Enter a world where
empires stand on the brink of war, and terrible monsters tear at the
fragile borderlands of men; where decaying cities teem with chaos and
corruption, weeping innocents are sacrificed to chthonic cults and
nobles live in decadent pleasure while the realm burns; where heroes,
wizards, and rogues risk everything in pursuit of glory, fortune, and
power. This is a world where adventurers can become conquerors — and
conquerors can become kings!
The Adventurer Conqueror King System™ Imperial Imprint (ACKS II)
is the new edition of the acclaimed bestselling fantasy role-playing
game. It offers everything you need to enjoy epic fantasy campaigns with
a sweeping scope. Whether you want to crawl through dungeons,
experiment with alchemy, crossbreed monsters, run a merchant emporium,
raise an undead legion, or conquer an empire, ACKS II supports your playstyle. The ACKS II Revised Rulebook features:
- 18 character classes, each with 8 quick-start templates
featuring pre-selected proficiencies, spells, equipment, and encumbrance
that let you start playing in minutes!
- 110 proficiencies carefully selected to help you customize
your character to your taste without risk of skill traps, min-max
chains, or feat taxes.
- 378 spells carefully calibrated for long campaigns that
ascend from dungeon delves to pitched battles with armies. Magic doesn't
have to make a game world implausible or unbalanced anymore!
- Dungeon delving mechanics that let your adventurers interact with the subterranean environment by spelunking, rappelling, traversing, and more.
- Wilderness expedition rules that bring the challenges and
dangers of the wild to life, including mechanics for wilderness
survival, inclement weather, and more.
- Sea voyage and naval warfare system with mechanics for boarding, grappling, ramming, rowing, sailing, and siege weapons.
- Combat mechanics that play like a realistic simulation of
ancient hand-to-hand battle at low levels and a cinematic emulation of
the legendary exploits of demigods and heroes at high levels.
- Stronghold and domain rules that allow you to establish domains, rule realms, take vassals, establish a senate, and more.
- Hijinks and hideout rules that let high-level thieves run
their own criminal guild or spy network, dispatching their ruffians to
racketeer, smuggle, surveil, and steal.
- Magic research mechanics that go beyond spell design and
magic item manufacture. Crossbreed monsters, construct golems, practice
necromancy, and engage in magical experiments with unforeseeable
consequences.
- Mercantile venture system that let you set up a trade routes,
build and manage caravans and merchant fleets, start and run
businesses, engage in moneylending, and more.
- Mass combat mechanics, with scalable rules for raising and
organizing armies ranging from dozens to hundreds of thousands of
soldiers, maneuvering them on the strategic theater, maintaining lines
of supply, and fighting pitched battles and sieges.
- And much, much more!