TEXT:  
   
   
   
   
   
   
  
  TABLE OF CONTENTS 
  Introduction .................................................................................................................................................. 1 
  The Grenadier ............................................................................................................................................... 2 
  New Alchemical Items .................................................................................................................................. 7 
  The Ritualist ................................................................................................................................................ 12 
  New Spells .................................................................................................................................................. 16 
  The Dwarven Dynamo ................................................................................................................................ 18 
  Cybernetic Item Creation ........................................................................................................................... 22 
  Heroic Item Crafting ................................................................................................................................... 33 
  Secrets of ACKS and Crafts ......................................................................................................................... 43 
   
   
  ACKS and Crafts copyright 2019 Matthew Jarmak.  This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material contained herein is prohibited without the written permission 
  of the copyright owners. 
  This product is a work of fiction.  Any similarity to actual people, places, events, or organizations is purely coincidental. 
  All art used according to its license.  Its use does not indicate an endorsement by the artists.  Some art has been modified to 
  better fit the needs of ACKS and Crafts. 
  Grenadier’s Workshop by Ioulou Nash from Pixebay 
  Grenadier Throwing by Clker-Free-Vector-Images from Pixebay 
  Alchemical Potions by Axebane Games ICRPG Stock Art 
  Scrolls by Axebane Games ICRPG Stock Art 
  Cyberarm by Joyce Maureira 
  Assault Elements (Treasure Splash) by Tan Ho Sim 
  Heroic Crafting 2h Axe by Axebane Games Fantasy Stock Art 
  Heroic Crafting Sword (Espada) by Emmanuel Bou Roldan via fantasy-stockart.com 
  Heroic Crafting Forge Image by Dirk Hoenes from Pixebay 
   
  AutarchTM, Adventurer Conqueror KingTM, ACKS Player’s CompanionTM, Domains at WarTM, Lairs and EncountersTM, Heroic 
  Fantasy HandbookTM, and ACKSTM are trademarks of Autarch LLC.  Visit their website at http://www.autarch.co .   
  
  1 
  INTRODUCTION 
  Welcome to ACKS and Crafts!  Take a pencil and 
  a spreadsheet, and then take your seat.  The 
  first class on the itinerary is the grenadier, a 
  combat alchemist who specializes in explosive 
  alchemical devices.  A grenadier is equally at 
  home in the lines of battle flinging grenades, or 
  sneaking around at night to plant mines and 
  bombs in secret locations.  Grenadiers know 
  and learn advanced secrets of turning 
  alchemical weapons into grenades, and are the 
  only ones who know the tricks required to make 
  improved grenades.  They can also craft and use 
  gunpowder petards with great skill.  Of course, 
  to be a grenadier and craft alchemical weapons, 
  you need some rules for them.  Included are 13 
  alchemical weapons, craftable by anyone with 
  the Alchemy proficiency, and nine alchemical 
  elixirs.  Only a trained character can safely use 
  alchemical weapons, as they must be primed 
  before use, and will unpredictably detonate if 
  primed without being used!  Alchemical elixirs 
  are safer, but carry their own dangers; many 
  alchemical elixirs will offer a temporary benefit, 
  but withdrawal after the benefit fades can be 
  unpleasant. 
  Next up is the ritualist, a ceremonial Eldritch 
  spellcaster who specializes in crafting trinkets 
  with the power of the spirit.  Ritualists know 
  how to manipulate spirits and store bits of them 
  for use in their power, which allows them to 
  create many unique kinds of trinkets.  They can 
  create spiritshard trinkets, lacuna trinkets, and 
  spiritbond trinkets, each of which has their own 
  benefits and drawbacks and offers them unique 
  abilities that no other ceremonialist can match. 
  Finally, there is the dwarven dynamo, a dwarf 
  who recklessly blends biology and machines to 
  create cybernetic items.  Their experimental 
  prowess and willingness to modify anything for 
  any reason makes them entirely capable of 
  either modifying themselves for combat, or to 
  focus on crafting and modify others.  With their 
  ohmic accumulator, they can replace as many 
  body parts as they want with prosthetics 
  without needing to suffer the drawbacks, and 
  their skill allows them to create matchless 
  cybernetic items to be implanted in themselves 
  or others.  Of course, the dwarven dynamo 
  would be a bit lacking without the general 
  system for cybernetic items being included, and 
  so we have here a collection of cybernetic 
  items.  Cybernetic items are similar to 
  automatons in many ways, but unique in some 
  ways; they have a Rating instead of hit dice, and 
  their ability to possess special abilities is 
  restricted by the details of cybernetic functions.  
  Though they are not quite as flexible as 
  automatons, they are still nearly infinitely 
  customizable and limited primarily by the 
  imagination of the designer and the abilities of 
  the character. 
  In addition to our three new classes and their 
  supporting systems, we have Heroic Item 
  Crafting!  With Heroic Item Crafting, a magic 
  item’s formula can be determined based on the 
  rarity of the item and the rarity of the 
  components.  All monsters from ACKSTM Core 
  and L&E have been assigned a rarity and placed 
  on tables to allow a Judge to quickly generate a 
  formula for an item of any rarity.  The Judge 
  must still select a keystone component to 
  anchor the item’s power, but can easily select 
  or randomly generate other appropriate 
  components.  Will wonders be designed, or will 
  labs explode?  There’s only one way to find out!
  
  2 
  THE GRENADIER  
  Prime Requisites: DEX 
  Requirements: INT 9 
  Hit Dice: 1d4 
  Maximum Level: 14 
  Grenadiers are people who have studied the 
  secrets of alchemy, and faced with the abilities 
  it presented them, soberly considered their 
  options and decided that the very best choice 
  was to make things blow up. 
  Grenadiers are highly trained combatants, but 
  only with specific weapons, and they do not 
  train for front-line duties.  Grenadiers may 
  wield any missile or thrown weapon, as well as 
  any one-handed melee weapon.  They may 
  wear only leather armor or lighter.  They may 
  not use shields, but they may dual-wield 
  weapons or use a weapon in both hands for 
  bonus damage.  They advance in attack throws 
  by two points every three levels (as fighters), 
  and may cleave one time each round per level 
  they possess.  Grenadiers specialize in ranged 
  combat, and gain a bonus to damage with 
  ranged weapons of +1 damage, plus one 
  damage per three full levels they possess.  They 
  may use any magic items usable by fighters or 
  by thieves. 
  All grenadiers have studied the secrets of 
  explosions and the arts needed to create and 
  use them.  All grenadiers are journeyman 
  alchemists, possessing two ranks in the 
  Alchemy proficiency.  Additionally, all 
  grenadiers are siege engineers, possessing one 
  rank in the Siege Engineering proficiency. 
  The most iconic ability of the grenadier is the 
  ability to construct grenades.  A grenadier may 
  construct a grenade out of any alchemical 
  weaponry (described later).  In order to 
  construct a grenade, they must possess the 
  alchemical weapon, and must also use materials 
  equal in value to the weapon used.  (For 
  example, to construct a grenade with an 
  incendiary compound, the grenadier would 
  need an incendiary compound and 10 gp worth 
  of materials.)  It requires a minimum of one 
  hour to construct a grenade, though as much of 
  it is waiting, a grenadier can construct a number 
  of grenades equal to 1 + their Int modifier in 
  one hour.  (For example, a grenadier with 13 Int 
  could construct two grenades in an hour, while 
  one with 18 Int could construct four).  Once 
  constructed, a grenade may be used by any 
  character.  Grenades must be primed before 
  use, just as alchemical weaponry must be, but 
  the throw to prime a grenade is based on the 
  lower of the character’s ranks in Alchemy and 
  Siege Engineering.  However, a grenadier always 
  automatically succeeds to prime any grenades 
  that they personally created.  A grenade uses all 
  the same mechanics as alchemical weaponry for 
  attack throws, direct hits, splash effects, 
  deviation, range, and so on.  A grenade’s effect 
  has a 10’ radius, rather than the 5’ radius that 
  alchemical weaponry normally has. 
  Grenadiers are specialists in precision 
  explosives.  When a grenadier directly hits a 
  target with an alchemical weapon, grenade, 
  military oil, or similar item that deals damage, 
  they may add their class damage bonus to the 
  initial damage dealt.  (Their damage bonus is 
  applied only to a target directly hit.) 
  Grenadiers often find that, for some reason, 
  people are not excited about having explosive 
  devices placed near their homes and places of 
  business.  For this reason, grenadiers are 
  trained in stealth, able to move silently and 
  hide in shadows as thieves of their level. 
  
  3 
  Beginning at 3rd level (Detonator), grenadiers 
  begin to work with larger explosives.  They are 
  able to craft petards (Domains at WarTM,  
  Campaigns page 46) using their Alchemy 
  construction rate at half the normal cost and 
  time.  Additionally, they may add their class 
  damage bonus to any damage dealt by a petard 
  that they place. 
  Beginning at 4th level (Miner), grenadiers learn 
  to construct timed fuses.  A grenadier is able to 
  construct a fuse for any grenade, petard, or 
  alchemical weaponry.  Constructing a timed 
  fuse allows the grenadier to choose the time 
  that the fused explosive will detonate, rather 
  than relying on luck for it to explode at the right 
  time.  A grenadier may choose a fuse length 
  anywhere from 0 rounds (exploding at the end 
  of the round it is lit) to 1 hour. 
  Beginning at 5th level (Blaster), grenadiers learn 
  to construct improved grenades.  A 5th-level 
  grenadier, when constructing a grenade, may 
  choose to construct an enhanced grenade, an 
  augmented grenade, or an apex grenade 
  instead.  In all of these cases, the improved 
  grenade requires multiple alchemical weapons, 
  and a value in materials equal to their 
  combined value.  An enhanced grenade 
  requires six alchemical weapons, an augmented 
  grenade requires eighteen, and an apex 
  grenade requires forty.  (For example, creating 
  an apex grenade of incendiary compound would 
  require forty incendiary compounds and 400 gp 
  in materials).  These grenades have increased 
  effect when compared to an ordinary grenade.  
  If the alchemical weapon used deals damage, 
  an enhanced grenade deals twice as much 
  damage, an augmented grenade three times as 
  much, and an apex grenade four times as much.  
  If the alchemical weapon does not deal 
  damage, the duration is instead extended to 
  double, triple, or quadruple normal.  In either 
  case, the effect radius is increased; fifteen feet 
  in radius for an enhanced grenade, twenty feet 
  in radius for an augmented grenade, and thirty 
  feet in radius for an apex grenade.  Only a 
  grenadier of 5th level or higher understands the 
  complications necessary to prime an improved 
  grenade; other characters may attempt to, but 
  regardless of their proficiencies, they are 
  treated as untrained, and require a throw of 
  10+ with any failure indicating a fumble. 
  Also at fifth level, the grenadier’s explosive 
  confidence is infectious.  Any henchmen or 
  hirelings hired by the grenadier gain a +1 bonus 
  to morale while the grenadier is present with 
  alchemical grenades, weaponry, or similar 
  explosive or incendiary devices ready to use. 
  Beginning at 7th level (Bomber), grenadiers 
  learn techniques that offer them much more 
  efficient grenade construction.  They are able 
  to craft all alchemical weapons at half cost and 
  time, and require half as many materials to craft 
  grenades.  (This means that they require only as 
  many materials as their modified cost to craft 
  the alchemical weapons; half the base cost, not 
  one-quarter.) 
  At ninth level, grenadiers often find that they 
  want the comfort of a strong castle around 
  them, something that will remain standing after 
  an explosive mishap.  If they build a castle, up 
  to 1d4+1x10 0th-level mercenaries and 1d6 
  grenadiers of 1st-3rd level will come to apply for 
  jobs and training.  If hired, they must be paid 
  standard rates for mercenaries.  Except as 
  noted here, a grenadier’s castle is identical to a 
  fighter’s castle. 
  Beginning at 10th level (Grenadier(10th)), a 
  grenadier learns how to create combinatorial 
  grenades.  When crafting an improved grenade, 
  
  4 
  they may use more than one type of alchemical 
  weaponry.  A grenadier may mix at most two 
  types of alchemical weaponry into an enhanced 
  grenade, three into an augmented grenade, and 
  four into an apex grenade.  When building a 
  combinatorial grenade, the required 
  components must be split evenly between the 
  different types of alchemical weaponry.  The 
  materials required are still equal in value to the 
  sum of the value of all alchemical weaponry 
  used.  Instead of increasing the effect, the 
  combinatorial grenade instead has the effects 
  individually of all different alchemical weaponry 
  used in it.  (For example, a grenadier builds an 
  enhanced combinatorial grenade with 
  incendiary compound + adhesive composite.  It 
  requires six alchemical weapons to build an 
  enhanced grenade, so it requires three 
  incendiary compounds plus three adhesive 
  composites.  Their total base value is 60 gp, so it 
  requires 30 gp of materials.  When thrown, this 
  combined grenade will have the effects of both 
  an incendiary compound and an adhesive 
  composite, in a fifteen foot radius.)  If a type of 
  alchemical weaponry is used more than once, it 
  has enhanced effect equal to the number of 
  times it is used.  For example, our character 
  above liked that grenade, and wants to build a 
  bigger one that does more damage.  They 
  decide to build an apex grenade using three 
  shares of incendiary compound plus one of 
  adhesive composite.  An apex grenade normally 
  requires forty alchemical weapons, so this 
  combinatorial grenade will require thirty 
  incendiary compounds plus ten adhesive 
  compounds, as well as 200 gp worth of 
  materials.  When thrown, this apex grenade will 
  deal three times the normal damage of an 
  incendiary compound (3d8 to a creature 
  directly hit, plus 3d6 to creatures who fail their 
  saving throws against the splash), as well as 
  having the effect of an adhesive composite, in a 
  thirty foot radius. 
  Grenadier Proficiency List 
  Alchemy, Alertness, Ambushing, Arcane 
  Dabbling, Armor Training, Blind Fighting, 
  Ceremonial Magic, Climbing, Combat Reflexes, 
  Combat Trickery, Craft, Disguise, 
  Eavesdropping, Endurance, Engineering, 
  Knowledge, Manual of Arms, Martial Training, 
  Military Strategy, Precise Shooting, Running, 
  Siege Engineering, Skirmishing, Skulking, 
  Sniping, Tracking, Trapping, Weapon Finesse
   
   
  
  5 
   
  Grenadier Level Progression 
  Grenadier Skill Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  Move 
  Silently 
  Hide in 
  Shadows 
  Damage 
  Bonus 
  0 
  Skirmisher 
  1 
  1d4 
  17+ 
  19+ 
  +1 
  2,150 
  Hoister 
  2 
  2d4 
  16+ 
  18+ 
  +1 
  4,300 
  Detonator 
  3 
  3d4 
  15+ 
  17+ 
  +2 
  8,600 
  Miner 
  4 
  4d4 
  14+ 
  16+ 
  +2 
  17,200 
  Blaster 
  5 
  5d4 
  13+ 
  15+ 
  +2 
  34,400 
  Shrapnelier 
  6 
  6d4 
  12+ 
  14+ 
  +3 
  70,000 
  Bomber 
  7 
  7d4 
  10+ 
  12+ 
  +3 
  140,000 
  Bombardier 
  8 
  8d4 
  8+ 
  10+ 
  +3 
  240,000 
  Grenadier 
  9 
  9d4 
  6+ 
  8+ 
  +4 
  340,000 
  Grenadier (10th) 
  10 
  9d4+2* 
  4+ 
  6+ 
  +4 
  440,000 
  Grenadier (11th) 
  11 
  9d4+4* 
  2+ 
  4+ 
  +4 
  540,000 
  Grenadier (12th) 
  12 
  9d4+6* 
  2+ 
  3+ 
  +5 
  640,000 
  Grenadier (13th) 
  13 
  9d4+8* 
  1+ 
  2+ 
  +5 
  740,000 
  Master Grenadier 
  14 
  9d4+10* 
  1+ 
  1+ 
  +5 
  *(hit point bonuses from Constitution are ignored) 
   
   
   Grenadier Saving Throws 
   
  Grenadier Attack 
  Throws 
  Level 
  Petrif. and  
  Paralysis 
  Poison and 
  Death 
  Blast and 
  Breath 
  Staffs and  
  Wands 
  Spells 
  Level 
  Attack 
  Throw 
  1-2 
  13+ 
  13+ 
  16+ 
  14+ 
  15+ 
  1 
  10+ 
  3-4 
  12+ 
  12+ 
  15+ 
  13+ 
  14+ 
  2-3 
  9+ 
  5-6 
  11+ 
  11+ 
  14+ 
  12+ 
  13+ 
  4 
  8+ 
  7-8 
  10+ 
  10+ 
  13+ 
  11+ 
  12+ 
  5-6 
  7+ 
  9-10 
  9+ 
  9+ 
  12+ 
  10+ 
  11+ 
  7 
  6+ 
  11-12 
  8+ 
  8+ 
  11+ 
  9+ 
  10+ 
  8-9 
  5+ 
  13-14 
  7+ 
  7+ 
  10+ 
  8+ 
  9+ 
  10 
  4+ 
   
   
   
   
   
   
   
  11-12 
  3+ 
   
   
   
   
   
   
   
  13 
  2+ 
   
   
   
   
   
   
   
  14 
  1+ 
   
   
   
   
   
   
   
   
   
  
  6 
  Combat Scholar Template:  This pre-generated 
  template represents a grenadier who has spent 
  long into the night puzzling out the workings of 
  magical devices.  This template is ready for 
  adventure.  However, if your grenadier’s Int is 
  13 or higher, you may pick one or more 
  additional general proficiencies before play. 
   
   
  Combat Scholar Template 
  Proficiencies 
  Arcane Dabbling, Endurance, 
  Alchemy (2), Siege 
  Engineering 
  Starting 
  Equipment 
  Leather armor, sword, 
  crossbow, case with 20 bolts, 
  1 week iron rations, backpack, 
  2 flasks of military oil, 2 
  detonating compounds, 1 
  incendiary compound, 10 gp 
  of grenade materials 
  
  7 
  New Alchemical Items 
  This section on new alchemical items introduces 
  two new kinds of alchemical items; alchemical 
  weaponry and alchemical elixirs.  Alchemical 
  weaponry is used to attack foes, while 
  alchemical elixirs are used for utility or to assist 
  allies.  Both kinds of alchemical items may be 
  crafted by characters who have ranks in 
  Alchemy, at the appropriate construction rate 
  as if their ranks in Alchemy were a Craft skill.  
  (10 gp/month for an apprentice, 20 gp/month 
  for a journeyman, 40 gp/month for a master, 
  and 80 gp/month for a grand master).  
  Alchemists may also supervise apprentices, 
  journeymen, and so on as if Alchemy were a 
  Craft proficiency for the purposes of creating 
  these items. 
  In some settings, these alchemical items may be 
  more or less common than ordinary items.  
  Because they require special skill to make and 
  use and have a low demand, by default, they 
  are available as if they were one price category 
  more expensive than their actual value.  In 
  settings (or specific locations within settings) 
  where alchemists or alchemy are more 
  common, they may be available at their 
  ordinary availability.  In settings or locations 
  where they are even more rare, they may be 
  available at two or more price categories above 
  their actual value, or not available for purchase 
  at all (requiring all such items to be crafted by 
  characters), at the Judge’s discretion.   
  Alchemical weaponry must be primed before 
  use.  Priming an alchemical weapon can be 
  done as part of the action used to throw or set 
  it, but requires an Alchemy throw of 6+.  The 
  target number for this throw is reduced to 2+ if 
  you have Alchemy 2 or higher, but a natural 1 
  always fails (and causes a fumble; see below).  A 
  character who is not trained in Alchemy may 
  attempt to prime an alchemical weapon with a 
  throw of 10+, but fumbles on any failure (see 
  below). 
  When throwing a primed alchemical weapon, 
  you must make an attack throw against your 
  target’s AC (unless noted otherwise in the 
  weapon’s description).  If your attack throw hits 
  the target’s AC, they are directly struck, and 
  creatures other than the target within the 
  weapon’s splash radius are splashed.  If your 
  attack throw would have hit AC 0, the weapon 
  lands in the target’s space, splashing the target 
  and other creatures within the splash radius.  
  On a miss, roll for deviation as per military oil 
  (ACKSTM Core page 103); creatures within the 
  splash radius of the weapon’s final destination 
  are splashed.  Alchemical weapons have the 
  same ranges as military oil (short range up to 
  10’, medium range up to 30’, long range up to 
  50’).  On a roll of a natural 1 on your attack 
  throw, you fumble, dropping the alchemical 
  weapon at your feet.  On a fumble, you are 
  directly hit, and creatures within the splash 
  radius of you are splashed.  (The effects of a 
  splash will vary based on the specific alchemical 
  weapon, but generally will mean that they must 
  make a saving throw or suffer damage or an 
  effect.) 
  An unprimed alchemical weapon will not react, 
  and is harmless.  A primed alchemical weapon is 
  highly unstable, and will detonate 1d4-1 rounds 
  after being primed if it is not thrown before 
  then.  (A roll of zero indicates that it detonates 
  at the end of the round it was primed in.) 
  
  8 
  Alchemical elixirs must also be primed, but act 
  differently.  An umprimed alchemical elixir will 
  taste foul, but cause no particular harm or 
  value.  A primed elixir, like a primed weapon, 
  has a limited shelf life.  After 1d4-1 rounds, the 
  elixir will degrade and become useless.  It must 
  be used before it degrades, though unlike 
  weaponry elixirs degrade harmlessly.  A 
  character who fails to prime an elixir destroys 
  the elixir, but suffers no harm. 
   
   
   
   
   
   
   
   
  Alchemical Weaponry 
  Item 
  Cost 
  Acidic Composite 
  10 gp 
  Adhesive Composite 
  10 gp 
  Concussive Preparation 
  20 gp 
  Detonating Compound 
  5 gp 
  Earsplitting Admixture 
  5 gp 
  Flash Powder 
  10 gp 
  Fuming Liquor 
  5 gp 
  Galvanizing Composite 
  20 gp 
  Glaciating Compound 
  20 gp 
  Incendiary Compound 
  10 gp 
  Itching Powder 
  10 gp 
  Lucifous Admixture 
  20 gp 
  Tainted Essence 
  20 gp 
  Alchemical Elixirs 
  Alarumeth 
  20 gp 
  Antiemetiant Balm 
  10 gp 
  Antivenims Tonic 
  25 gp 
  Celeritous Tisane 
  20 gp 
  Cleansing Panacea 
  10 gp 
  Goresmother Tincture 
  15 gp 
  Thermic Sludge 
  15 gp 
  Wrath Vitriol 
  20 gp 
  Vigor Infusion 
  10 gp 
   
   
   
  
  9 
  Alchemical Item Descriptions 
  ALCHEMICAL WEAPONRY 
  Acidic Composite: A creature directly struck by 
  an acidic composite suffers 1d8 points of 
  damage when struck, and another 1d8 points 
  the next round.  Creatures within 5’ must save 
  vs Blast, suffering 1d3 points of damage on a 
  failure.  An acidic composite may also be used 
  to damage or destroy small items such as locks. 
  Adhesive Composite: A creature directly struck 
  by an adhesive composite must save vs Blast.  
  On a failure, they cannot move for 1 round.  
  Creatures within 5’ must save vs Blast with a +4 
  bonus; on a failure, they cannot move for 1 
  round. 
  Concussive Preparation:  A creature directly 
  struck by a concussive preparation must save vs 
  Blast.  On a failure, they are knocked prone.  
  Creatures within 5’ must save vs Blast with a +4 
  bonus; on a failure, they are knocked prone. 
  Detonating Compound: A creature directly 
  struck by a detonating compound suffers 1d6 
  points of damage.  Creatures within 5’ must 
  save vs Blast; on a failure, they suffer 1d6 points 
  of damage. 
  Earsplitting Admixture: A creature directly 
  struck by an earsplitting admixture is deafened 
  for 1 round.  Creatures within 5’ must save vs 
  Blast; on a failure, they are deafened for 1 
  round. 
  Flash Powder:  Creatures within 5’ of the target 
  (including the target) of thrown flash powder 
  must save vs Blast or be blinded for 1 round.  
  Flash powder has no additional effect on a 
  target who is directly struck. 
  Fuming Liquor: Fuming liquor creates a cloud of 
  smoke 5’ in radius around its detonation point.  
  The smoke is opaque to vision and light, but 
  dissipates quickly, lasting only 1d4-1 rounds.  
  (On a roll of zero, the smoke dissipates at the 
  end of the round it detonated in.) 
  Galvanizing Composite: A creature directly 
  struck by a galvanizing composite suffers 1d8 
  points of damage from erupting electricity.  
  Creatures within 5’ must save vs Blast, suffering 
  1d8 points of damage on a failure.  If a 
  galvanizing composite strikes a significant body 
  of water (Judge’s discretion), the radius of 
  splash danger is doubled (requiring creatures 
  within 10’ to save or suffer damage). 
  Glaciating Compound: A creature directly 
  struck by a glaciating compound suffers 1d8 
  points of damage from intense cold.  Creatures 
  within 5’ must save vs Blast, suffering 1d8 
  points of damage on a failure.  Exposed water 
  within the splash radius of a glaciating 
  compound instantly freezes, as per Ice Floe 
  (HFH page 138) to a maximum thickness of 1”.  
  Ice created in this way will support the same 
  weight and have the same resilience to damage 
  as ice created by Ice Floe, but will melt as 
  appropriate for the temperature and region, to 
  a minimum duration of 1 round (for boiling 
  water) or an average duration of 1 turn for most 
  warm regions.  (Of course, in below-freezing 
  regions, the ice will remain until the 
  temperature rises.) 
  Incendiary Compound: A creature directly 
  struck by an incendiary compound must save vs 
  Blast.  On a success, they suffer only 1d8 points 
  of damage from the flaming compound.  On a 
  
  10 
  failure, they suffer 1d8 points of damage, and 
  are lit on fire as per Kindle Flame (HFH page 
  141), suffering 1d8 points of damage each 
  round for 1d4+1 rounds unless they spend a full 
  round extinguishing the flames before they 
  burn out.  Creatures within 5’ must save vs 
  Blast; on a failure, they suffer 1d6 points of 
  damage.  Additionally, any unattended and 
  readily flammable items within the splash area 
  are lit on fire as per Kindle Flame. 
  Itching Powder:  A creature directly struck by 
  itching powder must save vs Poison or be 
  distracted by constant itchiness, suffering a -2 
  penalty to all throws.  Creatures within 5’ must 
  save vs Poison with a +4 bonus; on a failure, 
  they are also afflicted with constant itchiness.  
  In either case, the itchiness lasts for 1d4+1 
  rounds, or until the powder is washed off with 
  water or a similar liquid (requiring one round). 
  Lucifous Admixture:  A creature directly struck 
  by a lucifous admixture suffers 1d3 points of 
  fire damage each round for 1d4+1 rounds, or 
  until the flame is extinguished.  Creatures 
  within 5’ must save vs Blast, suffering 1d3 
  points of damage on a failure.  A lucifous 
  admixture lasts much longer than other 
  alchemical weapons when primed, and will 
  remain safely primed for 1d6+4 turns.  While 
  primed, a lucifous admixture casts light as 
  bright as daylight to a 30’ radius and lesser light 
  out to 60’.  Like other alchemical weapons, 
  when a lucifous admixture’s priming duration 
  expires, it detonates, and will count as a direct 
  hit to its wielder if it is still being carried at the 
  time. 
  Tainted Essence: A creature directly struck by a 
  tainted essence must save vs Poison, or be 
  nauseated for 1 round (as per Noxious Cloud, 
  HFH page 142).  Creatures within 5’ must save 
  vs Poison with a +4 bonus; on a failure, they are 
  nauseated for 1 round. 
  ALCHEMICAL ELIXIRS 
  Alarumeth: A character who chews a dose of 
  alarumeth (a wrapped ball of wet leaves) finds 
  their senses heightened.  They gain a +4 bonus 
  on any throws to hear noises or detect secret 
  doors, and gain a +1 bonus to avoid surprise.  
  These effects last for 1d6 turns, after which 
  they are sluggish and unobservant for 1d6 
  hours.  While sluggish, they suffer a -4 penalty 
  to all throws to hear noise and a -1 penalty to 
  all surprise rolls.  The effects of alarumeth do 
  not stack with the Alertness proficiency or 
  similar effects. 
  Antiemetiant Balm: A character who applies an 
  antiemetiant balm to their stomach gains 
  resistance to nausea.  For 1d6 turns, they gain a 
  +2 bonus on all saves vs Poison to resist nausea 
  or similar effects. 
  Antivenims Tonic: A character who drinks an 
  antivenims tonic receives a +2 bonus on their 
  next saving throw vs Poison, so long as that 
  saving throw occurs within 1d6+4 turns.  An 
  alchemist with a sample of a specific poison 
  may create an antivenims tonic designed to 
  benefit against that poison.  If they do, the 
  specific antivenims tonic gives a +4 bonus to 
  save against that poison, but no benefit against 
  other poisons.  A character who has already 
  been poisoned and drinks an antivenims tonic 
  instead may make an additional saving throw 
  against their poison (with a +2 bonus if it was a 
  tonic specifically for that poison). 
  Celeritous Tisane: A character who drinks this 
  tisane finds their reflexes heightened.  They 
  gain a +1 bonus to avoid surprise and a +1 
  bonus to initiative rolls (this initiative bonus 
  
  11 
  does not apply when casting spells, as their 
  faster reflexes do not help them there.)  These 
  effects last for 1d6 turns, after which they are 
  slow and twitchy for 1d6 hours.  While slow, 
  they suffer a -1 penalty to initiative rolls.  The 
  effects of a celeritous tisane do not stack with 
  Combat Reflexes or any similar effect. 
  Cleansing Panacea: A cleansing panacea, when 
  added to food or water, will purify it and make 
  it safe to eat (though it will not do anything for 
  the flavor).  A cleansing panacea can purify one 
  ration of food, one skin of water, or enough 
  normal food to feed three people. 
  Goresmother Tincture: When used as part of 
  treatment for a mortally wounded character, a 
  goresmother tincture helps to stabilize a dying 
  character.  If the mortally wounded character 
  must be healed to 1 HP within a given span of 
  time, use of a goresmother tincture adds 1d6 
  turns to the time allotted.  A character with 
  Healing proficiency who is watching the injured 
  character will notice when this duration is 
  expiring, and additional tinctures may be 
  applied.  For each tincture beyond the first, 
  subtract one from the d6 roll for duration 
  (minimum zero).  For example, use of a second 
  goresmother tincture would add an additional 
  1d6-1 turns; a third would add 1d6-2 turns; and 
  so on.  On a roll of zero turns, the character 
  cannot benefit from any further goresmother 
  tinctures. 
  Thermic Sludge:  A character who pours this 
  foul-smelling sludge over themselves is 
  protected from heat and cold.  They are 
  unaffected by normal extremes of heat or cold 
  (between approximately 0F and 100F), and 
  suffer -1 damage when they would be exposed 
  to heat or cold beyond those limits.  The effects 
  of thermic sludge last for 1d6+2 turns, or until 
  the character is thoroughly washed (requiring 1 
  minute).  Thermic sludge continues to smell 
  extremely foul while it protects a character and 
  may give them away by stench in some 
  situations. 
  Wrath Vitriol:  A character who drinks wrath 
  vitriol enters an immediate berserker rage.  
  They gain +2 to attack throws and become 
  immune to fear, but suffer a -2 penalty to AC 
  and cannot retreat from combat.  When not in 
  combat, they are impatient and angry, and will 
  seek out more combat as rapidly as possible.  
  They remain enraged for 1d6 turns, after which 
  they are exhausted for 1d6 hours.  While 
  exhausted, they suffer a -2 penalty to attack 
  throws.  The effects of wrath vitriol do not stack 
  with the Berserkergang proficiency or similar 
  effects. 
  Vigor Infusion: A character who drinks a vigor 
  infusion (which smells roasted and delicious, 
  but tastes bitter and unpleasant) has their 
  natural exhaustion washed away.  The character 
  suffers no penalties from forced marching or 
  lack of rest (including temporarily negating any 
  such penalties already accrued) for 3d6 turns.  
  When that duration expires, all accrued 
  penalties (those that existed before, and any 
  penalties that would have been earned during 
  the duration) are doubled until the character 
  rests. 
   
   
   
   
   
   
   
  
  12 
  THE RITUALIST  
  Prime Requisites: INT and WIS 
  Requirements: None 
  Hit Dice: 1d4 
  Maximum Level: 14 
  Ritualists study the secrets of the spirit; both 
  their own spirit and those around them.  They 
  are able to manipulate their own spirit to create 
  different kinds of trinkets, as well as to take 
  advantage of the spirits of others to use in 
  creating trinkets.  Though there is nothing 
  about their magic that requires them to be 
  Chaotic, it is a very slippery slope, and many 
  ritualists move from studying the spirit to 
  stealing it, slipping into Chaos. 
  Ritualists are not trained in combat, and have 
  limited abilities.  They may fight wielding only a 
  club, staff, dagger, or sap, and may not wear 
  any armor or wield a shield.  They may gain 
  additional damage by wielding a weapon in 
  both hands.  Their attack throws improve by 
  only two points per six levels (as a mage), 
  though their saving throws advance by two 
  points every four levels (as a cleric).  
  Fortunately, it is rarely required of a ritualist 
  that they engage in such activities.  A ritualist 
  may use any magic items usable by mages or 
  clerics. 
  The most core power of a ritualist is their ability 
  to learn and perform eldritch ceremonies in 
  the chthonic tradition.  Like other ceremonial 
  spellcasters, their ability to perform ceremonies 
  is limited to those ceremonies in their 
  repertoire.  A ritualist’s repertoire is equal to 
  the number and level of ceremonies listed on 
  their progression table, but their repertoire at 
  each level is increased by their Int bonus (if 
  any).  A ritualist may use any magic items usable 
  by mages or clerics, and may craft trinkets to 
  aid in their performance of ceremonies.  More 
  information on ceremonial magic can be found 
  in the Heroic Fantasy HandbookTM (page 105).  
  Except as described here, a ritualist follows all 
  normal rules for ceremonial magic. 
  All ritualists also know how to perform an 
  unnerving chant.  The unnerving chant shivers 
  the very spirit of enemies who hear it.  
  Performing an unnerving chant requires the 
  ritualist to focus and concentrate, as if casting a 
  spell, and the chant’s effect will be ruined if the 
  ritualist suffers damage before completing it.  
  When a ritualist successfully performs an 
  unnerving chant, it has a chilling effect on 
  enemies.  Enemies within 50’ of the ritualist 
  suffer a -1 penalty to attack throws, damage 
  rolls, morale rolls, and saving throws against 
  magical fear.  The effects of the unnerving 
  chant last for 1 hour.  Because it strikes at the 
  spirit of the target, creatures who do not 
  possess a spirit (such as constructs or lesser 
  undead) are not affected by the chant.  A 
  ritualist may perform an unnerving chant once 
  per day for each level they possess. 
  Beginning at third level (Oblater), a ritualist 
  learns how to create spiritshard trinkets.  A 
  spiritshard trinket is a trinket into which the 
  ritualist has placed a fragment of their own 
  spirit.  This spirit-fragment allows any creature 
  given the trinket the ability to activate it as if 
  they were the ritualist.  Creating a spiritshard 
  trinket is taxing to the ritualist, however.  The 
  ritualist’s maximum hit points are reduced by 
  twice the level of the spell placed into the 
  spiritshard trinket until the trinket is discharged.  
  When the trinket is discharged, the ritualist’s 
  maximum hit points return, but their current hit 
  points do not increase (that is, they are not 
  healed).  For example, a ritualist wishes to give 
  an ally of theirs the ability to cast bane-rune on 
  
  13 
  their own weapons for once.  The ritualist 
  creates a spiritshard trinket of bane-rune.  
  Because bane-rune is a first level spell, this 
  reduces the ritualist’s maximum hit points by 
  two points.  (This particular ritualist has their 
  maximum HP reduced from 7 to 5.)  Later, the 
  ally uses the trinket, and the ritualist’s 
  maximum hit points return back to 7.  They still 
  only have 5 HP, though, until they rest or 
  receive healing.  A ritualist may have at most 
  one charged spiritshard trinket for each level of 
  ceremony that they know (one containing a first 
  level ceremony, one containing a second level 
  ceremony, and so on). 
  Beginning at fourth level (Incanter), a ritualist 
  learns how to create lacuna trinkets.  A lacuna 
  trinket is a trinket set and prepared to receive a 
  spell, but not charged with any particular 
  ceremony.  Lacuna trinkets are always 
  disposable.  A lacuna trinket must be created to 
  receive a specific level of ceremony, and its 
  creation costs as much as creating a 
  rechargeable trinket of that level (including 
  component costs as well as gold piece costs).  
  However, due to the additional understanding 
  required, a ritualist may not create a lacuna 
  trinket of the highest level of ceremonies in 
  their repertoire.  (The highest level of 
  ceremonies in a fourth-level ritualist’s 
  repertoire is second level.  Therefore, a fourth 
  level ritualist may create only first-level lacuna 
  trinkets.  Upon reaching fifth level, they would 
  learn third level ceremonies, and could create 
  second-level lacuna trinkets.)  Once created, a 
  lacuna trinket may be charged by the ritualist 
  with any ceremony of the appropriate level in 
  their repertoire.  Charging a lacuna trinket 
  requires only a moment (an action in combat), 
  much easier than casting a spell.  However, a 
  ritualist who has reached their Stigma threshold 
  may not charge a lacuna trinket until they 
  recover Stigma.  Once the trinket is charged, it 
  may be used as any normal trinket.  For 
  example, a ritualist knows many useful first-
  level ceremonies, and wishes to have access to 
  them.  The ritualist creates a first-level lacuna 
  trinket.  Because creating a first level 
  rechargeable trinket costs 50 gp + 50 gp of 
  components, that is what our ritualist must pay.  
  Very few components are appropriate for such 
  a versatile magical item, and so generic 
  components are often used to create a lacuna 
  trinket.  Our ritualist succeeds in their ceremony 
  throw and successfully creates a first-level 
  lacuna trinket.  Later, their ally is injured and 
  they need a Cure Light Wounds urgently.  The 
  ritualist takes an action to charge their lacuna 
  trinket with a ceremony of Cure Light Wounds, 
  and the next round activates their newly-
  charged trinket as normal. 
  Beginning at fifth level (Purifier), a ritualist 
  learns to create spiritbond trinkets.  Creating a 
  spiritbond trinket requires the ritualist to 
  possess a rechargeable trinket that they have 
  created.  This rechargeable trinket must be 
  empty.  Additionally, it requires a recently-
  deceased corpse (slain within the last 3 turns).  
  In a ritual requiring 1 turn, the ritualist siphons 
  off some of the spirit from the deceased 
  creature to use to power the trinket.  A creature 
  must have Hit Dice at least equal to the level of 
  the spell contained in the trinket to be able to 
  recharge it.  If this condition is met, and the 
  ritual is not interrupted, the ritualist recharges 
  their trinket, making it a spiritbond trinket.  This 
  process is not as resilient as a normal 
  recharging performance.  If not discharged, the 
  spiritbond trinket will remain charged for only 
  24 hours before the energy dissipates.  After 
  the spiritbond trinket is discharged or fades, it 
  becomes an ordinary rechargeable trinket 
  again.  A ritualist may have only one charged 
  
  14 
  spiritbond trinket at 5th level.  At 9th level, they 
  may have two, and at 13th level, they may have 
  up to three. 
  Also at fifth level, a ritualist learns to create 
  talismans, potions, scrolls, and perform magical 
  research to research ceremonies.  They may 
  collect and use divine power as clerics to assist 
  them in these tasks. 
  Beginning at seventh level (Spectrist), a ritualist 
  learns greater control of their own spirit.  They 
  may spiritwalk once per week.  Their ability to 
  spiritwalk is identical to that of the shaman 
  (ACKS Player’s CompanionTM page 39), allowing 
  them to scout invisibly and fear only magical 
  attacks even if detected while doing so. 
  Beginning at ninth level (Ritualist), a ritualist 
  may craft permanent magic items such as 
  weapons, rings, and staffs, as a mage of their 
  level.  Also at ninth level, a ritualist may build a 
  necropolis.  Depending on the ethos of the 
  ritualist, their necropolis may be a place to put 
  spirits to rest, or a place to command them for 
  nefarious ends.  If the ritualist is Lawful, their 
  necropolis may be considered a shrine to a 
  Lawful power for the purposes of consecrating a 
  graveyard.  If the ritualist is Chaotic, their 
  necropolis will likely contain a Chaotic altar, 
  having the opposite effect.  When the ritualist 
  builds their necropolis, they will attract 1d6 
  apprentice ritualists of 1st-3rd level, as well as 
  2d6 normal humans seeking to become 
  ritualists.  Their Intelligence and Wisdom scores 
  will be above average, but many will become 
  discouraged or terrified by the training required 
  and quit after 1d6 months.  While in the 
  ritualist’s service, apprentices must be provided 
  food and lodging, but need not be paid wages.  
  If the ritualist builds a dungeon or catacombs 
  below their necropolis, it may become 
  populated by monsters and followed by 
  adventurers seeking to defeat them.  Except as 
  described here, a ritualist’s necropolis should be 
  treated as a mage’s sanctum. 
  Beginning at tenth level (Ritualist (10th)), a 
  ritualist learns how to create greater spiritshard 
  trinkets.  When crafting spiritshard trinkets, 
  they now only reduce their maximum HP by the 
  level of the ceremony contained, instead of 
  twice the level.  Additionally, they may now 
  create as many spiritshard trinkets as they wish, 
  with no limit beyond what their spirit (hit 
  points) can support. 
  Finally, at eleventh level (Ritualist (11th)), a 
  ritualist unlocks the secrets of great magical 
  power.  They are able to cast eldritch ritual 
  spells of 7th, 8th, and 9th level, and are able to 
  craft constructs and create cross-breeds as a 
  mage of their level.  If Chaotic, they may create 
  or become undead.  Many ritualists look down 
  on undead as a result of their studies in spirit, 
  but others believe that only by casting the spirit 
  into the forge of undeath can something truly 
  great be created. 
  Ritualist Proficiency List 
  Alchemy, Battle Magic, Black Lore, Bright Lore, 
  Ceremonial Magic, Collegiate Wizardry, Craft, 
  Divine Health, Elven Bloodline, Familiar, 
  Farseeing, Healing, Knowledge, Language, 
  Loremastery, Magical Engineering, Mystic Aura, 
  Naturalism, Passing Without Trace, Personal 
  Talisman, Prestidigitation, Prophecy, Second 
  Sight, Sensing Evil, Sensing Power, 
  Transmogrifcation, Soothsaying, Unﬂappable 
  Casting 
   
   
  
  15 
  Ritualist Level Progression 
  Ritualist Ceremony Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  1 
  2 
  3 
  4 
  5 
  6 
  0 
  Penitent 
  1 
  1d4 
  2 
  - 
  - 
  - 
  - 
  - 
  2,000 
  Flagellant 
  2 
  2d4 
  3 
  - 
  - 
  - 
  - 
  - 
  4,000 
  Oblater 
  3 
  3d4 
  3 
  1 
  - 
  - 
  - 
  - 
  8,000 
  Incanter 
  4 
  4d4 
  3 
  2 
  - 
  - 
  - 
  - 
  16,000 
  Purifier 
  5 
  5d4 
  3 
  2 
  1 
  - 
  - 
  - 
  32,000 
  Exorcist 
  6 
  6d4 
  3 
  3 
  2 
  - 
  - 
  - 
  65,000 
  Spectrist 
  7 
  7d4 
  4 
  3 
  2 
  1 
  - 
  - 
  130,000 
  Animist 
  8 
  8d4 
  4 
  3 
  3 
  2 
  - 
  - 
  230,000 
  Ritualist 
  9 
  9d4 
  4 
  4 
  3 
  2 
  1 
  - 
  330,000 
  Ritualist (10th) 
  10 
  9d4+1* 
  4 
  4 
  3 
  3 
  2 
  - 
  430,000 
  Ritualist (11th) 
  11 
  9d4+2* 
  5 
  4 
  4 
  3 
  2 
  1 
  530,000 
  Ritualist (12th) 
  12 
  9d4+3* 
  5 
  4 
  4 
  3 
  3 
  2 
  630,000 
  Ritualist (13th) 
  13 
  9d4+4* 
  5 
  5 
  4 
  4 
  3 
  2 
  730,000 
  Ritemaster 
  14 
  9d4+5* 
  6 
  5 
  4 
  4 
  3 
  3 
  *(hit point bonuses from Constitution are ignored) 
  Ritualist Saving Throws 
   
  Ritualist Attack 
  Throws 
  Level 
  Petrif. and  
  Paralysis 
  Poison and 
  Death 
  Blast and 
  Breath 
  Staffs and  
  Wands 
  Spells 
   
  Level 
  Attack 
  Throw 
  1-2 
  13+ 
  10+ 
  16+ 
  13+ 
  15+ 
   
  1-3 
  10+ 
  3-4 
  12+ 
  9+ 
  15+ 
  12+ 
  14+ 
   
  4-6 
  9+ 
  5-6 
  11+ 
  8+ 
  14+ 
  11+ 
  13+ 
   
  7-9 
  8+ 
  7-8 
  10+ 
  7+ 
  13+ 
  10+ 
  12+ 
   
  10-12 
  7+ 
  9-10 
  9+ 
  6+ 
  12+ 
  9+ 
  11+ 
   
  13-14 
  6+ 
  11-12 
  8+ 
  5+ 
  11+ 
  8+ 
  10+ 
   
  13-14 
  7+ 
  4+ 
  10+ 
  7+ 
  9+ 
   
   
   
   
   
   
   
  *(The vivisectionist’s surgical scalpel should be 
  treated as a dagger.  Spectral grasp is a new 
  spell described later.) 
  Vivisectionist Template:  This pre-generated 
  template represents a ritualist who has learned 
  the secrets of anatomy through 
  experimentation.  This template is ready for 
  adventure.  However, if your ritualist’s Int is 13 
  or higher, you may pick one or more additional 
  general proficiencies and starting spells before 
  play.
  Vivisectionist Template 
  Proficiencies 
  Divine Health, Healing 
  Starting 
  Equipment 
  Chthonic implements (level 1), 
  surgical scalpel*, backpack, 
  comfrey (1 lb), 1 week iron 
  rations, bloodstained 
  ceremonial codex with 
  spectral grasp*, rune-carved 
  bone (5 gp value), 30 gp 
  
  16 
  NEW SPELLS 
  Call Spirit 
   
  Range: Special 
  Eldritch 2 (Grey)  
  Duration: 24 hours 
   
  This spell calls a spirit of the unquiet dead to 
  serve the caster.  Treat the spirit as a shadow 
  (ACKS Core page 192), except that its alignment 
  is Neutral and it cannot create additional 
  shadows.  When called, the spirit will travel to 
  the caster at its wilderness movement rate.  The 
  spirit will travel from the nearest graveyard or 
  sinkhole of evil.  If this spell is cast in a hex 
  containing a graveyard or sinkhole, it will take 
  1d6 turns for the spirit to arrive.  If cast in 
  another hex, the time to arrive is increased by 9 
  turns (90 minutes) per 6-mile hex between the 
  caster and a graveyard or sinkhole of evil.  (If 
  the Judge does not know where the nearest is, 
  assume that any settlement of Market Class VI 
  or better possesses at least one graveyard, and 
  that a sinkhole of evil can be found within 1d12 
  hexes.)  The time to arrival may be much 
  shorter if the Judge has determined that a 
  graveyard or sinkhole of evil is nearby.  If called 
  while the caster is unreachable (such as deep in 
  a dungeon), the spirit will travel as close as it 
  can to the caster and wait in the vicinity.  For 
  the duration of the spell, the spirit will 
  understand the caster’s speech and obey their 
  orders.  The spell persists until the spirit is slain, 
  the spell is dispelled, or the duration ends (at 
  which point the spirit departs).  If the spell is 
  cast again when the spirit is about to depart, it 
  will remain for another day. 
   
   
   
   
   
   
  Call Greater Spirit 
  Range: Special 
  Eldritch 4 (Black)  
  Duration: 24 hours  
  This spell calls a greater spirit of the unquiet 
  dead to serve the caster.  Treat the greater sprit 
  as a spectre (ACKS Core page 194), except that 
  its alignment is Neutral and it cannot create 
  new spectres. Unlike the lesser spirit, the 
  greater spirit has drawn more of the power of 
  Chaos to it and so it is considered undead.  This 
  spell otherwise functions identically to Call 
  Spirit. 
  Lull Spirit 
   
  Range: 90’ 
  Eldritch 3 (White)  
  Duration: Concentration 
                                                                    (special) 
   
  With a soft bell-like chime, an eldritch caster 
  can lull the animating spirit within undead 
  creatures.  This spell can affect up to 4d8 HD of 
  undead creatures within a 30’ diameter, 
  centered on a point within range.  Undead 
  within the area with the lowest HD are affected 
  first.  Affected undead must save vs Paralysis.  
  Undead who successfully save are unaffected.  
  On a failed saving throw, their animating spirit 
  is lulled, and is no longer able to control their 
  body, leaving them held helpless.  When the 
  caster’s next initiative comes up, if they have 
  maintained concentration on the spell, affected 
  undead may make another saving throw.  
  Undead who successfully save are no longer 
  helpless.  This spell lasts until dispelled, the 
  caster ceases to concentrate upon it, or all 
  affected targets successfully save to end it. 
   
   
  
  17 
  Spectral Grasp 
   
  Range: 60’ 
  Eldritch 1 (Grey)  
  Duration: Instantaneous  
  With this spell, an eldritch caster can reach out 
  and grasp the spirit of their target, attempting 
  to rip it out of their body.  The spell may affect 
  one targeted creature.  An attack throw is 
  required; on a miss, there is no effect.  On a hit, 
  a living creature suffers 1d4 points of damage 
  per level of the caster, to a maximum of 3d4.  
  An undead creature’s spirit is much more 
  vulnerable to this sort of attack; an undead 
  creature hit suffers 1d8 points of damage per 
  level of the caster instead, to a maximum of 
  3d8.  A creature that is neither living nor 
  undead (such as a golem) is immune to this 
  spell. 
  Spirit Prison 
   
  Range: 120’ 
  Eldritch 2 (White)  
  Duration: 1 round per 
                                                                     level 
  With a mournful bell-like tone, an eldritch 
  caster can temporarily lock away the greater 
  portion of the animating spirit of undead.  This 
  spell can affect up to 3d6 HD of undead 
  creatures within range.  Undead with lower HD 
  are affected first.  Affected undead may save vs 
  Spell; on a success, they are unaffected.  On a 
  failure, they lose all but the most rudimentary 
  functions of their animating spirit, becoming 
  unable to cast spells, communicate coherently, 
  understand language, or fight effectively.  
  Intelligent undead may dimly recall who their 
  friends and allies are and may follow simple 
  instructions; unintelligent undead must be 
  commanded (via command undead or a similar 
  spell or ability) in order to follow even very 
  simple instructions.  In no case may any 
  undead, intelligent or not, commanded or not, 
  understand or follow complex instructions while 
  affected by this spell.  The spell lasts for 1 round 
  per level of the caster or until dispelled. 
  Weep With Me  
  Range: 0’ 
  Eldritch 6 (Black)  
  Duration: Instantaneous 
  With a wailing cry, a caster may attempt to 
  force the spirits of nearby creatures to shuck 
  their mortal forms.  This will have the possibly 
  unfortunate effect of killing those mortal forms.  
  The spell can affect one creature per level of 
  the caster.  All creatures targeted must be 
  within 15’ of the caster.  If fewer creatures are 
  within range than the caster’s level, the spell 
  must target all creatures within range.  
  Creatures within range may only be excluded if 
  there are sufficient targets.  (For example, a 
  12th-level ritualist casts Weep With Me.  If there 
  are twelve or fewer creatures within 15’ of the 
  ritualist, all creatures within range – including 
  the ritualist themselves – are targeted.  If there 
  are fourteen creatures within range, the 
  ritualist may choose two creatures to exclude.)  
  Creatures targeted must save vs Death.  On a 
  failed saving throw, they are slain.  On a 
  successful saving throw, they are not affected. 
   
   
   
  
  18 
  THE DWARVEN DYNAMO 
  Prime Requisites: DEX, INT 
  Requirements: CON 9 
  Hit Dice: 1d6 
  Maximum Level: 10 
  Dwarven dynamos are dwarves with very 
  similar fundamental training to dwarven 
  machinists.  However, unlike dwarven 
  machinists, dynamos believe that machines and 
  life cannot be separated, but must work 
  together to form a seamless whole.  Many 
  dwarven machinists consider them apostates 
  for this belief.  Instead of learning to build 
  machines and work with mechanical items, 
  dwarven dynamos learn to build cybernetic 
  items and to integrate such items with their 
  bodies and their lives.  Some dwarven dynamos 
  were exiled for their experiments, while others 
  left peacefully, but few find themselves 
  comfortable in most dwarven vaults. 
  Although they are excellent with cybernetic 
  devices of all kinds, dwarven dynamos have no 
  real training in combat.  They may not wear any 
  armor and may wield only a limited selection of 
  weapons, namely the club, dagger, dart, and 
  sling.  They may dual-wield weapons, but may 
  not use a shield or wield a weapon in two 
  hands, and may not cleave.  They may use any 
  magic item usable by thieves. 
  Thanks to the partial machinist training they 
  have received, all dwarven dynamos are trained 
  in a specific craft.  The dwarven dynamo may 
  choose a particular craft, which they are trained 
  as a journeyman (two ranks) in.  Additionally, 
  their own experiments in biology and anatomy 
  have taught them the basics of healing; all 
  dwarven dynamos are equivalent to healers 
  (one rank in Healing).  Finally, their dwarven 
  attention to detail offers them a +3 bonus to all 
  proficiency throws.  
  The most precious and valued secret of the 
  dwarven dynamo is the ability to design, build, 
  and repair cybernetic items.  The rules for 
  cybernetic items can be found later.  When a 
  throw is required to design, build, or repair a 
  cybernetic item, a dwarven dynamo should use 
  the target number on their class table for their 
  level.  (This target number already accounts for 
  their dwarven attention to detail.) 
  Dwarven dynamos, however, are not content 
  merely to design items for others to use.  All 
  dwarven dynamos have modified themselves 
  with an experimental cybernetic item known as 
  an ohmic accumulator.  This ohmic accumulator 
  offers them new abilities and enhances their 
  ability to power other cybernetic items.  A 
  dwarven dynamo’s ohmic accumulator never 
  causes them a side effect of Tampering with 
  Mortality.  Additionally, the ohmic accumulator 
  can power any number of Rating 0 cybernetic 
  items implanted into the dwarven dynamo, 
  preventing such items from causing a side effect 
  of Tampering with Mortality.  The amount of 
  power provided increases at higher levels; at 5th 
  level, the ohmic accumulator can power 
  cybernetic items of Rating 1 or lower, and at 9th 
  level, it can power items of Rating 2 or lower. 
  The ohmic accumulator is also a cybernetic item 
  in its own right.  The dwarven dynamo may 
  begin with an ohmic accumulator as a 
  cybernetic item worth up to 7,000 gp.  An 
  ohmic accumulator may be designed with a 
  maximum Rating of 16 and a maximum of four 
  special abilities (though these are still limited by 
  the dynamo’s class level as normal).  See 
  Cybernetic Items, later, for more on designing 
  cybernetic items.  If their ohmic accumulator is 
  ever destroyed or disassembled, the dynamo 
  
  19 
  may build a new one.  It costs 7,000 gp less than 
  normal to design and build an ohmic 
  accumulator, with equivalent reductions in 
  design time and library or workshop 
  requirements, and any proficiency throws 
  required to design or build the ohmic 
  accumulator are always successful.  A dwarven 
  dynamo may never implant an ohmic 
  accumulator in anyone else.  An ohmic 
  accumulator is not so reliable as other 
  cybernetic items due to its experimental nature, 
  and requires 1 turn of maintenance from the 
  dynamo each day.  If the maintenance is not 
  performed, the ohmic accumulator and any 
  cybernetics powered by it are disabled 
  (functioning only as prosthetics) until 3d6 turns 
  are spent restoring the ohmic accumulator to 
  working order.  If desired, the dynamo may 
  upgrade their ohmic accumulator.  When 
  upgrading their ohmic accumulator, the 
  dynamo may apply half of its current value 
  towards the building cost of the upgraded 
  version.  For example, a dwarven dynamo has 
  an ohmic accumulator worth 7,000 gp.  They 
  design a new ohmic accumulator worth 10,500 
  gp.  This costs them 3,500 gp in design costs, 
  because it costs them 7,000 gp less than normal 
  to design ohmic accumulators.  Their existing 
  ohmic accumulator reduces the build cost by 
  3,500 gp (half of its 7,000 gp value), and since it 
  costs them 7,000 gp less to build ohmic 
  accumulators, the upgraded ohmic accumulator 
  costs them a total of 3,500 gp to design and 0 
  gp to build.  However, when upgrading an 
  ohmic accumulator in this fashion, it requires an 
  additional 1 day to build per 2,000 gp of value 
  of the ohmic accumulator prior to its upgrade.  
  (In our example before, it would have required 
  an additional 3.5 days to build.)  
  Though they are not trained in ordinary 
  weapons, dwarven dynamos possess an 
  intuitive understanding of integrated weaponry.  
  This integration capacity grants them 
  proficiency with any integrated one-handed 
  axes or hammers, any integrated missile 
  weapons, or any automaton weapons that they 
  possess in any cybernetic items. 
  Beginning at 3rd level (Dwarven Advancer), a 
  dwarven dynamo’s cybernetic coordination 
  grants them a +1 bonus to any attack throws 
  required by a cybernetic item (including attack 
  throws made with integrated weapons).  This 
  bonus increases to +2 at 10th level (Dwarven 
  Omniflux). 
  Beginning at 4th level (Dwarven Accelerator), a 
  dwarven dynamo unlocks the secrets of 
  cybernetic actuators.  This grants them 
  proficiency with up to 2 AC of integrated armor 
  (the equivalent of leather armor or lighter).  If 
  they also have selected the Armor Training 
  proficiency, this stacks with their proficiency 
  increase.  Additionally, if they have integrated 
  armor of any AC value, they gain an additional 
  +1 bonus to AC. 
  Beginning at 5th level (Dwarven Optimizer), a 
  dwarven dynamo’s efficient designs allow a 
  recipient character to have a greater number of 
  total special abilities from cybernetic items.  
  When installing a new cybernetic item designed 
  by the dwarven dynamo in a recipient 
  character, the item will function as designed as 
  long as it brings the recipient character’s total 
  number of cybernetic special abilities to no 
  more than the dwarven dynamo’s class level, 
  plus their Intelligence bonus, plus one.  For 
  example, a fifth-level dwarven dynamo with 16 
  Int designs a cybernetic item with two special 
  abilities.  The item is installed into a character 
  who already had five special abilities from 
  cybernetic items, bringing them to a total of 
  seven.  Normally, this would be too many 
  
  20 
  special abilities; but thanks to the efficient 
  designs of our dwarven dynamo, the cap is 
  increased by 2 + 1, from five to eight, and the 
  item functions as designed. 
  Beginning at 7th level (Dwarven Augmentist), a 
  dwarven dynamo learns to design streamlined 
  tunings into their cybernetic items, allowing 
  them to exceed the ordinary maximum Rating 
  and maximum number of special abilities that 
  an item can have (as determined by their body 
  part replaced).  The restriction on maximum 
  Rating by body part is increased by 4 for any 
  item the dwarven dynamo designs, and the 
  restriction on maximum special abilities is 
  increased by 1.  (The dwarven dynamo still 
  cannot design cybernetic items with a Rating 
  greater than twice their class level, as normal.) 
  When a dwarven dynamo reaches 9th level 
  (Dwarven Dynamo), they may establish a bionic 
  foundry and begin training apprentices.  Within 
  a month, 1d6 apprentice dynamos of 1st-3rd 
  level will arrive, as well as 2d6 normal dwarves 
  seeking to become dynamos.  Their Dexterity 
  and Intelligence scores will be above average, 
  but many will lack the spark and quit after 1d6 
  months.  Such apprentices function like 
  assistants in magical research (see ACKS Core 
  page 119).  While in the dynamo’s service, 
  apprentices must be provided food and lodging, 
  but need not be paid wages.  If the dwarven 
  dynamo builds a dungeon under their bionic 
  foundry, monsters will begin to arrive to 
  populate it.  These dungeons and monsters are 
  often used to test new cybernetic items.  A 
  dwarven dynamo’s bionic foundry is otherwise 
  identical to a mage’s sanctum, as described in 
  ACKS Core. 
  Beginning at 10th level (Dwarven Omniflux), a 
  dwarven dynamo has learned everything about 
  their favored function.  The dwarven dynamo 
  may choose one cybernetic function.  When 
  they design items that include the chosen 
  function, it counts as one fewer special ability.  
  (The function Tier, and the minimum Rating to 
  have a function of that Tier, are not affected.) 
  Like all dwarves, dwarven dynamos possess an 
  innate sensitivity to earth and stone, giving 
  them a +1 bonus on surprise rolls when 
  underground.  Because of their experience 
  underground, they may detect traps, false 
  walls, hidden construction, or sloped passages 
  with a throw of 14+, though they must be 
  actively searching to detect such things.  Also 
  like all dwarves, they are hardy people, gaining 
  a +3 bonus on saving throws vs Blast and a +4 
  bonus on all other saving throws (already 
  included in their target numbers, below).  
  Dwarven dynamos can speak the Common and 
  Dwarven tongues, as well as Goblin, Kobold, 
  and Gnome. 
  Dwarven Dynamo Proficiency List 
  Alchemy, Animal Husbandry, Armor Training, 
  Art, Bargaining, Caving, Craft, Contortionism, 
  Divine Health, Dungeon Bashing, Dwarven 
  Brewing, Endurance, Engineering, Healing, 
  Illusion Resistance, Inventing, Jury-Rigging, 
  Knowledge, Loremastery, Mapping, Mechanical 
  Engineering, Military Strategy, Navigation, 
  Precise Shooting, Riding, Scavenging, Seafaring, 
  Siege Engineering, Signaling, Tinkering, 
  Trapping, Weapon Finesse 
   
   
  
  21 
  Dwarven Dynamo Level Progression 
  Experience 
  Title 
  Level 
  Hit Dice Design/Build/Repair Cybernetics 
  0 
  Dwarven Reinforcer 
  1 
  1d6 
  14+ 
  2,100 
  Dwarven Enhancer 
  2 
  2d6 
  13+ 
  4,200 
  Dwarven Advancer 
  3 
  3d6 
  12+ 
  8,400 
  Dwarven Accelerator 
  4 
  4d6 
  11+ 
  16,800 
  Dwarven Optimizer 
  5 
  5d6 
  10+ 
  33,600 
  Dwarven Alterist 
  6 
  6d6 
  9+ 
  65,000 
  Dwarven Augmentist 
  7 
  7d6 
  8+ 
  130,000 
  Dwarven Adventist 
  8 
  8d6 
  7+ 
  260,000 
  Dwarven Dynamo 
  9 
  9d6 
  6+ 
  390,000 
  Dwarven Omniflux 
  10 
  9d6+3* 
  5+ 
  *(hit point bonuses from Constitution are ignored) 
  Dwarven Dynamo Saving Throws 
   
  Dwarven Dynamo 
  Attack Throws 
  Level 
  Petrif. and  
  Paralysis 
  Poison and 
  Death 
  Blast and 
  Breath 
  Staffs and  
  Wands 
  Spells 
   
  Level Attack Throw 
  1-2 
  9+ 
  9+ 
  13+ 
  10+ 
  11+ 
   
  1-3 
  10+ 
  3-4 
  8+ 
  8+ 
  12+ 
  9+ 
  10+ 
   
  4-6 
  9+ 
  5-6 
  7+ 
  7+ 
  11+ 
  8+ 
  9+ 
   
  7-9 
  8+ 
  7-8 
  6+ 
  6+ 
  10+ 
  7+ 
  8+ 
   
  10 
  7+ 
  9-10 
  5+ 
  5+ 
  9+ 
  6+ 
  7+ 
   
   
   
   
   
   
  *(Treat the renegade’s thick leather work apron 
  as leather armor.  The renegade’s ohmic 
  accumulator can be used to accelerate 
  crossbow bolts placed between atop their 
  shoulder and fire them as a crossbow. 
  Ohmic Accumulator – Rating 1 – Integrated 
  Weapon (Crossbow) Tier 0 –Weapon can be 
  concealed (+1 special ability).  Total Rating 1, 1 
  special ability, value 7,000 gp.) 
  Renegade Template:  This pre-generated 
  template represents a dwarven dynamo who 
  was expelled from the machinists for their 
  heretical beliefs.  This template is ready for 
  adventure.  However, if your dynamo’s Int is 13 
  or higher, you may pick one or more additional 
  general proficiencies before play. 
  Renegade Template 
  Proficiencies 
  Armor Training, Gambling, 
  Craft (blacksmithing) 2, Healing
  Starting 
  Equipment 
  Thick leather work apron*, 
  cybernetic tools, wool tunic 
  and pants, leather belt, low 
  boots, hammer (small), 
  backpack, iron rations (1 
  week), rope (50’), comfrey (1 
  lb), iron spikes (12), book of 
  anatomical drawings, case with 
  20 crossbow bolts, 2 gp, ohmic 
  accumulator* 
  
  22 
  Cybernetic Item Creation 
  Dwarven dynamos, and possibly other 
  characters depending on setting, can create 
  cybernetic items.  Depending on how common 
  the Judge wishes cybernetics to be in their 
  campaign (a question which will depend in large 
  part upon their setting), there are a few 
  options. 
  Option 1 – Any character capable of creating 
  automatons or constructs may also create 
  cybernetic items. 
  Option 2 – Any character capable of creating 
  automatons or constructs may select a class 
  proficiency, Cybernetic Training.  This 
  proficiency allows them to create cybernetic 
  items. 
  Option 3 – Only dwarven dynamos may create 
  cybernetic items. 
  Option 4 – No one may create cybernetic items, 
  and there are no dwarven dynamos.  This is 
  mentioned here just as a reminder that 
  cybernetics, while awesome, may not fit into 
  every setting or be appropriate for every 
  campaign; every campaign is a law unto itself! 
  A cybernetic item serves to replace a specific 
  body part; the eyes, the arms, the legs, the 
  torso, the hands, or the feet.  A character may 
  not have more than one cybernetic item for 
  each specific body part (you may not replace 
  two arms with four arms).  Additionally, each 
  body part has a maximum Rating and maximum 
  number of special abilities that a cybernetic 
  item in that location may have. 
   
   
   
   
  Body Part Replaced 
  Max 
  Rating 
  Max Special 
  Abilities 
  Eyes 
  4 
  1 
  Arms 
  12 
  3 
  Legs 
  16 
  4 
  Torso 
  20 
  5 
  Hands 
  8 
  2 
  Feet 
  8 
  2 
   
  Cybernetic items that normally come paired 
  (that is, all except the torso) may be created as 
  a single item instead of as a pair.  Doing so 
  reduces access to redundant power sources and 
  so reduces the potential power of the item.  
  When a normally paired item is created as a 
  singleton instead, its Maximum Rating is 
  reduced by 4 and its Maximum Special Abilities 
  is reduced by 1.  However, doing so allows a 
  character to have (for example) two cybernetic 
  arms with unique and separate abilities. 
  All cybernetic items have a Rating from 0 to 20.  
  Additionally, a cybernetic item may have one or 
  more special abilities, depending on the 
  functions the item has (see below).  Cybernetic 
  items must be designed and then built, like 
  automatons.  Like automatons, it costs 2,000 gp 
  times the Rating plus 5,000 gp per special ability 
  to design a cybernetic item, and then the same 
  amount to build it.  (A Rating 0 item with no 
  special abilities costs 500 gp to design, and 
  another 500 gp to build.)  A character designing 
  a cybernetic item must have a library worth at 
  least as much as the item being designed, and a 
  character may not design a cybernetic item with 
  a Rating more than twice their class level.  For 
  each 10,000 gp of library value over the value of 
  
  23 
  the item being built, the character gains a +1 
  bonus on their throw to design the item.   
  A successful throw to design the item creates a 
  blueprint that the character can use to build the 
  item.   A character building a cybernetic item 
  must have a workshop worth at least as much 
  as the item being built, and must possess either 
  a blueprint or a sample of the item to be built.  
  Blueprints can be found as treasure in rare 
  manuals, or designed as above.  For each 
  10,000 gp of workshop value over the value of 
  the item being built, the character gains a +1 
  bonus on their throw to build the cybernetic 
  item.  For each 10,000 gp value of precious 
  materials used in the construction, the 
  character gains a +1 bonus on their throw to 
  build the cybernetic item. 
  The throws required to design and build a 
  cybernetic item vary based on how they are 
  being used.  A dwarven dynamo makes a 
  design/build/repair cybernetics throw as per 
  their class table.  Whether or not the Cybernetic 
  Training proficiency was involved, a character 
  who has unlocked the ability to build 
  cybernetics due to their ability to make 
  constructs makes a magic research throw, and a 
  character who has unlocked the ability to build 
  cybernetics due to their ability to make 
  automatons makes a design/build/repair 
  automatons throw.  The target value for any 
  required throw is increased by 1 for each 5,000 
  gp of value of the cybernetic item being 
  designed or built.  Designing and building a 
  cybernetic item each require one week, plus 
  one day for each 1,000 gp of value.  For 
  example, a cybernetic item worth 11,000 gp 
  would require eighteen days (one week plus 
  eleven days) to design and another eighteen 
  days to build. 
  Like magic items, cybernetic items built by the 
  character or a known source may be bought 
  and sold for twice the cost to build them 
  (assuming a buyer can be found).  Because 
  cybernetic items may not be to the taste of all 
  buyers, at the Judge’s discretion, they may be 
  treated as one or more price categories rarer 
  than their actual value.  Cybernetic items found 
  in dungeons or otherwise of uncertain 
  provenance may be sold for the amount it 
  would have cost to build them (again, assuming 
  a buyer can be found). 
  All designs for a cybernetic item must be 
  approved by the Judge, who may at their sole 
  discretion decide that a particular design strains 
  credulity or is otherwise not appropriate for 
  their setting or campaign.  For example, it may 
  be very difficult to believe that a hand is 
  capable of increasing your movement rate by 
  90’, or that your eyes give you the benefit of an 
  integrated suit of plate armor. 
  Once a cybernetic item has been built, it must 
  be implanted.  Implanting a cybernetic item 
  requires a Healing proficiency throw of 18+, 
  with a +4 bonus for each rank of Healing that 
  the surgeon possesses.  A natural 1 on this 
  throw is always a failure.  A cybernetic item may 
  be implanted by any character, and does not 
  require that the surgeon be qualified to build it.  
  If the surgeon built the item themselves, they 
  may add their class level as a bonus to their 
  throw to implant it.  For example, a cybernetic 
  item has been built and now needs to be 
  implanted.  It was built by a 5th-level dwarven 
  machinist.  If the machinist implants it 
  themselves, they would need to roll a 13+ to 
  successfully implant it.  If they hire a chirugeon 
  (3 ranks in Healing), the hired chirugeon would 
  need to roll a 6+ to successfully implant it.  If 
  the machinist was themselves a chirugeon, they 
  
  24 
  would have a total bonus of +17 (+5 for class 
  levels, +12 for Healing ranks), and would need 
  to roll only a 2+ to successfully implant the 
  item.  (A natural 1 always fails, or else this 
  character would automatically succeed.)  On a 
  failed implantation, the patient suffers a mortal 
  wound from the Critically Wounded (11-15) line 
  of the Mortal Wounds table (roll 1d6 to 
  determine which wound was suffered), and the 
  item is not implanted.  On a success, the item is 
  successfully implanted and the character may 
  begin to benefit from it. 
  However, a cybernetic item is powered by the 
  spirit of its recipient, and this often leads to 
  strange side effects.  For each cybernetic item 
  successfully implanted, a character suffers a 
  side effect of Tampering with Mortality.  Add 
  one-half the level of the designer of the item 
  instead of one-half the spellcaster’s level, and 
  apply a -2 penalty if it was not implanted in a 
  workshop large enough to have built the item 
  (instead of a -2 penalty for not being in a 
  temple of the caster’s deity.)  The effect 
  suffered is specific to that particular item’s 
  interaction with their spirit; if a cybernetic item 
  is later removed and replaced with a different 
  cybernetic item, the side effect that that item 
  inflicted is no longer a part of that character.  Of 
  course, they will suffer a new effect for their 
  new item, which may not be an improvement!  
  (A character who wishes to no longer have a 
  cybernetic at all may have their original body 
  parts regrown with Restore Life and Limb after 
  the cybernetic item is removed, but this will of 
  course inflict its own Tampering With Mortality 
  effect as normal.)  Removing an implanted 
  cybernetic item requires the same throw as 
  implanting it, with the same modifiers.  On a 
  failure, the item is damaged, and the character 
  is mortally wounded as above.  A damaged 
  cybernetic item can be repaired at a cost of half 
  its build price by any character qualified to 
  make it. 
  A given character’s spirit only has so much 
  power to spare for cybernetic items.  More 
  skilled designers are better at using this power 
  more efficiently.  Whenever a new cybernetic 
  item is implanted, the new total number of 
  special abilities the recipient will have from 
  cybernetic items should be compared to the 
  class level of the character who designed the 
  newest item.  If the new item would bring the 
  total number of special abilities above the class 
  level of the newest item’s creator, there is not 
  enough power for it, and the cybernetic item 
  does not function as anything except a 
  prosthetic.  For example, a cybernetic item with 
  two special abilities designed by a 6th level 
  machinist is implanted into a character.  If the 
  character already had five or more special 
  abilities combined in all cybernetic items, the 
  new item would not function, because adding 
  two more would bring the total above six (the 
  machinist’s class level). 
  Cybernetic items that are designed with special 
  abilities must obey a set of design principles for 
  those special abilities.  To add special abilities, 
  cybernetic functions must be chosen.  All 
  cybernetic functions have a Tier, from 0 to 4.  
  By default, a function counts as a number of 
  special abilities equal to its tier; some functions 
  may have customization options that cause 
  them to count as more or less special abilities.  
  In addition, adding a function of a given tier 
  requires a cybernetic item of a minimum Rating, 
  as seen in this table.  Unless indicated 
  otherwise, you may not benefit from a specific 
  function more than once, not even on different 
  cybernetic items.  This restriction also applies to 
  functions that are the improved version of a 
  lower-tier function (if this is the case, the 
  
  25 
  function’s description will specify that it is the 
  improved version).  For example, the 
  description of the Toughness Reinforcement 
  function specifies that it is the improved version 
  of the Tenacity Underpinnings function.  A 
  character therefore cannot benefit from both 
  functions, even if they are on different items.  
  (Obviously, if a tier 2 and 3 function both 
  specify that they are an improved version of the 
  same tier 1 function, the tier 3 function is also 
  an improved version of the tier 2 function.) 
  Function Tier 
  Minimum Item Rating 
  0 
  0 
  1 
  1 
  2 
  6 
  3 
  11 
  4 
  16 
    
  Below is a list of cybernetic functions.  This list is 
  intended to serve as examples, not as a 
  restrictive list.  Should a character wish to 
  design a cybernetic item with a function not 
  listed here, the Judge should compare it to the 
  existing functions to decide what tier it should 
  be.  Some desired functions may be very similar 
  to an existing function, and require only that 
  that function be added but with one or more 
  additional special abilities.  (For example, a 
  character wants to have an Integrated Weapon 
  of a self-loading crossbow that will load itself 
  off integrated ammunition storage.  The Judge 
  decides that this is essentially just an Integrated 
  Weapon, but with one additional special 
  ability.) 
   
   
   
   
   
  Cybernetic Function 
  Tier 
  Integrated Armor 
  0* 
  Integrated Weapon 
  0* 
  Prosthetic 
  0 
  Adapted Responsiveness 1+ 
  Aquatic Inciters 
  1 
  Assault Elements 
  1* 
  Burden Structures 
  1 
  Celerity Inducers 
  1* 
  Embedded Impulses 
  1 
  Improved Weapon 
  1* 
  Improved Armor 
  1 
  Tenacity Underpinnings 1 
  Ascension Array 
  2 
  Enhanced Armor 
  2 
  Enhanced Weapon 
  2* 
  Fortitude Backings 
  2 
  Incorporated Responses 2 
  Integral Power Source 
  2 
  Load Unit 
  2 
  Modified Functionality 
  2+ 
  Aviation Procedures 
  3 
  Bolstered Armor 
  3 
  Bolstered Weapon 
  3* 
  Coordinated Reflexes 
  3 
  Engineered Capability 
  3+ 
  Haulage Mechanism 
  3 
  Toughness Reinforcement 3 
  Augmented Armor 
  4 
  Augmented Weapon 
  4* 
  Evolved Capacity 
  4+ 
  Mass Framework 
  4 
  Synthesis Responses 
  4 
  Vitality Sustainer 
  4 
  *(see description; options may increase function 
  Tier or require additional special abilities) 
  +(see description; may be taken more than once 
  for unique abilities each time) 
  
  26 
  Cybernetic items may also be designed in ways 
  to save power, though cutting corners causes 
  problems in other ways.  The following 
  functions may be added to reduce the number 
  of special abilities the final item possesses.  
  Each power-saving function reduces the 
  effective number of special abilities the item 
  possesses by one (or more, if their description 
  indicates special options).  No cybernetic item 
  may benefit from a particular power-saving 
  function more than once, though a character 
  may have multiple different cybernetic items 
  that each have the same power-saving function.  
  This reduction in special abilities in the finished 
  item does not affect the Tier of any other 
  functions added, which still need the minimum 
  Rating in place in all cases.  For example, a 
  Rating 16 Legs item with a Tier 4 function 
  (which counts as four special abilities) is 
  designed.  If two power-saving functions are 
  added, it is still a Rating 16 item with a Tier 4 
  function, but now counts only as having two 
  special abilities; a Tier 2 function could be 
  added as well, or two Tier 1, or it could simply 
  be cheaper to design and build.  It being 
  reduced to two special abilities does not mean 
  that it could be designed with a Rating of only 6; 
  it still requires a Rating of 16 to support its Tier 
  4 function. Like the list of cybernetic functions, 
  these are intended as examples, and not as a 
  restrictive list. 
   
   
   
   
   
   
  Power-Saving Functions 
  Enmity Defect 
  Fragility Rift* 
  Intolerance Paralysis* 
  Oversized Components 
  Torpidity Flaw 
  Underpowered Impeller 
  Unreliable Catalyst 
  Vulnerability Modules 
  *(see description, additional reduction may be 
  possible with options) 
  POWER-SAVING FUNCTIONS 
  Enmity Defect: The Enmity Defect function 
  causes the item to release a flood of 
  neurotransmitters into the brain of the 
  recipient character upon sight of a particular 
  type of creature, inducing them to attack 
  immediately regardless of the circumstances.  
  The particular creature type is subject to the 
  designer’s choice and the Judge’s approval. 
  Fragility Rift: An item with a Fragility Rift 
  function is vulnerable to a specific common 
  type of attack (fire, ice, magical weapons, etc).  
  If the recipient character suffers damage from 
  the vulnerable attack type, the item is disabled 
  (counting only as a prosthetic while disabled) 
  for 1 round per die of damage the attack dealt.  
  A fragility rift may instead disable the recipient 
  character (paralyzing them) for the same 
  duration.  If the fragility rift paralyzes the 
  character when the appropriate attack type is 
  suffered, it counts as -2 special abilities (instead 
  of the normal -1).  The particular attack type is 
  subject to the designer’s choice and the Judge’s 
  approval. 
   
   
   
  
  27 
  Intolerance Paralysis: With an Intolerance 
  Paralysis function loaded, the item is disabled 
  (counting only as a prosthetic while disabled) by 
  an otherwise common situation (such as 
  daylight) or in the presence of a common item 
  (such as garlic).  If the recipient character is 
  disabled instead (paralyzed), this counts as -2 
  special abilities (instead of the normal -1).  The 
  particular situation or item is subject to the 
  designer’s choice and the Judge’s approval. 
  Oversized Components:  An item built with the 
  Oversized Components function is large and 
  bulky.  The item weighs 1 stone + 1 stone per 
  special ability it possesses.  The recipient 
  character is considered to always be carrying 
  the item’s weight (in addition to whatever other 
  weight they are carrying). 
  Torpidity Flaw:  The Torpidity Flaw function 
  causes the item to inflict a -2 penalty to all of 
  the recipient character’s throws in an otherwise 
  common situation (such as daylight) or in 
  presence of a common item (such as garlic) as 
  the item makes the recipient character sluggish 
  and weak.  The particular situation or item is 
  subject to the designer’s choice and the Judge’s 
  approval. 
  Underpowered Impeller: A cybernetic item 
  with the Underpowered Impeller function 
  draws additional power from the recipient 
  character’s spirit.  When rolling for the 
  Tampering with Mortality effect caused by such 
  an item, apply a -5 penalty to the d20 roll.  (An 
  item cannot be both underpowered and have 
  an integral power source.) 
  Unreliable Catalyst:  As the name suggests, a 
  cybernetic item with the Unreliable Catalyst 
  function does not always work as expected.  
  Whenever the recipient character rolls a natural 
  1 on any throw, the item becomes totally 
  disabled and ceases to function (even as a 
  prosthetic).  A character whose torso ceases to 
  function is paralyzed and will die in 1d6+3 
  rounds.  It can be re-enabled with an action and 
  a throw of 11+ by the recipient character (if not 
  paralyzed) or anyone familiar with cybernetic 
  items, or in 1 turn of work without a throw 
  needed. 
  Vulnerability Modules:  An item built with 
  Vulnerability Modules is not merely itself weak 
  to a certain attack type, but extends that 
  weakness to the recipient character.  The 
  recipient character suffers double damage from 
  a specific common attack type (fire, ice, magical 
  weapons, etc).  The particular attack type is 
  subject to the designer’s choice and the Judge’s 
  approval. 
   
   
   
  
  28 
  CYBERNETIC FUNCTION DESCRIPTIONS 
  TIER 0 FUNCTIONS 
  Integrated Armor: The integrated armor 
  function allows a cybernetic item to include a 
  suit of armor, or the effective equivalent, for 
  the recipient character.  The recipient character 
  must be proficient with the armor integrated.  If 
  the integrated armor grants proficiency with 
  itself, it becomes a Tier 1 cybernetic function 
  for armor up to 2 AC better than the recipient 
  character’s actual proficiency, a tier 2 function 
  for up to 4 AC better than their actual 
  proficiency, and a tier 3 function for up to 6 AC 
  better than their actual proficiency.  Integrated 
  armor cannot be removed, but is perfectly 
  comfortable and inflicts no additional penalties 
  (so long as the recipient character is proficient 
  with the armor integrated).  It does, however, 
  slow the character; a character with integrated 
  armor is treated as always carrying the armor’s 
  weight (normally stone equal to the AC 
  provided).  Depending on the design, integrated 
  armor may integrate a specific suit of armor or 
  may only offer the equivalent protection.  
  (Hardening a recipient character’s skin to be as 
  tough as leather armor, for example, would be 
  an example of integrated leather armor, and 
  would count towards encumbrance as if the 
  character were permanently carrying 2 stone of 
  weight.) 
  Integrated Weapon: The integrated weapon 
  function allows a cybernetic item to include a 
  weapon for the recipient character.  An 
  integrated weapon cannot be hidden or 
  disarmed.  If the integrated weapon can be 
  concealed, this function counts as one 
  additional special ability; a concealed integrated 
  weapon cannot be detected by visual 
  inspection.  This function does not grant 
  proficiency with the weapon by default.  If the 
  integrated weapon grants proficiency with the 
  weapon, it becomes a Tier 1 cybernetic 
  function.  Alternately, instead of integrating an 
  ordinary weapon, an integrated weapon may be 
  an automaton-style weapon.  An integrated 
  automaton weapon deals a maximum of 3 
  damage per Rating of the cybernetic item, with 
  an average of half that.  Depending on the 
  design, this damage may be in a single weapon 
  or attack, or may be spread between as many 
  as four.  If an integrated automaton weapon 
  has more than one attack, select one attack to 
  be the primary attack.  Any damage bonuses 
  from class, proficiencies, stats, magic, or any 
  other source apply only to the primary attack.  
  An integrated automaton weapon is a Tier 1 
  function for Ratings up to 5, a Tier 2 function for 
  Ratings up to 10, a Tier 3 function for Ratings up 
  to 15, and a Tier 4 function for ratings of 16+.  If 
  an integrated automaton weapon is ranged, it 
  has a maximum range up to 30’ times the item’s 
  Rating; however, a ranged automaton weapon 
  counts as one additional special ability. 
  Prosthetic: A cybernetic item that possesses no 
  functions may still serve as a prosthetic.  A 
  prosthetic cybernetic item offers no special 
  bonuses or penalties, but serves as an ordinary 
  example of the body part replaced.  Prosthetic 
  cybernetic items are most often used for 
  characters who have suffered mortal wounds, 
  or temporarily when a recipient character’s 
  cybernetics have too many special abilities for 
  them all to function. 
   
   
   
   
   
  
  29 
  TIER 1 FUNCTIONS 
  Adapted Responsiveness: The Adapted 
  Responsiveness function is a generic function 
  designed to cover many different kinds of 
  abilities.  A cybernetic item that has the 
  Adapted Responsiveness function grants its 
  recipient any single monster minor ability worth 
  up to ## (as per Lairs and EncountersTM pages 
  153-155) that is not better expressed by a more 
  specific function.  If a monster special ability 
  refers to a natural weapon, it can benefit only 
  an integrated weapon in the same cybernetic 
  item.  At the Judge’s discretion, some abilities 
  may not be available or appropriate for use in 
  cybernetic items; be sure to check with your 
  Judge before designing a cybernetic item with 
  the Adapted Responsiveness function.  A 
  recipient character may benefit from this 
  function more than once, for a different ability 
  each time.  It may still only be added to a 
  particular cybernetic item once.  
  Aquatic Inciters: A cybernetic item with the 
  Aquatic Inciters function allows the recipient 
  character to travel through water with ease.  
  The recipient character can swim at their 
  exploration movement rate, with no check 
  required regardless of weight carried.  
  Additionally, they may hold their breath for up 
  to 1 turn, even while exerting themselves.  
  However, after holding their breath for 1 turn, 
  they must spend at least 1 hour above water to 
  allow the oxygen reservoir to refill. 
  Assault Elements: This function allows for 
  limited-use weaponry.  Assault elements may 
  be used up to three times per day, targeting a 
  creature within 60’.  The targeted creature 
  suffers 1d6 damage per Rating of the item, up 
  to a maximum of 5d6 damage, but may save vs 
  Blast; on a successful saving throw, they take 
  only half damage.  Depending on design, an 
  assault element may deal physical or elemental 
  damage, of a chosen element.  Assault elements 
  may have their maximum dice of damage 
  increased at the cost of additional special 
  abilities.  For each additional special ability, the 
  maximum number of damage dice is increased 
  by 5d6.  Assault elements may also be 
  customized in a variety of ways.  If the assault 
  element requires an attack throw to hit, instead 
  of a saving throw for half damage, it requires 
  one fewer special ability.  If a successful saving 
  throw against the assault element negates 
  damage, instead of halving it, it requires one 
  fewer special ability.  If the assault element 
  affects an area, instead of a single target, it 
  requires one or more additional special abilities.  
  For one additional special ability, the assault 
  element affects all creatures in a 10’ diameter 
  sphere centered on a point within 60’.  For two 
  additional special abilities, the assault element 
  affects a 60’ long x 5’ wide line from the 
  recipient character.  For three additional special 
  abilities, the assault element affects a 20’ 
  diameter sphere centered on a point within 60’.  
  For four additional special abilities, the assault 
  element affects a 40’ long x 20’ wide cone from 
  the recipient character.  Finally, the range of the 
  assault element may be increased.  For each 
  additional special ability dedicated to increase 
  the range, the assault element’s range is 
  doubled.  If additional customization beyond 
  what is listed here is desired, the Judge should 
  decide how many special abilities it counts as, 
  as well as whether or not the desired 
  customization is possible at all.  A recipient 
  character may benefit from multiple assault 
  elements, but still only one per item. 
   
   
  
  30 
  Burden Structures: This function allows the 
  recipient character to carry more weight 
  without becoming encumbered.  Each 
  encumbrance category is increased by 1 stone 
  (for example, they may move at 120’ 
  exploration movement while carrying up to 6 
  stone).  Additionally, their maximum carrying 
  capacity is increased by 5 stone. 
  Celerity Inducers: This function accelerates the 
  movement of the recipient character.  The 
  recipient character’s exploration movement 
  rate is increased by 10’ if the item’s Rating is 1-
  5, 20’ if the item’s Rating is 6-10, 40’ if the 
  item’s Rating is 11-15, and 60’ if the item’s 
  Rating is 16+. 
  Embedded Impulses: The Embedded Impulses 
  function allows a cybernetic item to take over 
  the recipient character’s reaction to a situation.  
  The Embedded Impulses function is built with a 
  specific general proficiency.  The recipient 
  character may benefit as if they had one rank in 
  the chosen proficiency.  This does not stack 
  with any ranks in the proficiency that the 
  recipient character may have themselves, or 
  that they may be granted by any other sources 
  (most likely magic).  (Remember as always that 
  the Judge may veto any cybernetic item that 
  strains credulity; eyes that grant Military 
  Strategy may be believable, but feet that do the 
  same may not be.) 
  Improved Armor: The Improved Armor function 
  requires that the cybernetic item contain the 
  Integrated Armor function as well.  The item’s 
  Integrated Armor is treated as +1 armor.  This 
  function cannot improve the effect of armor 
  that was already enchanted. 
  Improved Weapon: The Improved Weapon 
  function requires that the cybernetic item 
  contain the Integrated Weapon function as 
  well.  The item’s Integrated Weapon is treated 
  as a +1 weapon.  This function cannot improve 
  the effect of a weapon that was already 
  enchanted.  If the item’s Integrated Weapon is 
  an automaton weapon with more than one 
  attack, only the primary attack is treated as +1.  
  (In such a case, this function may be added to 
  the item more than once, to improve each part 
  of the integrated automaton weapon.) 
  Tenacity Underpinnings: The Tenacity 
  Underpinnings function grants the recipient 
  character +3 maximum hit points.   
  TIER 2 FUNCTIONS 
  Ascension Array: The Ascension Array function 
  allows the recipient character to climb 
  effortlessly, even sheer vertical surfaces.  The 
  recipient character can climb at their normal 
  movement rate, or half that if the surface is 
  vertical or upside-down.  The array requires the 
  recipient character to use at least three limbs to 
  climb; they may fight with a one-handed 
  weapon, cast spells, and otherwise defend 
  themselves normally so long as they dedicate at 
  least three limbs to their climbing.  They may 
  not run or charge while climbing. 
  Enhanced Armor: The Enhanced Armor function 
  is an improved version of the Improved Armor 
  function, and is identical except that the 
  integrated armor is treated as +2. 
  Enhanced Weapon: The Enhanced Weapon 
  function is an improved version of the Improved 
  Weapon function, and is identical except that 
  the integrated weapon is treated as +2. 
  Fortitude Backings: The Fortitude Backings 
  function is an improved version of the Tenacity 
  Underpinnings function, and grans the recipient 
  character +6 maximum hit points. 
  
  31 
  Incorporated Responses: The Incorporated 
  Responses function is an improved version of 
  the Embedded Impulses function.  The 
  Incorporated Responses function is built either 
  with two ranks in a general proficiency, or one 
  rank in a class proficiency.  It is otherwise 
  identical to the Embedded Impulses function. 
  Integral Power Source: A cybernetic item with 
  this function has its own power source, and 
  does not need to be powered by the spirit of 
  the recipient character.  As a result, it does not 
  inflict a Tampering With Mortality effect on the 
  recipient character. 
  Load Unit: The Load Unit function is an 
  improved version of the Burden Structures 
  function, adding +2 stone to each encumbrance 
  category and +10 stone to the recipient 
  character’s maximum carrying capacity. 
  Modified Functionality: The Modified 
  Functionality function is an improved version of 
  the Adapted Responsiveness function, and may 
  provide a monster minor special ability worth 
  up to ####.  It is otherwise identical. 
  TIER 3 FUNCTIONS 
  Aviation Procedures: The Aviation Procedures 
  function allows the recipient character to fly at 
  twice their exploration movement rate.  A 
  character may benefit from this function up to 
  three times, but only once per item.  If a 
  recipient character has this function in two 
  items, they may hover in the air.  If a recipient 
  character has this function in three items, they 
  instead may fly at four times their exploration 
  movement rate. 
  Bolstered Armor: The Bolstered Armor function 
  is an improved version of the Improved Armor 
  function, and is identical except that the 
  integrated armor is treated as +3. 
  Bolstered Weapon: The Bolstered Weapon 
  function is an improved version of the Improved 
  Weapon function, and is identical except that 
  the integrated weapon is treated as +3. 
  Coordinated Reflexes: The Coordinated 
  Reflexes function is an improved version of the 
  Embedded Impulses function.  The Coordinated 
  Reflexes function is built either with three ranks 
  in a general proficiency, or two ranks in a class 
  proficiency.  It is otherwise identical to the 
  Embedded Impulses function. 
  Engineered Capability: The Engineered 
  Capability function is an improved version of 
  the Adapted Responsiveness function, and may 
  provide a monster major special ability worth 
  up to *.  It is otherwise identical. 
  Haulage Mechanism: The Haulage Mechanism 
  function is an improved version of the Burden 
  Structures function, adding +3 stone to each 
  encumbrance category and +15 stone to the 
  recipient character’s maximum carrying 
  capacity. 
  Toughness Reinforcement: The Toughness 
  Reinforcement function is an improved version 
  of the Tenacity Underpinnings function, and 
  grants the recipient character +9 maximum hit 
  points. 
  
  32 
  TIER 4 FUNCTIONS 
  Augmented Armor: The Augmented Armor 
  function is the ultimate version of the Improved 
  Armor function.  The integrated armor is 
  treated as +3, and also gains a powerful 
  defensive special ability.  The armor’s defensive 
  special ability should be comparable to a 
  monster special ability worth no more than one 
  *.  Examples would include immunity to normal 
  weapons, magic resistance, or a chance to 
  destroy weapons that strike it. 
  Augmented Weapon: The Augmented Weapon 
  function is the ultimate version of the Improved 
  Weapon function.  The integrated weapon is 
  treated as +3, and also gains a powerful 
  offensive special ability.  The weapon’s 
  offensive special ability should be comparable 
  to a monster special ability worth no more than 
  one *.  Examples include vorpal, eating the 
  souls of enemies slain by it, or dealing double or 
  triple damage against a specific kind of creature 
  (triple damage would require a more narrow or 
  less common creature than double). 
  Evolved Capacity: The Evolved Capacity 
  function is the ultimate version of the Adapted 
  Responsiveness function, and may provide a 
  monster major special ability worth up to **.  It 
  is otherwise identical. 
  Mass Framework: The Mass Framework 
  function is the ultimate version of the Burden 
  Structures function, adding +3 stone to each 
  encumbrance category and +15 stone to the 
  recipient character’s maximum carrying 
  capacity.  The recipient character also gains a 
  +16 bonus to throws to force open doors and 
  similar feats of strength, and can hurl small 
  boulders or similarly heavy items as a weapon 
  up to 120’ dealing 1d10 damage. 
  Synthesis Responses: The Synthesis Responses 
  function is the ultimate version of the 
  Embedded Impulses function.  The Synthesis 
  Responses function is built with a total of four 
  ranks in general proficiencies, or three ranks in 
  class proficiencies.  Unlike the lower-tier 
  versions, these ranks do not all need to be in 
  the same proficiency.  It is otherwise identical 
  to the Embedded Impulses function. 
  Vitality Sustainer: The Vitality Sustainer 
  function is the ultimate version of the Tenacity 
  Underpinnings function, and grants the 
  recipient character +9 maximum hit points.  
  Additionally, the recipient character is able to 
  heal extraordinarily quickly, recovering 1 hit 
  point every hour of rest in addition to any 
  natural healing that may occur.  The recipient 
  character must still rest to recover hit points. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  33 
  Heroic Item Crafting 
  Heroic Item Crafting offers Judges a new way to 
  design formulas for magic items, based off the 
  rarity of those magic items. 
  With Heroic Item Crafting, you begin by 
  knowing the rarity of the item you wish to craft. 
  (If you don’t know the item’s rarity, consult the 
  Item Price Range column in the table on the 
  next page and compare to the normal cost of 
  the item.)  Each rarity of item has a base price 
  associated with it.  The steps to heroically 
  create a magic item are as follows: 
  Step 1: Spend half of the item’s base price in 
  gold pieces.  At this stage, the character is 
  performing initial exploratory research such as 
  feasibility studies. 
  Step 2: Learn an experimental recipe.  At this 
  step, the character should be told a list of 
  components generated by the Judge that are 
  appropriate for the item (whether generated 
  through Heroic Item Crafting or not).  This 
  recipe is still experimental, and will not confer 
  the normal benefits of having a formula at this 
  point. 
  Step 3: Collect the required components as 
  listed in the experimental recipe.  Usually, this 
  will involve some mercantile ventures or 
  adventuring or both. 
  Step 4: Expend the required components.  At 
  this step, the character goes through the basic 
  process of the recipe, in order to sanity check it 
  and confirm that it is not immediately 
  guaranteed to explode.  It isn’t a guarantee that 
  it definitely won’t explode, but it means there’s 
  at least a chance that it won’t. 
  Step 5: Collect the required components again. 
  Step 6: Spend half the base price, plus the 
  required components, and make a magic 
  research throw (with no formula benefit, as you 
  don’t yet have a formula).  On a successful 
  magic research throw, the experimental recipe 
  is proven to be a true formula, and the 
  character creates the item. 
  If a character already has a formula or sample 
  for the item they wish to create, they can skip 
  immediately to steps 5/6, and make a magic 
  research throw benefited by their formula or 
  sample as normal.  This is primarily a rephrasing 
  of the existing rules, and gives identical results.  
  Note that in this case, the required components 
  as listed in the recipe or formula will have a 
  total value of half the base price by default. 
  Where Heroic Item Crafting separates from the 
  Core rules is in how the formula is determined.  
  In Heroic Item Crafting, an item’s formula has a 
  keystone component and a variety of lesser 
  components.  The keystone component is a 
  component (or components) determined by the 
  item’s rarity, as listed on the table below.  The 
  keystone component will always be from a 
  monster of rarity equal to or greater than the 
  item (by default, equal to, except at the Judge’s 
  discretion) and must be associated with the 
  effect of the item as per ACKS Core and Lairs 
  and EncountersTM.  The keystone component 
  will usually be selected by the Judge specifically 
  to be appropriate for the item, rather than 
  being rolled for (though if desired, the Judge 
  can simply roll on the appropriate table for 
  rarity and come up with an explanation for how 
  it’s related).  At higher rarities, a keystone 
  component will actually be multiple of the same 
  component, as per the table below.  (If the 
  Judge desires, these keystone components may 
  be separate items, but more commonly it is 
  multiple of the same item.) 
  
  34 
  Item Rarity 
  Required Keystone 
  Components 
  Average  
  Keystone Value 
  Average Total 
  Component Value 
  Item Base 
  Price 
  Item Price 
  Range 
  Common 
  1 Common 
  180 gp 
  250 gp 
  500 gp 
  Up to 1,000 
  Uncommon 
  1 Uncommon 
  515 gp 
  1,250 gp 
  2,500 gp 
  Up to 6,000 
  Rare 
  3 Rare 
  3,420 gp 
  6,250 gp 
  12,500 gp 
  Up to 30,000 
  Very Rare 
  6 Very Rare 
  14,400 gp 
  30,000 gp 
  60,000 gp 
  Up to 150,000 
  Legendary 
  10 Legendary 
  78,000 gp 
  150,000 gp 
  300,000 gp 
  Above 150,000 
   
  For example, a character is crafting a Legendary 
  magic item.  The Judge consults the table and 
  sees that the keystone component is 10 
  Legendary.  The Judge consults the Legendary 
  monster list and decides that the part that best 
  fits for this item is the flight feathers of 10 giant 
  rocs.  The average value of a Legendary 
  component is 7,800 gold, so this accounts for 
  78,000 of the required 150,000 gp worth of 
  components.  The Judge may either roll on the 
  Additional Components: Legendary Item table 
  (which will generate an average value of 72,000 
  gp) to find out what other rarities of 
  components are required, or select them from 
  tables to fill the remaining budget, as described 
  below.  Note that because the flight feathers of 
  10 giant rocs actually have a value of 125,000 
  gp, higher than the average, this formula may 
  end up being more expensive to craft than the 
  average formula and therefore less valuable, as 
  described later.  However, with lucky rolls on 
  the additional components table, it might still 
  end up cheaper than average! 
  Other components can be chosen or rolled for 
  (the default assumption is rolled for).  Each 
  rarity table has an average value listed.  The 
  Judge can either roll on the Additional 
  Components table to find out which 
  components to roll for, or can select tables with 
  an average value to fill the remaining average 
  cost.  For example, a character is crafting a 
  Common magical item.  The average 
  component value for a Common item is 250 gp.  
  The Judge selects a keystone component.  The 
  keystone component is a Common component, 
  which has an average value of 180 gp.  This 
  leaves the Judge with 70 gp of budget to fill.  
  The Judge may either select to roll on tables 
  whose average value adds up to 70, or may roll 
  on the Additional Components: Common Item 
  table.  (The Additional Components: Common 
  Item table has an average result of 70 gp, but 
  randomness will cause it to vary.)  Note that 
  since we are dealing with averages here 
  anyway, it is not a big deal if selected tables do 
  not precisely match.  Our Judge who needs 70 
  gp might choose to roll on Additional 
  Components: Common Item once (average 
  value: 70 gp), or roll directly on Everyday 
  Components twice (average value: 100 gp), and 
  both of them would be close enough.  (This is 
  particularly true in this case, since 2 Everyday is 
  one of the possible results on the Additional 
  Components: Common Item table.) 
  ADDITIONAL COMPONENTS TABLES 
  As described above, after determining your 
  keystone component, you may roll on the 
  Additional Components table for your item 
  rarity.  The Additional Components table will, 
  on average, result in components being added 
  to the average keystone component to bring 
  the total up to the average components for that 
  particular rarity.  As with keystone components, 
  multiple items of the same rarity are usually 
  multiple of the same item, but may be separate 
  items at the Judge’s discretion.
  
  35 
  Additional Components: Common Item 
  (Average Value: 70 gp) 
  Roll (2d6) 
  Components 
  2-4 
  None 
  5-7 
  1 Everyday 
  8-9 
  2 Everyday 
  10 
  3 Everyday 
  11-12 
  1 Common 
   
  Additional Components: Uncommon Item 
  (Average Value: 735 gp) 
  Roll (2d6) 
  Components 
  2 
  1 Everyday 
  3 
  2 Everyday 
  4 
  1 Common, 1 Everyday 
  5 
  2 Common 
  6 
  1 Uncommon 
  7 
  1 Uncommon, 1 Common 
  8 
  1 Uncommon, 2 Common 
  9 
  1 Uncommon, 3 Common 
  10 
  2 Uncommon, 1 Common 
  11 
  3 Uncommon 
  12 
  3 Uncommon, 2 Common 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additional Components: Rare Item (Average 
  Value: 2,830 gp) 
  Roll (2d6) 
  Components 
  2 
  2 Common 
  3 
  3 Common 
  4 
  3 Uncommon 
  5 
  1 Rare, 1 Uncommon 
  6-7 
  2 Rare, 1 Uncommon 
  8 
  2 Rare, 2 Uncommon 
  9 
  3 Rare 
  10 
  3 Rare, 2 Uncommon 
  11 
  3 Rare, 3 Uncommon 
  12 
  4 Rare, 1 Uncommon 
   
  Additional Components: Very Rare Item 
  (Average Value: 15,600 gp) 
  Roll (2d6) 
  Components 
  2 
  1 Rare 
  3 
  4 Rare 
  4 
  6 Rare 
  5 
  4 Very Rare 
  6 
  6 Very Rare 
  7 
  6 Very Rare, 1 Rare 
  8 
  6 Very Rare, 2 Rare 
  9 
  7 Very Rare, 3 Rare 
  10 
  8 Very Rare, 6 Rare 
  11 
  10 Very Rare, 2 Rare 
  12 
  12 Very Rare 
   
  Additional Components: Legendary Item 
  (Average Value: 72,000 gp) 
  Roll (2d6) 
  Components 
  2 
  2 Very Rare 
  3 
  4 Very Rare 
  4 
  5 Very Rare 
  5 
  2 Legendary, 2 Very Rare 
  6 
  4 Legendary, 4 Very Rare 
  7 
  8 Legendary, 4 Very Rare 
  8 
  10 Legendary, 6 Very Rare 
  9 
  12 Legendary, 6 Very Rare 
  10 
  18 Legendary, 4 Very Rare 
  11 
  20 Legendary 
  12 
  24 Legendary 
   
  
  36 
  Once an item’s formula is known, that formula 
  can have value.  A formula for an item has a 
  base value equal to the item’s base price.  (For 
  example, a formula for a Common item has a 
  base price of 500 gp.)  However, not all 
  formulas are created equal; some are more or 
  less valuable, based on the value of the 
  required components.  A formula’s base value is 
  modified by the ratio between the actual 
  required component value for that particular 
  formula and the average value of the 
  components required for a formula of that 
  rarity.  Divide the base price by the ratio to 
  determine the formula value.  For example, a 
  Common item normally requires 250 gp of 
  components.  If a Common item formula were 
  researched that required 300 gp of 
  components, 300 gp is 120% of normal (300 / 
  250 = 1.2).  The base value for a Common 
  formula is 500 gp, so this formula is worth (500 
  / 1.2) = 416.67 gp.  (It is reasonable to round 
  the results; in this case, the Judge rounds it to 
  415 gp.) 
  AN EXAMPLE OF CRAFTING A MAGIC ITEM 
  A character wishes to craft a potion of healing.  
  This is a Common magic item.  First, the Judge 
  consults the Keystone Components table to 
  determine what keystone component is 
  needed.  The table informs them that one 
  Common component is required for a keystone 
  in a Common magic item.  The Judge looks at 
  the list of Common components and decides 
  that it requires the blood of an orc, inspired by 
  the orc-draught of yore.  The Judge then rolls on 
  the Additional Components: Common Item 
  table to see what other components are 
  required.  Rolling 2d6, the Judge gets a result of 
  7, which means that this formula also requires 1 
  Everyday component.  The Judge then rolls on 
  the Everyday Components Table and gets a 
  result of “A bloodstone worth at least 50 gp”.  
  The Judge then considers the value of this 
  formula; it requires components worth a total 
  of 60 gp (an orc having an XPV of 10, plus 50 for 
  the gem), compared to the normal 250 for a 
  common item.  This is very low, as a result of 
  the Judge having selected a keystone 
  component worth significantly less than the 
  average for a common component, and of 
  having chosen for it to be one orc instead of six 
  orcs. (The average value of a common 
  component is 180 gp).  Because this was the 
  result of their choice and not the result of dice 
  rolling, the Judge decides to adjust it by rolling 
  again on the Common Item Component table; 
  rolling a 10, this adds an additional 3 Everyday 
  components to the formula.  Because they like 
  rolling dice, the Judge decides to roll three 
  different components for this item.  The Judge 
  rolls a bone trinket worth 40 gp, a lapis lazuli 
  worth at least 25 gp, and 150 bricks of salt (1 
  load, worth 100 gp).  This brings the total value 
  of the components in the formula up to 10 (orc 
  blood) + 50 (bloodstone) + 40 (bone trinket) + 
  25 (lapis lazuli) + 100 (salt bricks) = 225 gp.  The 
  Judge is happy with this.  The component value 
  is slightly less than the normal amount for a 
  Common item; specifically, it is 90% of the 
  value.  Because of this, the formula is worth 
  more than the average formula for a potion of 
  healing.  An average formula for a Common 
  item is worth 500 gp.  This formula is worth 
  (500/0.9) = 556 gp.   
  An alternate universe Judge decides not to roll 
  for more components, but to increase the 
  number of keystone components (orcs) 
  required instead.  10 is 1/18 of the average 
  value of a common component, so the Judge 
  rolls 5d6, figuring that an average result of 17.5 
  is close enough to 18.  This Judge rolls 23 on 
  5d6, meaning that this formula requires the 
  
  37 
  blood of 23 orcs, plus one 50 gp bloodstone, for 
  a total value of 230 + 50 = 280 gp of 
  components.  This is 112% of the average value, 
  meaning the formula is worth (500/1.12) = 446 
  gp. 
  OPTIONAL RULE: SPECIFIC ITEM VALUES 
  Heroic Item Crafting uses the average value for 
  items of a given rarity for all calculations.  This 
  has the benefit of simplicity, but loses 
  granularity, resulting in some items sometimes 
  being over-valued or under-valued.  If desired, a 
  Judge may use the precise value for the item 
  being constructed instead of the average value 
  for its rarity.  Use the item’s precise value in all 
  places where the base price is referenced, 
  including the expected average component 
  value (which may require more or fewer rolls on 
  tables, or simply alter the value of the final 
  formula).  Remember that the expected average 
  component value is half of the base price. 
  OPTIONAL RULE:  HIGHER RARITY COMPONENTS 
  Some players may find themselves with more 
  high-rarity components than they actually need.  
  Using this optional rule, higher-rarity 
  components may be substituted on a 1-for-1 
  basis for lower-rarity components.  This is one 
  component for one component, not one gp for 
  one gp!  The higher rarity component will 
  almost always be more valuable, and have been 
  more difficult to get.  For example, a high-level 
  party slays a venerable dragon and harvests 
  their wing claws.  A venerable dragon is a 
  Legendary monster.  This party does not know 
  any formulae that require a Legendary 
  component, but they do know one that requires 
  the eye of a sorcerous sphere, a Very Rare 
  component.  Using this optional rule, the party 
  may use the wing claws of the venerable dragon 
  in place of the eye of the sorcerous sphere.  
  (The inefficiency is already accounted for in the 
  difference in value.  The components of the 
  venerable dragon are worth 12,800 gp, while 
  the components of the sorcerous sphere are 
  worth only 4,800.  Though it is not always 
  exactly the case that a more rare component is 
  more valuable, it is true in the average case, 
  and the additional difficulty involved in finding 
  the more rare component accounts for the 
  rest.) 
  OPTIONAL RULE: HEROIC DEEDS 
  Instead of requiring a component of a specific 
  rarity, a formula may instead require a Heroic 
  Deed of a specific rarity.  A Heroic Deed of a 
  given rarity should involve a monster of the 
  specific rarity (or equivalent challenge), but not 
  necessarily killing them or taking power from 
  their corpse.  For example, it would be a 
  Legendary Heroic Deed to temper your sword in 
  the fiery breath of a venerable red dragon.  A 
  Heroic Deed of a given rarity may be added to a 
  formula as if it had the average GP value for its 
  rarity.  (For example, the average GP value of a 
  Legendary component is 7800 gp, so a formula 
  that required you to temper your sword in the 
  breath of a venerable red dragon would have 
  the Deed added to its value as if it were worth 
  7800 gp, or would take the place of a Legendary 
  component roll.) 
  Some Heroic Deeds may affect the item or its 
  usage, instead of the formula for creation.  For 
  example, after use, the item may scatter into 
  seven disparate places around the world and 
  need to be gathered together before it can be 
  re-used.  If the Deed needs to be performed 
  multiple times (such as per usage for a reusable 
  item), it should be counted in the formula as if 
  it were components equal to the creation usage 
  multiplier for creating an item usable as often 
  as the deed needs to be performed.  For 
  
  38 
  example, an item usable once per day costs 500 
  gp * spell level * 10 gp as its base price.  If a 
  Heroic Deed needs to be performed each day to 
  recharge the item, this would count as ten 
  components of the Deed’s rarity.  If the Deed 
  needs to be performed only once (such as for a 
  consumable item), it should be counted as a 
  single component. 
  Example of reusable Heroic Deed:  A formula is 
  being created for a +3 sword that must be 
  bathed in the blood of the innocent to function, 
  after which it functions for 1 turn.  The Judge 
  decides that the blood of the innocent is pretty 
  easy to get, and counts as a Common 
  component.  Because the sword is always active 
  and has no restriction on how often it can be 
  recharged, this is equivalent to an Unlimited 
  Use in terms of recharge.  An unlimited use 
  item costs spell level * 500 * 50 gp normally, so 
  the creation usage multiplier is 50.  The 
  requirement that it be bathed in the blood of 
  the innocent to function therefore counts as 50 
  Common components.  The average value of a 
  Common component is 180 gp, so 50 Common 
  components is worth 9,000 gp of components.  
  A sword +3 is a Very Rare item; rolling on the 
  Additional Components: Very Rare Item would 
  normally have an additional component value 
  of 15,600 gp, so the Judge decides to take half 
  of the result of a roll on that table to go with 
  the keystone component and the requirement 
  that it be bathed in the blood of the innocent. 
  OPTIONAL RULE: SPLIT COMPONENT VALUE 
  Heroic Item Crafting assumes, by default, that 
  whatever component is required is invested 
  with the entire essence and value of the slain 
  monster.  That is, if a goblin’s ear is required, 
  that ear is worth 5 GP and no other parts from 
  that particular goblin are useful for item 
  crafting.  For this reason, only monsters are 
  listed and not specific parts; the specific part 
  required is up to the Judge. 
  Lairs and EncountersTM offers a way to split 
  monster parts to allow more than one part to 
  be taken from a specific monster.  If this rule is 
  being used, divide the required number of 
  monster parts by the fraction of the monster’s 
  value that the selected part represents.  For 
  example, say that a monster required has two 
  possible parts (horns and claws), and each part 
  contains half the total value per L&E.  A formula 
  is discovered that requires only their horns, as 
  the Judge is using the L&E rules for multiple 
  parts.  The value of the monster’s horns is one-
  half the whole value of the monster’s 
  components.  The formula normally requires 
  one part, and one divided by one-half is two.  
  Therefore, this formula requires the horns of 
  two monsters. 
   
   
  
  39 
  OPTIONAL RULE:  DERIVING FORMULAS FROM 
  STARTING COMPONENT 
  It may occur that players find themselves in 
  possession of monster parts for which they 
  have no formula, but that they wish to turn into 
  a magic item.  In such a case, players may 
  choose a monster part (or collection of monster 
  parts) they possess that will act as the keystone 
  component for a formula.  The Judge will then 
  select (or create) an appropriate item of the 
  right rarity for those components to act as the 
  keystone component.  Generate the rest of the 
  required components normally and proceed 
  through the steps as normal, except that the 
  character will not be certain of what item they 
  are creating until they finish and successfully 
  create it. 
  COMPONENT TABLES 
  Each of the component rarities has an average 
  value for their table.  At the Judge’s discretion, 
  you may choose other tables when similar 
  average value whenever asked to roll, or choose 
  components of appropriate value.  Additionally, 
  in some campaigns, different monsters may be 
  of different rarities.  Minor changes are 
  perfectly fine; if you switch around some 
  monsters, it is unlikely to be a big deal.  If you 
  make major changes, this may affect the 
  average values.  As long as you maintain a 
  similar average value, no changes are required 
  to any other part of Heroic Item Crafting; 
  altering the average values significantly will 
  require additional changes to how many 
  components are required for what rarity of 
  item. 
  Component Rarity 
  Average Value 
  Everyday 
  50 gp 
  Common 
  180 gp 
  Uncommon 
  515 gp 
  Rare 
  1,140 gp 
  Very Rare 
  2,400 gp 
  Legendary 
  7,800 gp 
   
  All values on the Component tables are listed in 
  gold pieces (gp).  When a number is listed after 
  a component, it indicates that that many of that 
  component are required.  (For example, Bat (4) 
  indicates that four bats are required.)  The total 
  value is given; again, for four bats, a value of 20 
  gp is listed.  20 gp is the value for all four bats (5 
  gp per bat). 
   
   
   
   
   
   
   
   
   
   
   
  
  40 
                             Everyday Components 
    Common Components 
  Uncommon Components 
  Roll 
  Component 
  Value 
  Component 
  Value 
  Component 
  Value 
  1 
  Lungwort (1 lb) 
  5 
  Bat (4) 
  20 
  Halfling (4) 
  20 
  2 
  Willow-bark (1 lb) 
  5 
  Bat (4) 
  20 
  Halfling (4) 
  20 
  3 
  Lotus (1 lb) 
  5 
  Goblin (4) 
  20 
  Yellow Mold 
  38 
  4 
  Milk thistle (1 lb) 
  5 
  Goblin (4) 
  20 
  Yellow Mold 
  38 
  5 
  Ink (1 pot) 
  8 
  Goblin (4) 
  20 
  Green Slime 
  38 
  6 
  Aloe (1 lb) 
  10 
  Goblin (4) 
  20 
  Green Slime 
  38 
  7 
  Bitterwood (1 lb) 
  10 
  Hawk (4) 
  20 
  Venous Sentinel 
  38 
  8 
  Blessed thistle (1 lb) 
  10 
  Kobold (4) 
  20 
  Venous Sentinel 
  38 
  9 
  Belladonna (1 lb) 
  10 
  Kobold (4) 
  20 
  Dwarf (4) 
  40 
  10 
  Birthwort (1 lb) 
  10 
  Kobold (4) 
  20 
  Dwarf (4) 
  40 
  11 
  Comfrey (1 lb) 
  10 
  Kobold (4) 
  20 
  Gnome (4) 
  40 
  12 
  Goldenrod (1 lb) 
  10 
  Rot Grub (4) 
  20 
  Gnome (4) 
  40 
  13 
  Wolfsbane (1 lb) 
  10 
  Rot Grub (4) 
  20 
  Blood Hound 
  47 
  14 
  Woundwart (1 lb) 
  10 
  Giant Rat (4) 
  20 
  Blood Hound 
  47 
  15 
  Rose water (1 quart) 
  10 
  Giant Rat (4) 
  20 
  Shadow 
  59 
  16 
  Azurite 
  10 
  Giant Killer Bee (5) 
  30 
  Shadow 
  59 
  17 
  Hematite 
  10 
  Giant Killer Bee (5) 
  30 
  Elf (4) 
  60 
  18 
  Malachite 
  10 
  Giant Centipede (5) 
  30 
  Elf (4) 
  60 
  19 
  Obsidian 
  10 
  Giant Centipede (5) 
  30 
  Gnoll (3) 
  60 
  20 
  Quartz 
  10 
  Giant Shrew (4) 
  40 
  Gnoll (3) 
  60 
  21 
  Cinnamon (5 lbs) 
  15 
  Giant Shrew (4) 
  40 
  Skeleton (5) 
  65 
  22 
  Cloves (5 lbs) 
  15 
  Spitting Cobra (4) 
  52 
  Skeleton (5) 
  65 
  23 
  Pepper (5 lbs) 
  15 
  Spitting Cobra (4) 
  52 
  Grey Ooze 
  65 
  24 
  Sugar (5 lbs) 
  15 
  Stirge (4) 
  52 
  Grey Ooze 
  65 
  25 
  Horsetail (1 lb) 
  15 
  Stirge (4) 
  52 
  Flay Fiend (4) 
  76 
  26 
  Frankincense (1 lb) 
  15 
  Giant Fire Beetle (4) 
  60 
  Flay Fiend (4) 
  76 
  27 
  Grains of paradise (1 lb) 
  15 
  Dog, Hunting (4) 
  60 
  Mermen (10) 
  100 
  28 
  Saffron (1 lb) 
  15 
  Hobgoblin (4) 
  60 
  Mermen (10) 
  100 
  29 
  Myrrh (1 lb) 
  20 
  Hobgoblin (4) 
  60 
  Morlock (15) 
  150 
  30 
  Spider webs (4 lbs) 
  25 
  Giant Ferret (4) 
  60 
  Morlock (15) 
  150 
  31 
  Bone dust (4 lbs) 
  25 
  Giant Ant 
  60 
  Neanderthal (10) 
  200 
  32 
  Amaranth (4 lbs) 
  25 
  Men, Brigand (6) 
  60 
  Neanderthal (10) 
  200 
  33 
  Bloodroot (4 lbs) 
  25 
  Men, Merchant (6) 
  60 
  Giant Vampiric Bat (8) 
  232 
  34 
  Camphor (4 lbs) 
  25 
  Men, Nomad (6) 
  60 
  Giant Vampiric Bat (8) 
  232 
  35 
  Celandine (4 lbs) 
  25 
  Men, Pirate (6) 
  60 
  Hippogriff (4) 
  260 
  36 
  Cinquefoil (4 lbs) 
  25 
  Orc (6) 
  60 
  Animated Crystal Statue 
  (4) 
   
  260 
  37 
  Hawthorne branches (4 lbs) 
  25 
  Bugbear 
  65 
  Throghrin (4) 
  320 
  38 
  Mandrake (4 lbs) 
  25 
  Giant Piranha 
  65 
  Wight (4) 
  320 
  39 
  Mistletoe (4 lbs) 
  25 
  Giant Hawk 
  65 
  Wight (4) 
  320 
  40 
  Orris root (4 lbs) 
  25 
  Giant Hawk 
  65 
  Hoarflesh (4) 
  320 
  41 
  Ragwort (4 lbs) 
  25 
  Rock Baboon (4) 
  80 
  Sea Serpent 
  320 
  42 
  Holy water (1 vial) 
  25 
  Giant Bat (4) 
  80 
  Sea Serpent 
  320 
  43 
  Fresh hemlock (4 lbs) 
  25 
  Giant Bombardier Beetle (4) 
  80 
  Ghoul (12) 
  348 
  44 
  Lapis lazuli 
  25 
  Camel (4) 
  80 
  Ghoul (12) 
  348 
  45 
  Agate 
  25 
  Crocodile (4) 
  80 
  Zombie (12) 
  348 
  46 
  Tiger eye 
  25 
  Light Horse (4) 
  80 
  Zombie (12) 
  348 
  47 
  Turquoise 
  25 
  Mule (4) 
  80 
  Cockatrice 
  350 
  48 
  Rabbit or hen (150) 
  45 
  Troglodyte (4) 
  80 
  Cockatrice 
  350 
  49 
  Pig or goat (15) 
  45 
  Giant Carnivorous Fly (4) 
  80 
  Giant Hyena (Hyenaedon) 
  380 
  50 
  Bone jewelry 
  50 
  White Ape 
  80 
  Giant Hyena (Hyenaedon) 
  380 
  51 
  Scimshaw jewelry 
  50 
  Men, Berserker (4) 
  84 
  Griffon 
  440 
  52 
  Beast parts jewelry 
  50 
  Cavern Locust (4) 
  116 
  Griffon 
  440 
  53 
  Sheep (25) 
  50 
  Bull Shark (4) 
  116 
  Ankheg 
  500 
  
  41 
   
  Everyday Components 
  Common Components 
  Uncommon Components 
  Roll 
  Component 
  Value 
  Component 
  Value 
  Component 
  Value 
  54 
  Barrel of good beer (5) 
  50 
  Mako Shark 
  135 
  Ankheg 
  500 
  55 
  Dye and pigments (1 jar) 
  50 
  Pit Viper (4) 
  152 
  Harpy (8) 
  520 
  56 
  Fine wine (10 bottles) 
  50 
  Giant Crab Spider (4) 
  152 
  Wererat (8) 
  520 
  57 
  Fine spirits (10 bottles) 
  50 
  Dog, War (5) 
  175 
  Gelatinous Cube (4) 
  540 
  58 
  Maple (common wood, 1 cord) 
  50 
  Lizardman (5) 
  175 
  Carcass Scavenger (4) 
  540 
  59 
  Oak (common wood, 1 cord) 
  50 
  Wolf (5) 
  175 
  Carcass Scavenger (4) 
  540 
  60 
  Rowan (common wood, 1 cord) 
  50 
  Hyena (5) 
  175 
  Gargoyle (4) 
  540 
  61 
  Yew (common wood, 1 cord) 
  50 
  Black Bear(3) 
  180 
  Gargoyle (4) 
  540 
  62 
  Pine (common wood, 1 cord) 
  50 
  Panther (3) 
  180 
  Werewolf (4) 
  540 
  63 
  Copper (50 ingots) 
  50 
  Giant Toad (4) 
  188 
  Dire Wolf (4) 
  560 
  64 
  Iron (50 ingots) 
  50 
  Giant Tarantula (Spider) 
  190 
  Dire Wolf (4) 
  560 
  65 
  Bronze (50 ingots) 
  50 
  Giant Tiger Beetle (3) 
  195 
  Ogre (4) 
  560 
  66 
  Bloodstone 
  50 
  Mountain Lion (3) 
  195 
  Ogre (4) 
  560 
  67 
  Fish, preserved (10 barrels) 
  50 
  Heavy Horse (3) 
  195 
  Animated Iron Statue (3)  
  570 
  68 
  Cattle (5) 
  50 
  Giant Gecko Lizard (3) 
  195 
  Werebear 
  570 
  69 
  Crystal 
  50 
  Sea Snake (3) 
  195 
  Werebear 
  570 
  70 
  Citrine 
  50 
  Boar (4) 
  200 
  Owlbear (3) 
  600 
  71 
  Jasper 
  50 
  Medium Horse (4) 
  200 
  Owlbear (3) 
  600 
  72 
  Moonstone 
  50 
  Shrieker (4) 
  200 
  Rust Monster (3) 
  600 
  73 
  Onyx 
  50 
  Giant Crab (4) 
  200 
  Rust Monster (3) 
  600 
  74 
  Rosewood (rare wood, 2 stone) 
  60 
  Herd Animals (5) 
  200 
  Giant Rhinoceros 
  600 
  75 
  Mahogany (rare wood, 2 stone) 
  60 
  Grizzly Bear 
  200 
  Giant Rhinoceros 
  600 
  76 
  Ebony (rare wood, 2 stone) 
  60 
  Giant Boar 
  200 
  Hill Giant 
  600 
  77 
  Tea (1 bag) 
  75 
  Lion 
  200 
  Hill Giant 
  600 
  78 
  Coffee (1 bag) 
  75 
  Giant Rhagodessa 
  215 
  Minotaur (2) 
  640 
  79 
  Carnelian 
  75 
  Giant Weasel 
  215 
  Minotaur (2) 
  640 
  80 
  Chalcedony 
  75 
  Giant Black Widow Spider (3) 
  240 
   
  Wereboar (3) 
   
  645 
  81 
  Sardonyx 
  75 
  Giant Scorpion (2) 
  270 
  Wereboar (3) 
  645 
  82 
  Zircon 
  75 
  Giant Rattler (Snake) (2) 
  270 
  Troll  
  680 
  83 
  Hides and furs (5 bundles) 
  75 
  Giant Draco Lizard (2) 
  280 
  Troll 
  680 
  84 
  Yak (2) 
  80 
  Cave Bear 
  320 
  Animated Stone Statue 
  (2) 
   
  700 
  85 
  Burned ashes of black lotus 
  100 
  Tiger 
  320 
  Weretiger (2) 
  700 
  86 
  Bricks of salt (150) 
  100 
  Crocodile, Large 
  320 
  Elephant 
  700 
  87 
  Lamp oil (5 jars) 
  100 
  Giant Tuatara Lizard 
  320 
  Elephant 
  700 
  88 
  Textiles (4 bags) 
  100 
  Rhinoceros 
  320 
  Stone Giant 
  700 
  89 
  Amber 
  100 
  Giant Horned Chameleon 
  (Lizard) 
  350 
   
  Stone Giant 
   
  700 
  90 
  Amethyst 
  100 
  Giant Python (Snake) 
  350 
  Medusa (3) 
  735 
  91 
  Coral 
  100 
  Polar Bear 
  440 
  Medusa (3) 
  735 
  92 
  Jade 
  100 
  Giant Rockfish 
  460 
  Necropede 
  820 
  93 
  Jet 
  100 
  Killer Whale 
  570 
  Frost Giant 
  850 
  94 
  Tourmaline 
  100 
  Giant Leech 
  570 
  Ettin 
  850 
  95 
  Cloth (10 rolls) 
  100 
  Giant Squid 
  570 
  Basilisk 
  980 
  96 
  Preserved meats (10 barrels) 
  200 
  Giant Catfish 
  600 
  Basilisk 
  980 
  97 
  Glassware (1 crate) 
  200 
  Great White Shark 
  1100 
  Wyvern 
  1140 
  98 
  Garnet 
  250 
  Narwhal 
  1200 
  Skittering Maw 
  1600 
  99 
  Pearl 
  250 
  Giant Sturgeon 
  1550 
  Giant Crocodile 
  1800 
  100 
  Spinel 
  250 
  Giant Octopus 
  1600 
  Sperm Whale 
  12500 
   
   
   
  
  42 
   
   
  Rare Components 
   
  Very Rare Components 
  Roll 
  Component 
  Value 
   
  Roll 
  Component 
  Value 
  1 
  Dragon, Spawn 
  29
  1-4 
  Doppelganger 
  135
  2 
  Dryad 
  29
  5-8 
  Unicorn 
  135
  3 
  Sprite (5) 
  30
  9-12 
  Grimlock (20) 
  400
  4 
  Pegasus 
  35
  13-16 
  Roc, Small (3) 
  1710
  5 
  Pixie (3) 
  39
  17-20 
  Dire Bugbear (3) 
  1710
  6 
  Naiad (3) 
  39
  21-24 
  Demon Boar 
  2000
  7-8 
  Wood Golem 
  47
  25-28 
  Elemental 
  2100
  9-10 
  Hell Hound, Lesser 
  65
  29-32 
  Roc, Large 
  2100
  11-12 
  Desert Ghoul 
  65
  33-36 
  Invisible Stalker (2) 
  2200
  13-14 
  Haugbui 
  65
  37-41 
  Treant (2) 
  2200
  15 
  Centuar 
  80
  42-46 
  Hell Hound, Greater (3) 
  2370
  16 
  Blink Dog 
  135
  47-51 
  Dire Ogre (3) 
  2370
  17 
  Death Charger 
  135
  52-56 
  Draugr 
  2510
  18-19 
  Thrassian 
  140
  57-60 
  Chimera (2) 
  2600
  20-21 
  Dragon, Very Young 
  190
  61-64 
  Dire Troll (2) 
  2600
  22-23 
  Wraith 
  190
  65-69 
  Dragon, Adult 
  2950
  24-25 
  Dire Orc 
  215
  70-72 
  Child of Nasga 
  3100
  26-27 
  Phase Tiger 
  320
  73-76 
  Dao (2) 
  3300
  28-29 
  Ochre Jelly 
  350
  77-79 
  Elemental, Greater 
  3300
  30-31 
  Dire Gnoll 
  460
  80-81 
  Chaos Hulk 
  3650
  32-33 
  Mummy 
  460
  82-83 
  Lammasu (2) 
  3800
  34-35 
  Caecilian 
  570
  84-85 
  Dragon, Mature Adult 
  3900
  36-37 
  Manticore 
  680
  86-88 
  Stone Golem 
  3900
  38-39 
  Dragon, Young 
  820
  89-91 
  Mummy Lord 
  4200
  40-41 
  Spectre 
  820
  92-94 
  Sorcerous Sphere 
  4800
  42-43 
  Amphisbaena 
  820
  95-96 
  Dragon, Old 
  4900
  44-45 
  Fire Giant 
  1000
  97-98 
  Iron Golem 
  5900
  46-47 
  Arane 
  1070
  99-100 
  Dragon, Very Old 
  7200
  48-49 
  Leyak 
  1070
  50-52 
  Elemental, Lesser 
  1100
   
  53-55 
  Flame Salamander 
  1100
  Legendary Components 
  56-57 
  Bone Golem 
  1100
  Roll 
  Component 
  Value 
  58-61 
  Hydra 
  1195
  1-8 
  Djinni 
  1300 
  62-64 
  Giant, Cloud 
  1200
  9-15 
  Faravahar 
  2600 
  65-67 
  Cyclops 
  1300
  16-24 
  Efreeti 
  2950 
  68-70 
  Yali 
  1300
  25-33 
  Khepri 
  3600 
  71-73 
  Black Pudding 
  1550
  34-41 
  Marid 
  3900 
  74-75 
  Golem, Amber 
  1550
  42-53 
  Dragon, Ancient 
  8400 
  76-78 
  Dragon, Juvenile 
  1600
  54-62 
  Khepri Hierarch 
  9000 
  79-80 
  Gorgon 
  1600
  63-73 
  Dragon Turtle 
  9500 
  81-82 
  Storm Giant 
  1800
  74-82 
  Roc (Giant) 
  12500 
  83-84 
  Frost Salamander 
  2100
  83-94 
  Dragon, Venerable 
  12800 
  85-86 
  Lamia 
  2500
  95-100 
  Kraken 
  18350 
  87-88 
  Vampire 
  2510
  89-90 
  Nathagol 
  2950
  91-92 
  Sphinx 
  3000
  93-94 
  Hag 
  3100
  95-96 
  Remorhaz 
  3225
  97-98 
  Rakshasa 
  3650
  99 
  Purple Worm 
  4200
  100 
  Bronze Golem 
  4600
   
  
  43 
  SECRETS OF ACKS AND CRAFTS 
  Secrets of the Grenadiers: 
  The grenadier is built with a basis of Fighting 2/Thievery 2. 
  A long list of fighting tradeoffs were made: 
  -Damage bonus with melee weapons was traded away (1 power) 
  -Armor was traded down from Unrestricted to Narrow (leather) (2 powers) 
  -Weapons were traded from Unrestricted to Broad (all missile weapons, all one-handed melee weapons) 
  (1 power) 
  -One fighting style traded away (class may not use shields) (1 power) 
  A total of five fighting tradeoffs made increases the class’s XP cost by 150 * 5, or 750 XPV.  This gives the 
  grenadier a base XP cost of 750 + 1000 (Fighting 2) + 400 (Thievery 2) = 2,150, and gives them a total of 
  ten custom powers. 
  Seven powers are used at first level to gain two ranks in Alchemy, one rank in Siege Engineering, the 
  ability to construct grenades, the precision explosions power, and the ability to move silently and hide in 
  shadows.  The remaining three powers are traded for powers at higher levels; two powers are traded for 
  powers at levels 3, 5, and 7, and one power is traded for powers at levels 4 and 10.  The grenadier’s 
  petard abilities, timed fuses, improved grenades, efficient grenades, and combinatorial grenades are 
  each one custom power. 
  Because they are Fighting 2/Thievery 2, grenadiers have attack throws as fighters but saving throws as 
  thieves (as Thievery takes precedence over Fighting for saving throws).  Because they have the thief 
  saving throw progression, they require an additional 100,000 XP to level per level past 8 and gain 2 HP 
  per level past 9.  A castle was selected as the stronghold for grenadiers, granting them a situational 
  morale-boosting power at 5th level. 
   
  Secrets of the Ritualists: 
  The ritualist is built with Ceremonial (Eldritch) 4. 
  Ceremonial Eldritch 4 offers four class powers to the character.  One power was used at level 1 (for the 
  unnerving chant custom power).  Two powers were traded for powers at levels 3, 5, and 7, and one 
  power was traded for powers at levels 4 and 10.  The ritualist’s powers to create spiritshard trinkets, 
  lacuna trinkets, spiritbond trinkets, and to spiritwalk, and to create greater spiritshard trinkets, are each 
  one custom power. 
  Ceremonial (Eldritch) 4 has an XP cost of 2,000.  The ritualist has attack throws as mage, saving throws 
  as eldritch, and is basically identical to loremaster/ecclesiastic/occultist except for the custom powers 
  selected. 
  
  44 
  NEW SPELL BUILDS 
  Call Spirit – Summoning, range special - creature arrives by means of own locomotion from nearest lair 
  (x0.66), eldritch x1, summon a creature (65), creature may have up to 2 hd (x0.25), creature may have 
  up to two special abilities (x1.66), summoning restricted to certain monsters (neutral shadow) (x0.7), 
  duration 1 day (x1.25), total 15.57, a 2nd level spell 
  Call Greater Spirit – as Call Spirit, but calls a neutral spectre instead.  6 HD is x0.6, all other modifiers are 
  the same, so that brings it up to 37, a 4th level spell. 
  Lull Spirit – Death - Target held helpless (40), only targets undead (x0.85), target 4d8 hd of creatures 
  within 30’ diameter (x3), creatures with lowest HD affected first (x0.5) range 90’ (x0.8), concentration or 
  until target makes save (x1.75), save negates (x0.5), eldritch spell affecting undead or life energy (x0.75), 
  total 26.78, a 3rd level spell 
  Weep With Me – Death - Target slain (85), 1 creature per level within 30’ diameter (x5), range 0’ (x0.4), 
  eldritch affecting life energy (x0.75), save negates (x0.5), total 63.75 – spell benefited from a minor 
  breakthrough, but is penalized by its mandatory targeting (if there are not enough creatures in range, it 
  must target every creature in range). 
  Spectral Grasp – Death  - 1d8 damage per level (44), max 3d (x0.5), only targets undead (x0.85), 1 
  creature (x1), range 60’ (x0.7), attack throw required (x0.75), eldritch undead (x0.75), subtotal 7.36 plus 
  Blast – 1d4 damage per level (20), max 3d (x0.33), attack throw required (x0.35), range 60’ (x0.7), 1 
  creature (x1), eldritch (x1.5), targets only living creatures (x0.9), subtotal 2.18, total 9.54 
  Spirit Prison – Enchantment - Target feebleminded (30), only targets undead (x0.75), creatures with 
  fewest HD affected first (x0.5), 120’ (x1.1), 3d6 HD of creatures (x3), save negates (x0.5), duration 1 
  round per level (x1.1), total 20.4, rounded down to 20, a 2nd level spell 
  Secrets of the Dwarven Dynamo 
  The dwarven dynamo is built on a basis of Hit Dice 1, Thievery 3, Dwarf 3.  This gives them an XP cost of 
  500 (Hit Dice) + 700 (Thievery) + 900 (Dwarf) = 2,100.  Because Thievery is their highest point value, they 
  have attack throws as mages but saving throws as thieves.   
  Thievery 3 grants them ten custom powers.  Seven of them are spent at first level.  The ability to design, 
  build, and repair cybernetics costs two custom powers (because it is more limited than the ability to 
  design, build, and repair automatons, it is one power cheaper).  Possessing an additional cybernetic slot 
  for an ohmic accumulator at all is two custom powers.  The ability of the ohmic accumulator to power 
  other cybernetics is another custom power, and the ability to get a “personal accumulator” (reflavored 
  Personal Automaton) is another custom power, for a total of four powers spent on the ohmic 
  accumulator.  Proficiency with integrated weapons is another power; it is a broader version of martial 
  training due to the limitation that they must be integrated weapons.  Note that the ohmic accumulator’s 
  ability to power other cybernetic items scales up automatically, and if the dwarven dynamo had a 
  sufficiently high level cap, would increase to the ability to power Rating 3 items at 13th level. 
  
  45 
  Like the grenadier and the ritualist, the dwarven dynamo trades two powers for powers at levels 3, 5, 
  and 7, and one power for powers at levels 4 and 10.  The dwarven dynamo’s cybernetic coordination, 
  cybernetic actuators, efficient designs, streamlined tunings, and favored function are each one custom 
  power. 
  Like the dwarven machinist, the dwarven dynamo receives a reflavored mage’s tower as their 
  stronghold (the bionic foundry) because it fits their class theme better than a hideout does. 
  Cybernetic Items 
  Why are cybernetic items different from automatons, with restricted special abilities and a different 
  ability to gain special abilities?  Flight, for example, is one special ability for an automaton (or two if it 
  can hover), but three for a cybernetic item (with a minimum Rating attached, and six abilities required 
  total to hover, across two items)!  The reason for this is simple; some abilities are more game-warping 
  when given to PCs than others are.  Flight is one such ability.  As a result, cybernetic item special abilities 
  were designed to be limited to enforce tradeoffs, and to reduce easy access to abilities such as immunity 
  to normal weapons or flight that have a disproportionately more powerful impact on PCs than they do 
  on automatons.  Cybernetic slot limitations, and the Tampering with Mortality side effect, were 
  designed to prevent cybernetic items from excessively overshadowing magic items; few high-level 
  characters will be willing to take a tampering with mortality side effect to be able to deal 1d6 damage 
  3/day!  This prevents characters from stacking too many cheap cybernetic items for valuable utility 
  effects, while the maximum Ratings and special abilities caps by slots, combined with the Tier listing of 
  functions and minimum Rating involved for functions of a given Tier, prevents characters from being 
  able to throw money at the problem and get excessively efficient powerful items. 
  
  46 
  DESIGNATION OF PRODUCT IDENTITY 
  The names Autarch™, Adventurer Conqueror King™, Adventurer 
  Conqueror King System™, ACKS™, ACKS Player’s Companion™, 
  Domains at WarTM, Lairs and EncountersTM, and Heroic Fantasy 
  HandbookTM  when used in any context are Product Identity.  All 
  logos are Product Identity. 
  Autarch™ LLC, Adventure Conqueror King™, Adventurer 
  Conqueror King System™, ACKS™, ACKS Player’s Companion™, 
  Domains at WarTM, Lairs and EncountersTM, and Heroic Fantasy 
  HandbookTM are trademarks of Autarch™ LLC. 
  DESIGNATION OF OPEN GAME CONTENT 
  All text, tables, and game statistics are Open Game Content, with 
  the exception of text and terms defined above as Product 
  Identity. 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content;  
  (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed 
  or adapted;  
  (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute;  
  (d) “Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity.  
  (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content;  
  (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor  
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative 
  Material of Open Game Content.  
  (h) “You” or “Your” means the licensee in terms of this 
  agreement. 
   
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  
  47 
  any Open Game Content originally distributed under any version 
  of this License. 
   
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
   
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected. 
   
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent 
  necessary to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker. 
  Adventurer Conqueror King System Copyright 2011, Autarch 
  LLC; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan 
  Browning. 
  ACKS Player’s Companion Copyright 2012, Autarch; Author 
  Alexander Macris. 
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris 
  Gonnerman. 
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  Castles & Crusades: Monsters Product Support Copyright 2005, 
  Troll Lord Games. 
  Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor; Author 
  Daniel Proctor. 
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010,  
  Daniel Proctor; Author Daniel Proctor. 
  ACKS and Crafts Copyright 2019  Matthew Jarmak; Author 
  Matthew Jarmak. 
  END OF LICENSE 
   
  ADVENTURER CONQUEROR KING PRODUCT IDENTITY LICENSE 
  Version 1.0 
  Subject to the terms of the Open Game License, above, you may 
  create derivative works based upon the Adventurer Conqueror 
  King System and related supplements. However, the Open Game 
  License protects the Product Identity (explained and detailed 
  above) such that you must have permission from the copyright 
  holder before you may use any of the listed Product Identity. 
  You may use certain items of the listed Product Identity under the 
  following conditions: 
  1. You must comply fully with the Open Game License, version 
  1.0a, as described above; and 
  2. The work may not be obscene in nature; in general, any work 
  containing subject matter that would qualify for an NC-17 movie 
  rating in the United States, or an R rating due to explicit sexual 
  content, is considered obscene for purposes of this license. 
  If you comply with the above conditions, you may do either or 
  both of the following: 
  1. Include the text “Designed for use with the Adventurer 
  Conqueror King System” 
  2. Use the “ACKS Compatible” logo, provided on the Adventurer 
  Conqueror King System website: 
  http://www.adventurerconquerorking.com/logo.html 
  The logo may be resized as needed, but must not be distorted and 
  may not be altered other than to resize it. 
  3. Use the product identity elements “Autarch”, “Adventurer 
  Conqueror King”, “Adventurer Conqueror King System”, and 
  “ACKS” for the purposes of identifying the source of open content 
  which is re-used from this document and discussing the 
  relationship of the derivative work to this original, subject to the 
  following terms: 
  a. Any work making use of these elements must designate these 
  elements as product identity in accordance with section 1(e) of 
  the Open Game License version 1.0a; 
  b. Any work making use of these elements must bear a notice 
  declaring the fact that Autarch, Adventurer Conqueror King, 
  Adventurer Conqueror King System, and ACKS are trademarks of 
  Autarch LLC. 
  If you wish to use other Product Identity from this work, you must 
  request and receive explicit permission from the copyright holder. 
  In any of the above cases where the Adventurer Conqueror King 
  Product Identity is used in your work, you must also include the 
  Adventurer Conqueror King website address “autarch.co” in that 
  work. 
  You may place the website address adjacent to the logo and/or 
  name, or you may include it on your title page, or place it in some 
  other location where any reasonably observant person would 
  expect to find it. 
  END OF LICENSE 
   
   
  
  48 
   
   
  
  49 
   
   
   
  
  50 
   
  Build, fight, destroy! 
  With ACKS and Crafts, indulge both your creative and destructive sides!  Build items of great usefulness, 
  or use them to blow things up.  The power is yours! 
  ACKS and Crafts contains a variety of classes and new items and systems to indulge your crafting needs. 
  Build alchemical explosives with the Grenadier class.  Or use the new alchemical weapons and elixirs as 
  any alchemy-inclined character. 
  Create new kinds of trinkets and use the spirits of both the living and the dead to assist you in your 
  magic as the new Ritualist class.  Or use their new spells to affect spirits as any eldritch spellcaster. 
  Upgrade yourself and others with cybernetic implants as the new Dwarven Dynamo class.  Or learn to 
  build and implant cybernetic items as various kinds of characters, depending on how rare the Judge 
  wants such items to be. 
  Finally, have you ever created a magic item?  Why not do it HEROICALLY?  With Heroic Item Crafting, a 
  new system for determining what components are required to build a magic item, you can use a variety 
  of components to easily create interesting and detailed unique formulas for magic items. 
  Always have the right tool for the job, by building it yourself with ACKS and Crafts! 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS and Crafts.pdf