So, I've been turning over an idea in my head of a campaign set on a cross between Barsoom and Titan of James Hogan's Code of the Lifemaker.
The first character race I'd like to make available are a version of the Green Men of Mars. While they are basically barbarian types the thing that is tripping me up is powers for their extra pair of arms. Suggestions on what you'd use would be appreciated.
The second character race is essentially robots from Hogan's book. I am completely at a loss on how to approach robots in ACKS. I realize ACKS is nearly 180 degrees in direction from gonzo science fantasy but does anyone have any suggestions.
CharlesDM has a great take on that sort of concept here:
http://www.bythisaxe.co/2012/10/tinman-custom-classes.html
with several links to many classes.
I would say an extra pair of arms would be something like 6 custom powers; being able to wield two two-handed weapons, or even four one-handed weapons, would be very powerful. However, I would also add the following rules:
As for robots, there are two ways you could go. One, you could simply follow the Dwarven Machinist guidelines, using XP instead of gp to fund the build. Two, you could make a custom race, and throw together enough custom powers to make a robot; immunity to disease, immunity to poison, wakefulness, and intrinsic armor would be a good start.