Shockwave: Range: 30 m, Attack Skill: Psi (Telekinesis) 3, Damage: 5D Energy/Force. Hits all targets in a 3-meter radius from the point of impact. Ignores soft personal armor (applies full damage unless the target is wearing powered/hard vehicle armor).

  • Deflective TK Barrier: Can spend a minor action to create a telekinetic shield. Adds +6 to its Armor against incoming physical projectiles and energy fire for 1 round.

  • Thermal Immunity: Internal self-cooling units make MOLCOS completely immune to environmental heat up to 100°C (200°F) and resistant to flame-based attacks.

Weakness & Malfunction: Resonant Audio Susceptibility

Because the subject's brain is held in an extreme, chemically stimulated near-death state, high-frequency metal-on-metal vibrations and extreme sonic feedback directly disrupt its neural stabilization core.

  • Acoustic Feedback Trap: If a character intentionally generates heavy sonic distortion (such as striking steel girders or playing back high-decibel resonant sound near MOLCOS):

    • MOLCOS must make an END check (DM-2) or become Stunned for 1D rounds.

    • While stunned, its TK Barrier fails, and all attack rolls against MOLCOS receive a +2 DM bonus.