TEXT: September 2017
  AUTARCH’S QUARTERLY SUPPLEMENT FOR  
  THE ADVENTURER CONQUEROR KING SYSTEM
  $3.99
  When the going gets tough, the tough suffer -30’ movement penalty.
  What’s Your Condition? ...............................................................................................................................................................................4
  Well Met! Now Prepare to Die, Handsome ...............................................................................................................................................8
  Prepare for the Future ....................................................................................................................................................................................12
  
  Axioms Issue 5 ©2018 Autarch™ LLC. Adventurer Conqueror King System © 2011-2018 Autarch LLC. Domains at War © 2013-
  2018 Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto 
  are copyright 2011-2015 by Alexander Macris and used by Autarch LLC under license. Some artwork is copyright 2012 William 
  McAusland and used with permission. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the written permission of the 
  copyright owners. Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, ACKS™, Domains at War™, and 
  Guns of War™ are trademarks of Autarch™ LLC. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. 
  www.autarch.co
  CREDITS
  Design: 
  Alexander Macris
  Contributors: 
  Mark Bober 
  Charles Myers 
  Eric Maloof
  Layout Artist: 
  Richard G. Iorio
  Patron Deity: 
  CharlesDM
  Demigod: 
  Ethan Gundry
  Emperors: 
  Jarrod Maistros
   
  Ralph Goss 
  Kings: 
  Florian Hübner
   
  Bleddyn Wilson
   
  Ben Prior
   
  Christopher Krueger
   
  David Johnston
   
  Timothy Jaxon
   
  Will Arnold
   
  Matthew Kane
   
  Tom 
   
  Herbert Nowell
   
  Steven Dolges
   
  Curtis Anderson
   
  Scott Tooker
   
  Wesley Marshal
   
  Bobloblah 
   
  Aryxymaraki 
   
  Jason Blalock
  Conquerors: 
  Daniel Trujillo
   
  Reece Nelson
   
  Colin Chapman
   
  James Hughes
   
  Rahshaad Benjamin
   
  Keith Higdon
   
  Bryan Green
   
  Fredrick Liner
   
  Andrew Sutton
   
  Steve Snow
   
  Jeff Clark
   
  M Eskridge
   
  Zombie Mooose
   
  Randall Orndorff
   
  Jonas Gutebrand
   
  Micah Sweet
   
  Samuel Gaines
   
  Solthas 
   
  Will Robinson
   
  Adrian Romero
   
  Karl Miller
   
  Benjamin Terry
   
  Bryan Steelman
   
  Jacob DeCourcey
   
  Fendly Friend
   
  Michael H.
   
  susan_brindle 
   
  Roxy 
   
  Bastien Pilon
   
  Torben van Hees
   
  Eric Maloof
   
  Michael Morrison
   
  Omer Golan-Joel
   
  Martin Nichol
   
  Nathan Birch
   
  Hardrada 
   
  Iyar 
   
  Miguel Zapico
   
  Jake Parker
   
  Libri 
   
  Simon Stroud
   
  Martin Nesbakken
   
  Peter McNamara
   
  Kelly Roberge
   
  James Kerr
   
  Matt Walsh
  Adventurers: 
  Nathaniel Bennett
   
  Candice Bailey
   
  Dan Wood
   
  Robert Conley
   
  Regolov 
   
  Victor Kuo
   
  Ozhara 
   
  Jeffrey Wells
   
  Leah 
   
  Glenn Arnason
   
  David Durrett
   
  Nick Gauthier
   
  Darius 
   
  Ian Borchardt
   
  Michael Hengeli
   
  Carlos de la Cruz 
  Morales
   
  Benjamin Patton
   
  Bob Dunham
   
  Alberto Casillas
   
  Simon Forster
   
  Beedo 
   
  Gregg Kern
   
  Joel Rojas
   
  Kyle Oppy
   
  Adam McGregor
   
  Craig Cussans
   
  Michael Doa
   
  Patrick Slauson
   
  Claire Crimson
   
  Eric 
   
  Keith Clark
   
  Emmanuel 
   
  Andrew S
   
  Richard McKita
   
  Kevin Empey
   
  Brian 
   
  Alex Mooney
   
  Lukas 
  Kuestenmacher
  
   
  Taarkoth 
   
  Andrew Schleifer
   
  Jon Tate
   
  Bob 
   
  James Holden
   
  Chris Davies
   
  EmpowerMentor 
   
  Federico Maggini
   
  Javier Fernandez Valls
   
  Daniel Stack
   
  Michael Gill
   
  J.M. Thompson
   
  Patrick Singer
   
  Edward Ortiz
   
  Kevin Kenson
   
  Joost Klüßendorf
   
  Jussi Kenkkila
   
  Luke Reidy Gaines
   
  Maeyanie 
   
  David Robinson
   
  Jason Alway
   
  Arthur Braune
   
  Daniel Elwell
   
  Cody Cheeser
   
  Joshua Bailey
   
  Anthony Ragan
   
  Fabio Milito Pagliara
   
  John Davis
   
  Michael Taylor
   
  Mikko Simonen
   
  Nigel Ray
   
  Steven D Warble
   
  J.Barker 
   
  Sean Keefe
   
  Mark Daymude
   
  Andrew Byers
   
  Matt Maranda
   
  Jonathan Nichol
   
  Mark Bober
   
  Michael De Rosa
   
  Ricardo Dorda
   
  Lee DeBoer
   
  Shane D
   
  Richard Rohlin
   
  Will Triumph
   
  Chris Heath
   
  John-Matthew DeFoggi
  
  4 
  General Rules for Conditions
  WHAT’S YOUR CONDITION?
  WHEN THE GOING GETS TOUGH, THE TOUGH MIGHT HAVE TO SAVE TO 
  AVOID BEING BLINDED, DEAFENED, GRAPPLED, AND FRIGHTENED
  Conditions alter a creature’s capabilities in a variety of ways and can 
  arise as a result of a spell, a class power, a proficiency, a monster’s attack, 
  or other effect. Most conditions, such as blinded, are impairments, but 
  a few, such as invisible, can be advantageous. A condition lasts either 
  until it is countered (the prone condition is countered by standing up, 
  for example) or for a duration specified by the effect that imposed 
  the condition. If multiple effects impose the same condition on a 
  creature, each instance of the condition has its own duration, but the 
  condition’s effects don’t get worse. A creature either has a condition or 
  doesn’t. The following definitions specify what happens to a creature 
  while it is subjected to a condition.
  GENERAL RULES FOR CONDITIONS
  The following rules apply to all conditions, except where otherwise 
  noted:
  • 
  A condition that prevents a creature from casting spells 
  also prevents the creature from using spell-like abilities that 
  require one full round or more, and from using scrolls. 
  • 
  A condition that prevents a creature from moving also 
  prevents the creature from taking actions in lieu of moving, 
  such as standing up from being knocked down, sheathing one 
  weapon and drawing another, readying or loosing a shield, 
  picking an item off the ground, or retrieving an item from a 
  pack or sack.  
  • 
  A condition that prevents a creature from attacking also 
  prevents the creature from taking actions in lieu of attacking 
  that could not be taken as actions in lieu of moving, such as 
  drinking a magic potion, lighting a torch, using a magic item, 
  or turning undead.
  ESCAPING FROM THE GRABBED AND 
  RESTRAINED CONDITION
  The grabbed, grappled, and restrained conditions can be ended with 
  a successful escape.
  When attempting to escape from being grabbed or grappled, a 
  creature has to two options. First, it may attempt to slip free with 
  a saving throw versus Paralysis. Second, it may attempt to break 
  free with a proficiency throw to open doors. If the creature has 
  Contortionism proficiency, it gains a +4 bonus on either throw. If the 
  creature is grabbed, grappled, or restrained by a large or imposing 
  creature, it may suffer a penalty on this throw. In either case, if the 
  throw succeeds, the creature has escaped. 
  When attempting to escape from being restrained, a creature may 
  in some cases have the option to slip free or break free, as above. 
  Sometimes the creature may also or instead have the option to cut 
  free by, e.g., slashing off the tentacle which is restraining it. To cut 
  itself free, a creature must successfully deal a particular amount 
  of damage (noted in the monster’s description) to the creature or 
  appendage that has restrained it. 
  LIST OF CONDITIONS
  BLINDED
  • 
  A blinded creature is easy to sneak up on, and suffers a -2 
  penalty to surprise rolls.
  • 
  A blinded creature suffers  a -4 penalty to all attack throws.
  • 
  A blinded creature has its movement rate reduced to ¼ its 
  normal rate.
  CHARGING
  • 
  A charging creature gains a +2 bonus to melee attack throws, 
  but a -2 penalty to its Armor Class.
  • 
  A charging creature equipped with an appropriate weapon or 
  natural weapon will deal double damage.
  • 
  The condition is ended on the creature’s next initiative. 
  CHOKING/VOMITING
  • 
  A choking/vomiting creature cannot attack, cast spells, move, 
  or speak. However, it can still defend itself (it is not vulnerable).
  CONCENTRATING
  • 
  A concentrating creature is able to sustain a continuous spell 
  or effect which requires concentration.
  • 
  The condition is ended immediately if the creature takes 
  damage or fails a saving throw.
  • 
  The condition is also ended immediately if the creature 
  attacks, casts a spell, moves more than one-half its combat 
  movement distance during a round, moves more than one-
  half its exploration movement rate during a turn, or moves 
  more than one-half its wilderness movement rate during a 
  day. Taking an action in lieu of moving, however, does not 
  end the condition.
  • 
  If a concentrating creature is mounted, use the mount’s 
  movement rates in lieu of the concentrating creature’s 
  movement rates to determine whether the condition is ended. 
  If a concentrating creature is standing on a vehicle controlled 
  by others (such as a ship), ignore the vehicle’s movement 
  and use the creature’s movement rates across the vehicle to 
  determine whether the condition is ended. 
  
  Axioms Issue 5
   
  List of Conditions 
  5
  What’s Your Condition?
  CONCENTRATING AND STATIONARY
  • 
  A concentrating and stationary creature is able to sustain 
  a continuous spell or effect which requires stationary 
  concentration.
  • 
  The condition ends if the creature takes damage or fails a 
  saving throw.
  • 
  The condition also ends if the creature attacks, casts a spell, or 
  moves, or takes an action in lieu of moving.
  • 
  If a concentrating creature is mounted, use the mount’s 
  movement rates in lieu of the concentrating creature’s 
  movement rates to determine whether the condition is ended. 
  If a concentrating creature is standing on a vehicle controlled 
  by others (such as a ship), ignore the vehicle’s movement 
  and use the creature’s movement rates across the vehicle to 
  determine whether the condition is ended. 
  DEAFENED
  • 
  A deafened creature is easy to sneak up on, and suffers a -2 
  penalty to surprise rolls. 
  • 
  Due to its inability to hear itself, a deafened creature has a -4 
  penalty on ceremony throws and spellsinging throws. 
  • 
  A deafened creature has a 2 in 6 chance of failing any attempt 
  to cast a spell, read a scroll, or utter a command word.
  ENGAGED
  • 
  An engaged creature may not move except (1) as part of an 
  overrun, (2) to perform defensive movement, or (3) to take 
  one of the following actions in lieu of moving: sheathing one 
  weapon and drawing another, readying or loosing a shield, 
  picking an item off the ground, or retrieving an item from a 
  pack or sack. 
  • 
  The condition ends immediately when the creature is no 
  longer within 5’ of an opponent that is not helpless.
  EXHAUSTED
  • 
  Exhausted creatures may not run or charge. 
  • 
  The condition is ended when the creature rests for one turn 
  (10 minutes). 
  FATIGUED
  • 
  Fatigued creatures suffer a cumulative -1 penalty on attack 
  throws, proficiency throws, and damage rolls per day until 
  the condition ends.
  • 
  The condition is ended when the creature rests as its major 
  activity for a day.  
  FEEBLEMINDED
  • 
  A feebleminded creature cannot attack, cast spells, speak 
  coherently, or understand complex instructions. 
  FRIGHTENED
  • 
  A frightened creature cannot attack, cast spells, or speak 
  (except to make exclamations of peril and warning such as 
  “DRAGON!” or “Flee for your life!”).
  • 
  A frightened creature will run from the source of its fear at its 
  full movement rate until the condition ends.
  • 
  If a frightened creature cannot flee, its cower in terror. It 
  suffers a -2 penalty to AC and cannot attack, cast spells, move, 
  or take any other actions until the condition ends. However, it 
  is not vulnerable.
  • 
  An engaged creature that is frightened will cower in terror 
  until it is able to disengage with defensive movement. 
  GRABBED
  • 
  A grabbed creature cannot attack, cast spells, move, or take 
  any other action except to attempt to escape. 
  • 
  While a creature is grabbed, the opponent which grabbed it 
  can automatically deal damage on its initiative each round to 
  the grabbed creature without having to make an attack throw. 
  Doing so counts as the opponent’s attack with whatever 
  natural weapon it has used to grab the creature. A grabbed 
  creature still receives a saving throw against any special effects 
  of the attack (such as poison, etc.). 
  • 
  While a creature is grappled, the opponent which grappled 
  it can move (bringing the grappled creature with it), but 
  the grabbed creature’s weight (lbs / 12) is applied as stones 
  of encumbrance to the opponent. If the grabbed creature’s 
  weight causes the opponent to exceed its maximum load, the 
  opponent cannot move. Regardless of encumbrance, however, 
  the opponent cannot charge or run unless the grabbed 
  creature is at least one size category smaller than the opponent.
  • 
  A grabbed creature also has the vulnerable condition while 
  it is grabbed. 
  • 
  The grabbed condition is ended immediately when the 
  grabbed creature escapes or when the creature which grabbed 
  it releases it.
  GRAPPLED (AKA GRABBED BY WRESTLING)
  • 
  A grappled creature cannot attack, cast spells, move, or take 
  any other action except to attempt to escape. 
  • 
  While a creature is grappled, the opponent which grappled 
  it can perform a brawl, force back, disarm, or knock down 
  action each round without having to make an attack throw 
  so long as the grapple continues. The opponent still receives 
  a saving throw.
  • 
  While a creature is grappled, the opponent which grappled 
  it can move (bringing the grappled creature with it), but 
  the grabbed creature’s weight (lbs / 12) is applied as stones 
  of encumbrance to the opponent. If the grappled creature’s 
  weight causes the opponent to exceed its maximum load, the 
  opponent cannot move. Regardless of encumbrance, however, 
  the opponent cannot charge or run unless the grappled 
  creature is at least one size category smaller than the opponent.
  • 
  A grappled creature also has the vulnerable condition while 
  it is grabbed. 
  • 
  The grappled condition is ended immediately when the 
  grappled creature escapes or when the creature which 
  grappled it releases it or performs a force back or knock down.
  
  6 
  List of Conditions
  GYRATING
  • 
  A gyrating creature is highly unstable and has difficulty 
  moving. If a gyrating creature has a surface it can push against, 
  it can move at ½ its normal movement rate. If the target does 
  not have a surface it can push against, it cannot move at all. It 
  can take actions in lieu of moving without penalty, however.
  • 
  A gyrating creature suffers a cumulative penalty to its attack 
  throws each time it attacks. . Its first attack throw will suffer 
  a -1 penalty, its second a -2 penalty, and so on, to a maximum 
  penalty of -5. A full round spent stabilizing allows the target 
  creature to begin again at -1.
  HELPLESS
  • 
  A helpless creature cannot attack, cast spells, or move, or take 
  actions in lieu of attacking or moving.
  • 
  A helpless creature gains no benefit to its AC from its shield 
  (if any).
  • 
  A helpless creature can be ambushed or backstabbed by 
  creatures capable of doing so.
  • 
  All attack throws against helpless creatures gain a +2 bonus, or 
  a +4 bonus if the attacker ambushes or backstabs the helpless 
  creature. The helpless creature is dealt the attack’s ordinary 
  damage, or the attack’s ordinary damage multiplied by two or 
  more from ambush or backstab.
  • 
  Melee attack throws against helpless creatures automatically 
  hit if the If the attacker is of the same or larger size category 
  than the helpless creature. If the attacker is not engaged, and 
  his attack is capable of damaging the helpless creature, then 
  the helpless creature may be automatically slain. The attacker 
  may not cleave thereafter, however. Otherwise, the helpless 
  creature may be dealt the attack’s ordinary damage.
  INFURIATED
  • 
  An infuriated creature will attack any creatures it can detect. It 
  will prioritize attacking whichever creature has most recently 
  damaged it, but otherwise will attack the closest target. If 
  the animal has no eligible targets, it will wait motionless in 
  seething fury until a target presents itself. 
  • 
  An infuriated creature gains a +2 bonus to its attack throws 
  but suffers a -2 penalty to its AC due to its mindless rage.
  • 
  An infuriated creature is immune to fear and ignores morale 
  rolls.
  • 
  An infuriated creature cannot speak.
  MESMERIZED
  • 
  A mesmerized creature cannot attack, cast spells, move, or 
  speak.
  • 
  A mesmerized creature can still defend itself (e.g. it is not 
  vulnerable).
  NAUSEATED
  • 
  A nauseated creature cannot attack, cast spells, or speak.
  • 
  A nauseated creature can move away from the source of 
  nausea, but cannot otherwise move or take actions in lieu 
  of moving.
  • 
  A nauseated creature can still defend itself (e.g. it is not 
  vulnerable).
  PARALYZED
  • 
  A paralyzed creature is helpless (as above).
  • 
  A paralyzed creature cannot speak.
  PETRIFIED
  • 
  A petrified creature is helpless (as above).
  • 
  A petrified creature cannot see, hear, smell, taste, touch, speak, 
  or think. 
  • 
  A petrified creature does not age, and is immune to all 
  enchantments and transmogrifications except stone to flesh, 
  and to all death spells except disintegrate.
  • 
  A petrified creature is damaged as a stone structure. It has 
  1shp per 2,000lbs, rounded up. 
  PRONE
  • 
  A prone creature can move, but only to crawl at a movement 
  rate of 5’, to take an action in lieu of moving, or to end the 
  condition by using an action in lieu of moving to stand up. 
  • 
  A prone creature that is engaged is subject to the movement 
  restrictions of being engaged, so it can only crawl if using 
  defensive movement, and cannot stand up in lieu of moving.
  • 
  A prone creature can attack, but suffers a -4 penalty on 
  its attack throws. A prone creature can stand up in lieu of 
  attacking.
  • 
  A prone creature can be backstabbed by creatures capable of 
  doing so.
  • 
  Attack throws against prone creatures gain a +2 bonus, or a 
  +4 bonus if the attacker backstabs the stunned creature. The 
  stunned creature is dealt the attack’s ordinary damage, or the 
  attack’s ordinary damage multiplied by two or more from 
  backstab.
  • 
  The conditions is ended immediately when the creature 
  stands up.
  RECUPERATING
  • 
  A recuperating creature cannot be healed above 1 hit point.
  • 
  A recuperating creature cannot attack or cast spells. 
  • 
  A recuperating creature has its movement rate reduced to ¼ 
  its normal rate.
  • 
  The condition is ended when the recuperating creature has 
  recuperated for the required number of days.
  
  Axioms Issue 5
   
  List of Conditions 
  7
  What’s Your Condition?
  RESTRAINED
  • 
  A restrained creature cannot move, but can still attack, cast 
  spells, take actions in lieu of attacking, or attempt to escape. 
  • 
  The opponent which restrained the creature can automatically 
  deal damage on its initiative each round to the restrained 
  creature without having to make an attack throw. Doing 
  so counts as the opponent’s attack with  whatever special 
  natural weapon it used to restrain the creature. The restrained 
  creature still receives a saving throw against any special effects 
  of the attack (such as poison, etc.). 
  • 
  A restrained creature also has the vulnerable condition while 
  it is restrained. 
  • 
  Sometimes a creature can be restrained by multiple causes 
  (such as several tentacles); when this occurs, the restrained 
  creature suffers an additional -1 penalty on its attack throws 
  for each additional cause of restraint, in addition to the effects 
  above. 
  • 
  While a creature is restrained, the opponent which restrained 
  it can move itself (bringing the restrained creature with it), but 
  the restrained creature’s weight (lbs / 12) is applied as stones 
  of encumbrance to the opponent. If the restrained creature’s 
  weight causes the opponent to exceed its maximum load, the 
  opponent cannot move. Regardless of encumbrance, however, 
  the opponent cannot charge or run unless the restrained 
  creature is at least one size category smaller than the opponent.
  • 
  If a creature is restrained by long appendages (such as 
  tentacles), the opponent which restrained it can, in lieu 
  of an attack with that appendage, move the creature with 
  its appendages its while remaining stationary itself. Some 
  creatures may have the movement rate at which they can 
  move restrained opponents listed; if not otherwise noted, 
  a restrained creature can be moved at the same rate as the 
  opponent’s combat movement rate, subject to encumbrance. 
  The restrained creature’s weight (lbs / 12) is applied as stones 
  of encumbrance to the opponent’s appendage(s). Calculate 
  the normal load for the opponent’s appendage(s) as (creatures’ 
  normal load x number of appendages restraining creature / 
  total number of appendages) for purposes of calculating the 
  rate at which the restrained creature can be moved.
  • 
  The restrained condition is ended immediately when the 
  restrained creature escapes or when the creature which 
  restrained it releases it. If restrained by multiple causes, each  
  must be escaped separately. 
  SLUMBERING
  • 
  A slumbering creature is helpless (as above).
  • 
  A slumbering creature cannot see, hear, or speak. 
  • 
  The condition is ended immediately if the slumbering creature 
  is attacked, damaged, or moved.
  STUNNED
  • 
  A stunned creature cannot attack, cast spells, move, or take 
  actions in lieu of attacking or moving.
  • 
  A stunned creature is vulnerable.
  UNCONSCIOUS
  • 
  An unconscious creature is helpless (as above). 
  • 
  The condition is ended when the creature is slain.
  • 
  The condition is also ended when the unconscious creature’s 
  wounds are treated. When this occurs, the unconscious 
  creature must roll 1d20+1d6 on the Mortal Wounds table and 
  apply any appropriate modifiers listed.  
  • 
  The condition is also ended if 24 hours pass. When this occurs, 
  the unconscious creature must roll 1d20+1d6 on the Mortal 
  Wounds table, with no bonus for treatment and at the full -10 
  penalty for being treated 1 day later. 
  VULNERABLE
  • 
  A vulnerable creature gains no benefit to its AC from its shield 
  (if any). 
  • 
  A vulnerable creature can be ambushed or backstabbed by 
  creatures capable of doing so. 
  • 
  All attack throws against vulnerable creatures gain a +2 bonus, 
  or a +4 bonus if the attacker ambushes or backstabs the 
  grabbed creature. The vulnerable creature is dealt the attack’s 
  ordinary damage, or the attack’s ordinary damage multiplied 
  by two or more from ambush or backstab. 
  
  8 
  The Basics of Interaction
  WELL MET! NOW PREPARE TO DIE, 
  HANDSOME
  EXPANDED MECHANICS FOR DIPLOMACY, INTIMIDATION, AND 
  SEDUCTION IN ACKS
  In ACKS, interactions between PCs and NPCs use a simple 2d6 
  reaction roll system which creates a bell curve of results ranging from 
  Hostile (2) to Friendly (12). The system functions admirably well for 
  happenstance encounters between strangers provided the range of 
  modifiers are kept limited (-3 to +3). However, the system begins to 
  break down when a large number of positive modifiers are applied 
  without any context or situational adjustment. Given sufficient 
  bonuses, the results can be absurd – entire dungeons of monsters 
  yielding without a fight.  
  The reaction rules in ACKS also make no provision for ongoing or 
  repeated interactions. Can a Hostile creature ever be made Friendly? 
  How long does it take? This article provides a set revised mechanics 
  that answer these questions.
  THE BASICS OF INTERACTION
  Interaction occurs whenever an adventurer or party of adventurers 
  encounters a creature or group of creatures not previously 
  encountered. This is called an initial interaction and is resolved with 
  an interaction roll. Various modifiers will apply to the interaction roll 
  based on the tone of the interaction. The results of the interaction roll 
  will yield an attitude such as Hostile, Unfriendly, Neutral, Indifferent, 
  or Friendly. (The reaction roll rules in ACKS cover initial interactions, 
  more-or-less.)
  If satisfied with the attitude of a creature or group encountered, the 
  adventurer or party need make no further interaction rolls.  However, 
  if the adventurer or party wishes to change the attitude of a creature 
  or group that already has an attitude, they must engage in an attempt 
  to influence. 
  If combat breaks out between the adventurer(s) and the creature(s), 
  no attempts to influence may be made until the adventurer or party 
  are defeated and captured, or the creature(s) are defeated or fail a 
  morale roll.
  TIME REQUIRED FOR INTERACTION
  Stage
  Time Required
  Initial Interaction
  Instantaneous
  1st Attempt to Influence
  1 round (10 seconds)
  2nd Attempt to Influence
  6 rounds (1 minute)
  3rd Attempt to Influence
  1 turn (10 minutes)
  4th Attempt to Influence
  6 turns (1 hour)
  5th Attempts to Influence
  8 hours (1 work-day)
  6th+Attempts to Influence
  5 work-days (1 week)
  Interacting with NPCs takes time. The amount of time required to 
  interact depends on how well the interacting individuals or groups 
  know each other. The Time Interval for Interaction table, below, 
  shows the amount of game time that characters must spend at each 
  stage of interaction. Initial interactions between strangers happen 
  almost instantly; persuading a foe of decades to join an alliance may 
  take weeks or months.
  SPOKESPERSON
  When interactions occur between groups, each group will designate 
  a spokesperson. The spokesperson is typically the group’s leader or 
  its highest Charisma character. The class, ability scores, proficiencies, 
  and other characteristics of the spokesperson are applied on behalf 
  of the group.
  Sometimes a party of adventurers may not have a clear spokesperson, 
  or may disagree as to who their spokesperson ought to be. In this 
  case, whichever adventurer is encountered by or speaks to the other 
  side first is considered to be the spokesperson for that stage. The 
  Judge can call for an initiative roll to determine who speaks first if it 
  is unclear. 
  EXAMPLE: Tavus is a paladin (CHA 18, Mystic Aura, Intimidation, 
  +7 total bonus) nominally leading a party of 1st level adventurers. 
  One of his comrades is an explorer named Morne (CHA 7, -1 
  penalty). The party encounters a group of 5 orcs. Tavus tells the 
  Judge, “I draw my sword and tell them to surrender or die.” Morne, 
  who enjoys disrupting the paladin’s plans, immediately says “I 
  show my bare hands and say “let’s talk!” The party erupts into 
  dispute around the gaming table. The Judge calls for Tavus and 
  Morne to each roll initiative. Morne wins, so he speaks first. The 
  orcs consider him the spokesperson of the adventurers.
  TONES OF INTERACTIONS
  There are three types of interactions possible: Diplomatic, 
  Intimidating, and Seductive, corresponding to the three proficiencies 
  of the same name. Each tone of interaction has a different set of 
  modifiers applicable to it. If a party is surprised by an encounter, 
  the Judge chooses the tone based on whichever is least favorable 
  for the party. Otherwise, the party’s spokesperson chooses the tone 
  of interaction for the  and at each stage thereafter. If tone is unclear 
  from the spokesperson’s statements or role-play, the Judge can ask for 
  clarification or decide what tone has been adopted. Once the tone of 
  interaction is settled, the Judge makes an interaction roll 
  EXAMPLE: Morne is the acting spokesperson for a party of 
  adventurers that has just encountered 5 orcs. He raises empty 
  hands and says “let’s talk!” The Judge rules that this is a Diplomatic 
  tone. 
  Diplomatic interactions occur when an adventurer makes a non-
  threatening appeal to the self-interest of a target or target’s group. 
  Calling on a guard to do his duty, a noble to protect his subjects, 
  or a group of strangers to parley rather than fight are all examples 
  of diplomatic interactions. The lengthy time intervals for ongoing 
  attempts to influence with diplomacy represent long conversations, 
  meetings, “diplomatic summits,” and so on. 
  
  Axioms Issue 5
   
  Diplomatic Modifiers 
  9
  Well Met! Now Prepare to Die, Handsome
  DIPLOMATIC MODIFIERS
  The following modifiers apply to diplomatic interactions.
  Alignment
  Character believed to be Lawful; target is Lawful or Neutral +1
  Character believed to be Lawful; target is Chaotic -1
  Character believed to be Chaotic; target is Lawful or Neutral -2
  Character’s race is a historical enemy of target -2
  Location
  Character is trespassing in target’s lair -1
  Character is in own lair +1
  Authority
  Character has legal authority over target (lord, guard, etc.) +2 or more
  Character owes target favors -1/unrequited favor
  Target has authority over character -1 or more
  Target owes character favors +1/unrequited favor
  Ability Scores & Proficiencies
  Character has Charisma Modifier +Modifier
  Character has Bribery and offers appropriate bribe +1 to +3
  Character has Diplomacy +2
  Character has Mystic Aura +2
  Target has Wisdom Modifier -Modifier
  Threat
  Character is brandishing weapon -1
  Target believes character has harmed friends -2
  Target has witnessed or has evidence that character harm friends -5
  Target has been personally harmed by character -5 or more 
  Relationship
  Target is already Hostile -2
  Target is already Unfriendly -1
  Target is already Indifferent +1
  Interaction 
  Roll
  Initial Interaction
  Attempt to Influence
   2
  Hostile, attacks
  Shift 2 attitudes towards Hostile
  3-5
  Unfriendly, may attack
  Shift 1 attitude towards Hostile
  6-8
  Neutral, uncertain
  Shift 1 attitude towards Neutral
  9-11
  Indifferent, uninterested Shift 1 attitude towards Friendly
  12
  Friendly, helpful
  Shift 2 attitudes towards Friendly
  EXAMPLE: A party of 1st level adventurers has just encountered 
  five orcs. Morne, foolishly acting as the party’s spokesperson, says 
  “we come in peace!” Morne has a Charisma 7 (-1) and no relevant 
  proficiencies.
  The characters are believed to be of Lawful alignment and the 
  target is Chaotic (-1) and the character’s are trespassing in the 
  target’s lair (-1). Morne is not brandishing a weapon and the 
  targets have no evidence that the characters harmed anyone. The 
  total penalty is -2. The total modifier is therefore -1 -2=-3.
  The Judge rolls 2d6-3, and gets an 11. The total of (11-3) 8 results 
  in a “Neutral” response. “If you come in peace, why’d you invade 
  our lair?” says the orc gang leader. The paladin, Tavus, now steps 
  forward and attempts to influence the orcs. Since this is the first 
  attempt to influence, it requires (1 combat round (10 seconds). 
  The paladin decides to continue with a Diplomatic tone, saying 
  “We’ve come to work as mercenaries. We’d like to meet your chief 
  to join his service.” 
  Tavus has Charisma 18 (+3) and Mystic Aura (+2), for a total bonus 
  of +5. The same situational penalty apply, as the characters are still 
  believed to be of Lawful alignment and the target Chaotic (-1) and 
  the characters are still trespassing in the target’s lair (-1). The Judge 
  therefore rolls 2d6+5-2; the dice yield an 7. This modifies to a 10, 
  resulting in a shift in attitude by one category, from “Neutral” to 
  “Indifferent”. The orc gang leader says, “Eh, Aghrimun always was 
  stupid, knew he’d get himself killed some day. Not sure I wat to 
  bother the chief right now, but you can go find him yourself if 
  you want.”
  The paladin decides to continue parleying. As this is a second 
  attempt to influence, it will take 1 minute (6 rounds of interaction). 
  His modifier is now 2d6+5-1, because he gains a +1 from the target 
  being Indifferent. The paladin decides to make fun of Aghrimum’s 
  weakness and then says they should all go have a laugh about it 
  with the chief. The dice yield a result of 3, modified to a 7, resulting 
  in a shift in attitude by one category towards “Neutral”. This reverts 
  the orcs towards Neutral. “I ain’t got no interest in cracking jokes 
  with the likes of you,” says the orc gang leader. “Get out of here 
  before I decide I want to crack your skull.”
  INTIMIDATING INTERACTIONS
  Intimidating interactions occur when an adventurer threatens to cause 
  harm to a target or target’s group if the target does not cooperate with 
  the adventurer. It is, in many ways, easier to use intimidation than 
  diplomacy. But intimidating interactions have several disadvantages.
  First, intimidating interactions cannot achieve genuinely Indifferent 
  or Friendly attitudes. Instead, these are replaced with the Fearful and 
  Cowed attitudes. Fearful creatures will attempt to withdraw or escape 
  at the first opportunity; if no opportunity to escape is available, they 
  count as cowed while they remain intimidated. Cowed creatures 
  act as if Friendly while they remain intimidated. While Cowed or 
  Fearful, creatures are treated as Neutral for purposes of diplomatic or 
  seductive interactions. 
  Second, unlike the attitude established by a diplomatic interaction, 
  the attitudes established by intimidating interactions are temporary. 
  A new interaction roll must be made if the adventurer encounters 
  new allies of the intimidated creature. It should be resolved with the 
  same roll as that used for the  with the new creatures. The Judge can 
  also call for a new interaction roll anytime the conditions that led to 
  the initial intimidation have materially changed.
  
  10 
  Intimidation Modifiers
  The lengthy time intervals for ongoing attempts to influence with 
  intimidation represent activities such as long-term brainwashing, 
  dehumanizing treatment, and/or torture. The Judge may limit the use 
  of such interactions by Lawful characters if desired.
  INTIMIDATION MODIFIERS
  The following modifiers apply to intimidating interactions.
  Character
  Character and party members outnumber target(s) +1
  Character and party members outnumber target(s) by 3:2 or more +2
  Character and party members outnumber target(s) by 3:1 or more +5
  Character is in own lair +1
  Character is brandishing weapon +1
  Character is brandishing magic items +1
  Character has target at disadvantage (blackmail, tied up) +2 or more
  Character has legal authority over target +2 or more
  Character is significantly higher level than target (3+ HD) +2
  Target
  Target’s Morale Score –score
  Target has Wisdom Modifier -Modifier
  Target has witnessed character kill or torture target’s associates +1
  Target is in own lair -1
  Target is armed -1
  Target has spells or magic items available -1
  Target and friends outnumber character and party members -1
  Target and friends outnumber character and party members by 3:2 or more -2*
  Target and friends outnumber character and party members by 3:1 or more -5*
  Target has character at disadvantage (trump card, helpless) -5
  Target has legal authority over character -2 or more
  Target is significantly higher level than character (3+ HD) -2
  Target believes he will suffer loss of face if submits -2 or more
  Target believes he will be horrendously punished or killed if he submits -5 
  or more**
  *If target is in lair, include number in lair as part of friends
  **”The Dark Lord will do far worse things to me than you ever would” factor
  Ability Scores & Proficiencies
  Character has Charisma Modifier +Modifier
  Character has Intimidation and either legal authority, outnumber, or 
  outlevels target +2
  Character has Mystic Aura +2
  Relationship
  Target is already Hostile -2
  Target is already Unfriendly -1
  Target is already Fearful +1
  Interaction 
  Roll
  Initial Interaction
  Attempt to Influence
   2
  Hostile, attacks
  Shift 2 attitudes towards 
  Hostile
  3-5
  Unfriendly, may attack
  Shift 1 attitude towards 
  Hostile
  6-8
  Neutral, uncertain
  Shift 1 attitude towards 
  Neutral
  9-11
  Fearful, attempts to 
  withdraw/escape if possible
  Shift 1 attitude towards 
  Friendly
  12
  Cowed, helpful
  Shift 2 attitudes towards 
  Friendly
  EXAMPLE: The party of 1st level adventurers has just slain the 
  five orcs who refused to take them to their chief. Their bodies litter 
  the floor and the adventurers’ weapons are covered with orc-gore. 
  Just then, another 10 orcs enter the room. Tavus (CHA 18, Mystic 
  Aura, Intimidation, +7 total) steps forward. “Drop your weapons 
  if you don’t want the same to happen to you! “ he says in orcish.
  The characters are brandishing weapons (+1) and have some 
  visible magic items (+1) but are not of substantially higher level 
  and have no legal authority (0). The orcs are in their own lair (-1), 
  are brandishing weapons (-1), and including friends in their lair 
  outnumber the characters by more than 3:1 (-5). However they 
  can see that the PCs have killed some friends (+1). Their chieftain 
  is alive, giving them ML +2 (-2). The total modifiers are +7+1+1-
  1-1-5+1=+1.
  The Judge rolls 2d6+1, and gets an 11. The adjusted total of 12 
  results in a “Cowed” response. The orcs drop their weapons. “We 
  surrender!” they shout, dropping their weapons. “Take us to your 
  chief,” the paladin orders.
  The characters reach the orc chief and seek to intimidate him as 
  well. “Time to leave these caves, chief. This place is ours now,” says 
  Tavus. The characters are brandishing weapons (+1) and have 
  some visible magic items (+1) but have no legal authority (0). The 
  orc chief is in his own lair (-1), brandishing a weapon (-1), and 
  has troops that outnumber the characters by more than 3:1 (-5). 
  He knows that the PCs have killed some friends (+1). But he is 
  4HD, substantially higher level than the party (-1), has access to 
  a witch doctor (-1), and will suffer loss of face if he submits to the 
  adventurers (-2). With the chief alive, the orc morale is +2 (-2). 
  The total modifiers are +7+1+1-1-1-5+1-1-1-2-2=-3.
  The Judge rolls 2d6-1 and gets a 6. The adjusted total of 3 results 
  in an “Unfriendly” response from the chief and other new orcs in 
  the room. “I’ll give you 10 seconds to get the hell out of my caverns, 
  and then I start eating human-flesh,” says the Chief.
  Since the adventurers have now encountered allies of the orcs they 
  intimidated, a new interaction roll is required for those orcs. It 
  is resolved with the same roll as that used for the  with the orc 
  chief. Since the result was 3, that means that the currently cowed 
  orcs have their attitudes adjusted downward by one category, from 
  “Cowed” to “Fearful”. They begin to slink towards the sides of the 
  room, hoping no one pays attention to them.
  
  Axioms Issue 5
   
  Seduction Interactions 
  11
  Well Met! Now Prepare to Die, Handsome
  SEDUCTION INTERACTIONS
  Seductive interactions occur whenever an adventurer appeals to a 
  target’s prurient interest. Seductive interactions can only be used with 
  creatures with whom it would be possible to have passionate relations 
  (not necessarily intercourse, but at least deep emotional passion.)  
  The lengthy time intervals for ongoing attempts to influence with 
  seduction represent extended periods of courtship such as private 
  conversations, dates, social outings, cohabitation, and so on.
  SEDUCTION MODIFIERS
  Age
  Character is of younger age category than target attracted to youthful 
  mates +1/category
  Character is of younger age category than target attracted to mature 
  mates -1/category
  Character is of older age category than target attracted to mature mates 
  +1/category
  Character is of older age category than target attracted to mature mates 
  +1/category
  *Age categories only apply within Youth to Old range.
  Status
  Character has higher social status than target +1 per noble rank or 
  equivalent
  Character is substantially higher level than target +1
  Character is substantially lower level than target -1
  Kink
  Character is of a race which particularly appeals to target +1 or more
  Character is of a race which is unappealing to target -1 or more
  Character’s clothing is particularly appealing to target +1 or more
  Character’s clothing is particularly unappealing to target -1 or more
  Character’s physical traits are particularly appealing to target +1 or more
  Character’s physical traits are particularly unappealing to target -1 or more
  Character’s behavioral traits are particularly appealing to target -1 or more
  Character’s behavioral traits are particularly unappealing to target -1 or 
  more
  Privacy
  Character and target are alone +1
  Characters and target are in front of target’s friends -1
  Ability Scores & Proficiencies
  Character demonstrates Performance or Art proficiency +1
  Character has Mystic Aura +2
  Character has Seduction and otherwise at least +1 in modifiers +2
  Target has Wisdom Modifier -Modifier
  Relationship
  History
  Character already Hostile
  -2
  Character already Unfriendly
  -1
  Character already Indifferent
  +1
  Character already Friendly
  +2
  Character has taken advantage of target’s friends in the past
  -1
  Character has taken advantage of target in the past
  -2
  Target would be at personal risk from liaison with character 
  2 or more
  REACTION TO SEDUCTION
  Interaction 
  Roll
  Initial Interaction
  Attempt to Influence
   2
  Hostile, attacks or calls 
  for aid
  Shift 2 attitudes towards Hostile
  3-5
  Unfriendly, insults or 
  rejects 
  Shift 1 attitude towards Hostile
  6-8
  Neutral, remains open
  Shift 1 attitude towards Neutral
  9-11
  Indifferent, but secretly 
  interested
  Shift 1 attitude towards Friendly
  12
  Friendly, helpful
  Shift 2 attitudes towards Friendly
  EXAMPLE: Tavus’s party is virtually annihilated by the orc chief 
  and his minions. The only survivor is Anja, a priestess of Ianna 
  (CHA 16, Seduction, total modifier +4), who has been captured 
  to be eaten later. As the cook-fires are being warmed, Anja says to 
  the chief, “Don’t you want me for yourself?” and begins dancing 
  for him (Performance: dance).
  Anja is younger than the orc chief, who – like many males – is 
  attracted to youthful mates (+1). She is substantially lower level 
  than the 4D orc chief (-1) and of lower social rank (-1). The orc 
  chief has no particular kink for human women like Anja, but no 
  antipathy either. Anja is attempting a seduction in front of the 
  chief’s friends (-1). Anja has displayed a Performance proficiency 
  (+1). The chief, having fought against the adventurers, is Hostile 
  (-2). The modifiers from the situation add up to  -3. Combined 
  with Anja’s Charisma modifier and Seduction, the total modifier 
  is +4-3=+1. 
  The Judge rolls 2d6+1, and gets an 11, modified to a 12.  The 
  adjusted total of 12 results in a  shift of 2 attitudes towards Friendly, 
  from Hostile to Neutral. The chief says “Keep dancing and maybe 
  I won’t cook you. Or maybe I will.”
  The priestess decides to continue seducing the orc chief. As this 
  is a second attempt to influence, it will take 1 minute (6 rounds 
  of interaction), during which time she continues to dance. Her 
  modifier is now 2d6+3, because she no longer suffers the -2 
  penalty from the chief being hostile. The dice yield a result of 3, 
  modified to a 6, resulting in a shift in attitude by one category 
  towards “Neutral”. The chief remains Neutral. “I’m not all that 
  impressed,” he says.
  The priestess dances as if her life depends on it in a third attempt 
  to influence. It will take 1 turn (10 minutes). Her modifier remains 
  2d6+3. The dice yield a 9, modified to a 12, resulting in a shift of 
  attitude by two categories towards “Friendly”. The chief breaks out 
  into a toothy grin. “She has endurance! I like that in a mate. Bring 
  her over here, she’s with me.”
  Several years later, the chthonic priestess Anja emerges as the head 
  of a warband of orcs…. 
  
  12 
  An Introduction to ACKS 2E
  PREPARE FOR THE FUTURE
  A GLIMPSE OF WHAT MIGHT THE FUTURE MIGHT HOLD FOR THE 
  ADVENTURER CONQUEROR KING SYSTEM 
  The document you are reading is from the future… It was distributed 
  as a free pamphlet at GENCON 2020 to assist ACKS players in making 
  the conversion from ACKS 1E to ACKS 2E. How it reached me, I do 
  not know; it is perhaps a result of some creatio-cognitive singularity 
  in Indianapolis in recent days. In any event, it’s quite interesting. I 
  have some concerns about some of what’s in this pamphlet, but I 
  can only assume that in the next 30 months that my future self will 
  experience certain playtest outcomes and player suggestions which 
  will make it all become clear. Or perhaps not – the future is, after all, 
  still ours to shape.
  AN INTRODUCTION TO ACKS 2E
  Welcome to GenCon 2020! This year marks the 10th anniversary 
  of Adventurer Conqueror King System. By the standards of role-
  playing games, that makes it an old rules set. Of course, age alone 
  is no reason to change something; but with ten years of gameplay 
  behind ACKS by hundreds of gaming groups worldwide, Autarch 
  has now accumulated a wealth of new knowledge about the game. 
  With feedback from our loyal fans, we’ve decided to update ACKS. 
  This guide will walk you through the major changes to the game. 
  CHARACTERS
  WISDOM MODIFIER
  In ACKS 2E, your WIS modifier increases your throw bonus on all 
  saving throws, not just saving throws versus magic.  
  DEXTERITY MODIFIER
  In ACKS 2E, your DEX modifier increases your throw bonus on 
  proficiency throws to perform acrobatics, open locks, pick pockets, 
  find traps, remove traps, hide in shadows, move silently, or climb 
  walls.
  ARMOR, WEAPON, AND FIGHTING STYLE PROFICIENCIES
  In ACKS 1E the armor, weapons, and fighting styles available to a 
  character were defined in natural language. This occasionally made a 
  particular class’s selections somewhat open to debate. ACKS 2E has 
  formalized the selection of armor, weapons, and fighting styles into 
  proficiencies, so that each class can have its starting armor, weapon, 
  and fighting style proficiencies clearly laid out in a table.
  ANIMAL COMPANIONS AND FAMILIARS
  Instead of having ½ the Hit Dice of the adventurer they accompany, 
  animal companions and familiars in 2E have 1 Hit Die less than their 
  adventurer (½ HD at 1st level). The animal companion or familiar’s 
  baseline characteristics are adjusted based on its current Hit Dice 
  relative to the Hit Dice of an ordinary animal of its type:
  • 
  The monster’s attack throws, hit points, and saving throws 
  increase or decrease by one per Hit Die. 
  • 
  The monster’s AC increases or decreases by ½ (1 per 2 HD), 
  to a minimum of 0 and a maximum of its own starting HD. 
  • 
  The monster deals an average of 2 hp more or less damage 
  divided among all its attacks per HD. The Judge should decide 
  how this is manifested. The Monster Attack Table (p. XX) can 
  be used to calculate new damage dice if desired.
  These rules put animal companions and familiars equal to an 
  equivalent animal henchman acquired via Beast Friendship 
  proficiency.
  The rules for familiars in 2E specify that the familiar cannot itself 
  select the Familiar proficiency, nor have henchmen. Familiars that 
  take language proficiency learn to read and understand the language, 
  but cannot speak it. Familiars can only communicate with their 
  adventurer, or with characters benefiting from speak with animals 
  or tongues.
  EQUIPMENT
  COMMISSIONING EQUIPMENT
  ACKS 2E incorporates the revised rules for Commissioning 
  Equipment originally posted on the Official Forums, restated below: 
  If equipment the adventurers desire to purchase is not available, they 
  may commission it to be created. The advantage of commissioning 
  equipment is that ten times more equipment can be commissioned 
  than is available as inventory. Where the number available is listed 
  as a percentage chance, multiply the percentage by 10 and divide by 
  100%. The integer quotient is the number of units available, and the 
  remainder (if any) is the percentage chance of one additional unit 
  being available.
  The disadvantage of commissioning equipment is that it is not 
  immediately available. Buildings and vehicles, which can be built 
  by large groups, are constructed at a rate of 1 day per 500gp value. 
  Animals take 1 day per 1gp value to find and train. Other equipment 
  takes 1 day per 5gp value. All commissioned equipment is worked on 
  simultaneously.
  CROSSBOWS AND ARBALESTS
  Crossbows and arbalests must be reloaded after they are fired. 
  Reloading is an action in lieu of moving.
  MASTERWORK EQUIPMENT
  The rules for masterwork equipment in the Heroic Fantasy Handbook 
  are incorporated into ACKS 2E.
  PROFICIENCIES
  GAINING PROFICIENCIES
  In ACKS 2E, all characters have four implicit general proficiency slots 
  which represent their potential for natural accretion of knowledge 
  
  Axioms Issue 5
   
  Retraining Proficiencies 
  13
  Prepare for the Future
  over time (in addition to their starting and level-based proficiencies). 
  Characters who are not exceptionally diligent at practice automatically 
  fill these slots after 5, 15, 35, and 70 years of work.
  However, by extensive training, characters can accelerate their 
  acquisition of these proficiency slots.
  • 
  It takes 60 days (2 months) of major activity training that 
  proficiency to gain the first rank of a proficiency. 
  • 
  It takes 240 days (8 months) of major activity training that 
  proficiency to gain the second rank or the first rank of a 
  second proficiency.
  • 
  It takes 540 days (18 months) of major activity training that 
  proficiency to gain the third rank or the first rank of a third 
  proficiency.
  • 
  It takes 960 days (32 months) of major activity training that 
  proficiency to gain the fourth rank or the first rank of a fourth 
  proficiency.
  • 
  The total time required to gain four proficiency ranks is 
  therefore 1,800 days; at 6 hours per day of major activity that 
  equates to about 10,000 hours.
  RETRAINING PROFICIENCIES
  Characters in ACKS 2E can retrain an existing class or general 
  proficiency for another proficiency of the same type with 120 days 
  of major activity training. The character must have access to a tutor 
  who knows the proficiency, or to a training manual of the appropriate 
  proficiency rank. A character can train back into a proficiency he 
  previously knew with 60 days of major activity.
  EXAMPLE: As a young man, Athelstan learned Craft 
  (blacksmithing) and used his earnings from blacksmithing to 
  tide him over when he was recovering from adventurers. Now 
  that Athelstan has become a lord, he has a blacksmith on retainer 
  and concerns himself with weightier matters of state. Athelstan 
  hires a marshal to train him in Military Strategy. After 60 days of 
  training, Athelstan has learned Military Strategy. He has lost Craft 
  (blacksmithing). 
  MODIFIED PROFICIENCIES
  ACKS 2E incorporates the modifications to the rules for Proficiencies 
  found in the Heroic Fantasy Handbook.  
  SPELLS
  ARCANE REPERTOIRES AND SPELLBOOKS
  The conceptual difference between spell repertoires, spell books, and 
  spell formulas was somewhat confused in ACKS 1E. In ACKS 2E the 
  rules make a clear distinction between the three. 
  • 
  A spell repertoire is the set of spells that an arcane caster is 
  capable of casting. The size of a caster’s spell repertoire is 
  limited by his class, level, and ability scores.
  • 
  A spell book is the set of spells that an arcane caster could 
  have in his repertoire. There is no limit to the size of a caster’s 
  spell book.
  • 
  A spell formula is the information necessary to add a spell to 
  a spell book. Spell formulas can be found on scrolls, in other 
  caster’s spell books, or in rare books.
  It requires 1,000gp and 1 week of game time per spell level, plus access 
  to the appropriate spell formula, to add a spell to your spell book. If 
  your repertoire is not full, you may automatically add the spell to your 
  repertoire at the same time. If the your repertoire is full, you may 
  automatically replace one spell of the same level with the new spell 
  at the same time.
  An arcane spellcaster who already has a full repertoire of spells may 
  sometimes wish to replace one spell in his spell repertoire with 
  another of equal level already recorded in his spell book. It costs 1 
  week of game time per spell level to replace a spell in the repertoire 
  with another in the spell book. 
  ADVENTURES
  ATTACKS AND ARMOR PENETRATION
  ACKS 2E uses the rules for Attacks and Armor Penetration found in 
  the Heroic Fantasy Handbook.
  CONDITIONS
  The effect of various conditions in combat has been formalized in 
  ACKS 2E following the rules from this issue of Axioms.
  CRITICAL HITS
  ACKS 2E uses the rules for Critical Hits found in the Heroic Fantasy 
  Handbook.
  DAMAGE
  When doubling (tripling, quadrupling, etc.) damage dice, increase 
  the damage bonus by the same factor.
  HIT POINTS AND HEALING
  ACKS 2E uses the rules for Hit Points and Healing found in the 
  Heroic Fantasy Handbook.
  MORTAL WOUNDS
  In ACKS 2E, adventurers with d6 HD add +2 to their 1d20 roll on the 
  Mortal Wounds table. Adventurers with d8 HD add +4, adventurers 
  with d10 HD add +6, and adventurers with d12 HD add +8.
  However, the penalties for negative hit points are more severe. The 
  Mortal Wounds throw is modified by +5 if hp are exactly 0; -2 if hp 
  are at a negative value from ¼ to ½ max hp; -5 if hp are at a negative 
  value of ½ max hp to max hp; -10 if hp are at a negative value of max 
  hp to twice max hp; and an additional -5 for each max-hp interval 
  thereafter.
  EXAMPLE: Athelstan has 40 hp. At 0 hp, the modifier is +5. At -5 
  hp, the modifier is 0. At -10 hp, the modifier is -2. At -20 hp, the 
  modifier is -5; at -10 hp, the penalty is -2; at -20hp, the penalty is 
  -5; at -40hp, the penalty is -10; at -80hp, the penalty is -15, and so 
  on.
  SPEARS
  When attacking with a spear, an attack throw of natural 1 results in 
  a non-magical spear’s haft being broken. A magical spear’s haft is 
  damaged. A magical spear can be damaged a number of times equal 
  to its bonus before its haft is broken. A spear with a broken haft can 
  be used as a dagger or a quarterstaff, but no longer functions as a 
  spear. A nonmagical or magical spear can be repaired by setting the 
  spearhead onto a new shaft, which costs 1gp and requires 1 rank of 
  Craft (weaponsmithing).
  
  14 
  Campaigns
  Special Maneuvers
  ACKS 2E adds the clamber and sweeping attack special maneuvers 
  from the Heroic Fantasy Handbook. It also makes special maneuvers 
  more useful. When you succeeds on a disarm, force back, knock 
  down, or sunder special maneuver, you may choose to deal normal 
  damage in addition to triggering the effect of the special maneuver. 
  When you succeed in a wrestling special maneuver, you may choose 
  to deal brawling damage in addition to triggering the effect of the 
  special maneuver. 
  THIEVERY
  ACKS 2E uses the rules for Thievery found in the Heroic Fantasy 
  Handbook, including encumbrance, equipment, and revisions to the 
  thief skills.
  CAMPAIGNS
  CAMPAIGN ACTIVITIES
  Campaign activities in ACKS 2E are governed using the rules for 
  Campaign Activities found in Axioms Special Edition. 
  MAGICAL RESEARCH
  Weapons: Weapons that use ammunition (bows, crossbows, slings) 
  and the various types of ammunition (arrows, bolts, and stones) cost 
  only ½ the time and gold to enchant as other weapons. This is because 
  the magical bonus applies only to the attack throw or damage roll and 
  not both.
  Potions: Potions have a duration of 1d6+6 turns or the duration 
  of the spell granted by the potion, whichever is shorter. Potions 
  enchanted with spells of instantaneous duration (such as healing 
  potions) remain instantaneous. Potions have a caster level equal to 
  the minimum caster level required to cast the spell with which the 
  potion has been enchanted.
  Wands and Staves: Wands have a caster level equal to the minimum 
  caster level required to cast the highest-level spell with which the 
  wand has been charged. Staves have a caster level equal to the three 
  levels higher than the minimum caster level, or equal to that of the 
  caster who enchanted them, whichever is lower.  
  Constructs and Machines: The cost of adding a major special ability 
  to a construct or machine is 5,000gp. The cost of adding a minor 
  special ability is 625gp. Major and minor special abilities are currently 
  explained in Lairs & Encounters.
  STRONGHOLDS AND DOMAINS
  ACKS 2E uses the revised approach for strongholds and domains 
  found in Axioms III in lieu of the system found in the Campaigns 
  chapter of ACKS 1E, as well as the ancillary rules for separating land 
  and lordship, establishing senates, and managing domain encounters 
  from that same issue, and for beastman clanholds, chaotic domains, 
  and tribal warriors from Axioms II.
  BATTLES
  The 2E rules adopt the revised approach for abstract battle resolution 
  found in Axioms IV in lieu of the system found in Domains at War: 
  Campaigns. 
  MERCANTILE VENTURES
  ACKS 2E incorporates the rules for mercantile ventures found in 
  Axioms III.
  ABSTRACT DUNGEONS
  ACKS 2E incorporates the rules for abstract adventuring found in 
  Axioms VIII. 
  MONSTERS
  MONSTER REACTIONS
  The monster listings now include a reaction score for each monster, 
  which is applied as a modifier to reaction rolls when the monster is 
  encountered by adventurers. This score can vary depending if the 
  monster is encountered in its lair.
  EXAMPLE: Owlbears are mean-spirited carnivores gripped by 
  bestial madness. Their reaction modifier is -10. Owlbears almost 
  always attack adventures they encounter. 
  TREASURE
  TREASURE TYPE
  ACKS 2E uses the updated treasure type tables found in Heroic 
  Fantasy Handbook.
  POTIONS
  Potions have a duration of 1d6+6 turns or the duration of the spell 
  granted by the potion, whichever is shorter. Potions enchanted with 
  spells of instantaneous duration (such as healing potions) remain 
  instantaneous. Potions have a caster level equal to the minimum 
  caster level required to cast the spell with which the potion has been 
  enchanted.
  SCROLLS
  Scrolls have a caster level equal to the minimum caster level required 
  to cast the spell, or the caster level of their users, whichever is greater. 
  WANDS AND STAVES 
  Wands have a caster level equal to the minimum caster level required 
  to cast the highest-level spell with which the wand has been charged. 
  Rods and staves have a caster level equal to the three levels higher 
  than the minimum caster level, or equal to that of the caster who 
  enchanted them, whichever is lower.  
  
  Axioms Issue 5
   
  Treasure 
  15
  Prepare for the Future
  Open Game License
  DESIGNATION OF PRODUCT IDENTITY 
  The names Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King 
  System™, ACKS™, Auran Empire™, and Sinister Stone of Sakkara™ when used in any 
  context, are product identity. All artwork, logos, maps, and presentation are product 
  identity.
  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics and rules 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 
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  (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 
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  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 
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  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 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
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  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
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  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 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.
  System Reference Document 5.0. Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 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 Copyright 2011, Autarch™ LLC; Authors Alexander 
  Macris, Tavis Allison, Greg Tito, and Ryan Browning.
  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.
  END OF LICENSE
  Copyright 2012-2018 Autarch LLC. Autarch™, Adventurer Conqueror King™, 
  Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch Auran 
  Empire™ is a trademark of Alexander Macris. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/Axioms/Axioms Issue 6.pdf