Character creation and rules
Ammeil is a game that (mainly) uses the ruleset of Cairn. Characters in Ammeil must use their wits and real life logic to solve problems and progress in world. In Ammeil you must be careful to avoid conflict when you can and must be aware of the weight you carry to avoid exhaustion. Traveling is dangerous and weather can mean the difference between life and death out on the trails.
Prefer to use DnD's ruleset and character creation instead? No worries! Ammeil can be played using DnD's resources with just a little creative tweaking by the DM. Some of Ammeils lore and world building may not work with DnD but with a little creativity you can mold the world however you like. Monsters in our Bestiary are made using Cairn's system, so just remember to recreate any you like in DnD format to use.
Adjusting for DnD
Talents
Though Ammeil (typically) uses the Cairn ruleset and guide, you are by no mean restricted to only its use! Below are a list of racial specific talents and some helpful ways to add a more creative start to your characters to make their humble beginnings more interesting. Also feel free to be creative and make your own! Or take inspiration from elsewhere like Dnd, Really in the end, the experience is the objective so follow whats best for your party!
Optional Talents
Have each character pick one talent at the start and write it on their character sheet.
GASTRONOMY
- You have worked with food before and know how to create delicacies from what is on hand. You also understand how to preserve and protect food making it stay good 2x as long as normal.
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- You carry a bag of spices, seasonings and cooking utensils. They take up 1 space of inventory and without them you cannot produce exceptional food and or preserve it.
AGILITY
- You are naturally talented at scaling difficult terrain and can move as nimbly as a fae.
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- You are able to scale steep surfaces and move freely even in armor.
HERBOLOGY
- You have been surrounded by herbs and remedies your whole life. You are innately knowledgeable about remedies for most common ailments and with the right materials you are able to prevent infection and spreading disease for longer than normally possible.
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- When scavenging, you are able to identify poisonous and dangerous plants
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IRON MIND
- When you're affected by a psychic attack that would leave you charmed, confused, berserk or filled with terror, you instead fall asleep until roused again or for 3 hours.
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ASTRONOMY
- You know how to read the stars and as long as you can see the night sky you know the time of day and what direction you are.
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- During the day you can accurately tell the time
BREATH WORK
- You are used to working in deep water and can hold your breath up to 6 minutes underwater
- After becoming exhausted, you can take a 15 minute rest to remove your exhaustion and or carry slot back. This can only be done once a day.
EDUCATED
- You have received the rare opportunity to learn among scholars and can read and write well
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- You can choose 2 languages to know in addition to common.
DEVOTION
- You are devoted wholly to a single God, giving that God your praise and adoration above all others, This may cause problems with others but your God feels your zeal and will sometimes bless you with their favor.
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-The Gods are jealous, do something against your God and they will be angered with you
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-When in a place of special significance to your God your God is more likely to speak and or bless you.
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-Opposite, when in another Gods place of worship you grow increasingly uncomfortable
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ENGINEERING
- Some way or another you just seem to understand gnomish design and mechanics. You can pilot, operate and use all but the most sophisticated gnomish tech
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EXAMINATION
- By taking 5 minutes to examine a being or creature you can see, you are then able to perceive any weaknesses it may have.
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- When in combat you can take one turn to examine your foe instead of attacking, on your next turn you are aware of any weaknesses the foe may have.
ETHEREAL CONNECTION
- You are able to sense and detect magic within 5 feet.
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- You feel this presence as a dull hum in your body but are unable to discern its strength, nature or any of its qualities.
PACKRAT
- Gain one additional slot of carry weight
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INTUNED
- You cannot sense the presence of regular magics, however, you are able to feel corruption with an innate sense. Also low level corruption will leave your body soon after affecting you, and weak or petty curses won't bind.
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-Extras- Learned Talents
These are Talents that can be inquired through experience or training
You should be careful giving these out and only reward a character who has proven themselves to have duly earned it.
GASTRONOMIST
- Through training with a truly talented chef you now know how to create delicacies from what is on hand. You also understand how to preserve and protect food making it stay good 2x as long as normal.
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- You carry a bag of spices, seasonings and cooking utensils. They take up 1 space of inventory and without them you cannot produce exceptional food and or preserve it.
HORSE BACK COMBAT
- Through vigorous training as squire to a knight or soldier in a calvary unit and taking months of constant toil, you have learned how to ride a horse and use a bow and sword while doing so.
GNOMISH KNOW HOW
- Through months of study and instruction from a master Engineer you know understand gnomish design and mechanics. You can pilot, operate and use all but the most sophisticated gnomish tech
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PARANOID
- After losing a limb or suffering 3 near death* experiences with dungeon traps you have become truly "paranoid" with them. You pay extra attention, hearing little clicks and whirls that alert you of their presense and see patterns in stonework or woodwork most others would miss.
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*As determined by the Warden/Dungeon Master
LOCKPICKING
- For those that have not come from a life of crime, lock picking does not come naturally. Given enough instruction though with the right gang or posse you can learn how to utilize this skill and picking becomes easy for you.
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ANIMAL FRIEND
- You are a friend of animals. You have shown time and time again your care for animals going out of your way for their sake. For some reason they seem to understand this, being friendlier to you than a stranger.
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Innate Talents
A list of talents that are listed on your character sheet in regards to your choice of race
-Gnorl-
Orc
Basker Goblin
Ithorian
Trollkin
Golancer
Fjalar
POISON RESISTENCE
- You're 10X more resistant to toxins and poisons. Where some poisons will kill a man, it will take 10 times more to do the same to you. When hit by a sorevel weapon, you will not suffer necropsy from its chemical affect.
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BULK STATURE
- Compared to the average human or alfar you are built different, with a stature bulky and thick. Metal armors will not fit on you unless specially made for you. You can also wield weapons that are too big and bulky for most races, like ogre weaponry.
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Orc
POISON RESISTENCE
- You're 10X more resistant to toxins and poisons. Where some poisons will kill a man, it will take 10 times more to do the same to you. When hit by a sorevel weapon, you will not suffer necropsy from its chemical affect.
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Basker Goblin
Ithorian
POISON RESISTENCE
GOLDEN FORM
- You're 10X more resistant to toxins and poisons. Where some poisons will kill a man, it will take 10 times more to do the same to you. When hit by a sorevel weapon, you will not suffer necropsy from its chemical affect.
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HYPERSENSITIVITY
COLD/HOT
- Ithorians can shift their form and shape to take on different appearances. These changes are mostly cosmetic and don't involve more than outward appearance, However, Ithorians are made of Ichor and as such their body and skin is a shimmery gold even when in other forms.
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SHORT RANGE TELEPATHY
- Ithorians take 2x damage from sources of extreme heat (fire, lava) and also from extreme cold (blizzard, Ice, Snow Storm)
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- Ithorians cannot speak with vocal cords but instead rely on short range telepathy (25Ft). People or beings that are being spoken to cannot tell that it is telepathy without careful assessment.
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Trollkin
SPIRIT OF CHAOS
- Troll kind are deeply rooted in shamanic ritual and the dark mysteries. As a Troll you have a limited understanding of ritualistic prophesy and can feel the presence of a foreboding event. Troll kind are one of the very few who can "read" curses and tell what kind it is through sense alone. Also during a blood moon and a new moon these powers are heightened allowing a Troll (through ritual) to see shortly into the past of something they have a piece of, and use in their ritual.
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NIGHT SIGHT
- Can see in the dark and night time up to 100 feet away.
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Golancer
COMMUNE WITH NATURE
- You feel an innate connection to the plant and flora life around you and can sense the health and needs of a plant by touching it. If a plant is Ancient or magical in nature you can communicate with it in very basic instruction or question.
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STONE STATURE
SOLAR REGEN
Golancers can only recover health when in the sun. During this time they must have a direct connection with the earth as well.
- Compared to the average human or alfar you are built different, with a stature bulky and thick. Metal armors will not fit on you. You can also wield weapons that are too big and bulky for most races, like ogre weaponry. You additionally maintain a natural 2 Armor at all times.
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LIMITED FLIGHT
- Though Fjalar have feather and wings as a bird, they are still unable to take flight as their brethren fowl might due to their dwarven hybrid body. Fjalar are however capable of short bursts of flight jumping as high as 20 feet and as far as 75 feet from a ground level start.
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GLIDE
- With your wings you can glide from any height and not take fall damage so long as the wind is temperate and your wings are not broken or maimed. This can also be used to cover great distance when up in a very high place.
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Fjalar
DIMUNITIVE STATURE
- Because of your size and strength you are unable to wear armors with a rating of 2 or higher (doesn't apply to Magic/Deity armor or Cresent) Additionally, you must permanently mark out one carry slot as "Unusable"
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