Tag Archives: Armour

Black City – Special Starting Gear

Characters in the Black City campaign are already experienced adventurers and can select 1000gp worth of “special” starting equipment (500gp for henches) before play begins. Characters will retain any leftover gold, but note that once you arrive at the Thule … Continue reading

Posted in Campaign Setting, The Black City | Tagged , , , , , , , , , | Leave a comment

Draining Characters of their Hard-Earned Gold

I’ve been running some low-level games for my kids lately. They’re really keen on knowing what they can buy with their ill-gotten loot. This came up as well in my previous Sakkara game, and I figured I should highlight “interesting things … Continue reading

Posted in Astonishing ACKS, Campaign Setting, House Rules | Tagged , , , , , , , , , , | 3 Comments

Hyperborean Biotechnology

I’m still on an Alien/Prometheus kick and am really digging the Hyperboreans as Promethean Engineers thing. I’m thinking of playing up Hyperborean Biotechnology in my game. I’ve got a draft put together for an ACKS Vivimancer class, based on the … Continue reading

Posted in Astonishing ACKS, Campaign Setting | Tagged , , , , , , , , , , | 4 Comments

Setting Info – Armour Costs in Türas Tem

One item that came up last session… Costs for heavy armour in Astonishing ACKS are higher than in the Core Rules. And the selection in Türas Tem is somewhat limited: Cost Armour Class Weight Avail? Light Armour:   Soft Leather 10 … Continue reading

Posted in Astonishing ACKS, Campaign Setting | Tagged , , , , , , , | Leave a comment

Astonishing ACKS – Armoured Caster House Rule

I think I’m going to soften my stance on human arcane casters in armour. How does this sound… A human magic-user with unrestricted armour selection may cast arcane spells while wearing non-metallic leather scale (or equivalent; AC 3 max). A … Continue reading

Posted in Astonishing ACKS, House Rules | Tagged , , , | 3 Comments