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.
| Feature | 13 Parsecs (O.G.R.E.S.) | Arduin Bloody Arduin Elements | Integration Suggestion |
| Core Mechanic | Class/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/Archetypes | Augmented, 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/Lethality | Standard 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/Psionics | Psionic/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. |
| Equipment | Tech, 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.
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