GNOME ----- Gnomes are 3 feet tall and 40-45 pounds, with males often having beards of varying lengths like their dwarf cousins. Their body coloration varies from dark, earthy brown to reddish tan, to walnut, to Green Gold, to floral pink. Hair is vibrant and comes in every color and style imaginable. Gnomes have highly mutable facial characteristics and the proportions always seem a bit off. Heredity seems to play no active part in a gnome's physical app- earance. Clothing can vary from simple and utilitarian to completely out- landish depending upon necessity or whim. Gnomes love hats and headware - the more ridiculous the better. Because they are also partially related to the Fey, Gnomes are minorly magical beings and are able to cast magical cantrips at will. Some gnomes choose to live in the cities of the Big People because of the great opportunities for new experiences and adventures. Gnomes who don't, typically live in hollowed out hills or tall houses in the forest(or a combination of the two). Houses will consist of many-peaked rooves, dormers, round turrets and walkout balconies. These houses will extend underground into a maze of tunnels which usually have secret entrances in nearby river banks or tree hollows. Gnomes have a completely egalitarian society where everything is shared among the community. That doesn't mean that gnomes don't have their own personal possessions, just that items are freely borrowed from other gnomes, often without asking. This cultural trait carries over quite often to the interactions gnomes have with other species, sometimes causing misunderstandings between them. Gnome communities may be very small(less than a dozen or so) or quite large (a few thousand). They are always in flux because of the instinctual wanderlust of the race. Gnomes are highly curious and inquisitive. They are not supremely serious (except when working on a project or trying to figure out the workings of some unfamiliar gadget). They are often considered very eccentric, non- sensical, and impulsive by other races as they will go to great lengths to experience new things or to satisfy their curiosities. Gnomes can also be quite mirthful, enjoying jokes and pranks among themselves - often at the expense of unwitting passersby. Gnomes love gems and are unsurpassed at appraising, cutting, polishing, and setting them. Gnomes also love puzzles and clockwork mechanisms. They are adept at building, repairing, and modifying tech items, machines, and gadgetry utilizing gears and pulleys, optical mirrors and lenses, steam or water- powered devices, engines with levers, cams, and pistons, and similar things. They can build most anything if they have the necessary plans, tools, and materials(relatively simple devices don't require plans). They also have a chance to repair and modify very hi-tech items, if the device is understood, but cannot design and build new hi-tech items until reaching 9th level. Hi-Tech and complex Steampunk items that gnomes come across in their travels will require a TECHNOLOGY SKILL ROLL to see if the gnome can figure out the function and operation of the artifact. If schematics and notes are found detailing the device, no roll is needed but it will still take time to properly study and understand the schematics (varies with the complexity of the device). Repairs to tech items can be made once the device is fully understood and the needed tools and materials are gathered. If a broken item of hi-tech is found, and the parts are not available to correctly repair it, there is a chance that it can be jerry-rigged to work if the function and operation of the item is understood(at least mostly). The device will work for 2D8 rounds, turns, or hours - depending on the type/purpose of the device - before becoming completely useless junk (melting, shattering, exploding - whichever fits the situation). Repairs and modifications to tech items can be made in the field, but actual design and construction of NEW hi-tech items(which is possible at 9th level) requires a permanent, well stocked lab and work area. Research for new creations will also require a permanent lab, as well as an expenditure of time and money(varies with the complexity of the device and familiarity with items of a similar nature). Many sources exist to scavenge materials from. Scavenging for parts will often REQUIRE A ROLL ON THE TABLE BELOW to see if all needed materials were found, some were found, or nothing useful was found. The base number for this roll can be modified depending upon various factors decided by the DM. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +2 to TOUGHNESS Saving Throws, +2 to SPELLS Saving Throws. * Only light or medium(Gnomeweave) armor. Gnomeweave armor is made up of woven bands of steel having a herringbone appearance. Gnomeweave gives the protection of a suit of chainmail but weighs only a few pounds and is supple enough to be worn under their normal clothing (which tends to have many pockets and pouches, as well as straps, loops and rings for securing all kinds of small tools and instruments). Sturdy boots are worn and occupational safety equipment(gloves, facemask, dark-tinted goggles, etc) will also be carried by an adventuring gnome. * Gnomes can use only short or small-sized weapons and will usually need weapons made to fit their small stature and proportions. A Gnomish rapier would be no longer than a human-sized shortsword. Gnomes prefer throwing knives, daggers, warhammers/picks, rapiers, smallswords, short spears, slings, crossbows, and flintlock pistols. * Fighting Ability: Begin with +1. Add +1 at levels 3, 5, 7, 8, 9, 11, 13, 15. * Gnome characters begin play with a basic tool kit (drivers, wrenches/ sockets, pliers, cutters, small hammers, tongs, oiler, magnifying lenses, test tubes/vials/bottles/containers, measuring devices, tweezers, fasteners/ tape/glue, fountain pens/ink/notebook, gloves, goggles, power tester, mini- glowlight, lockpicks, hand-drill, gauges, small radium torch, etc). * Gnomes get a +2 to hit constructs (magical or tech) and do double damage. * Large humanoids such as ogres and trolls, etc, attack gnomes at -2 to hit. Giants attack at a -4. * Languages: Begin with Common, Gnome, Dwarven, Goblin, Kobold, Faerie, and the languages of burrowing mammals. * Gnomes can use all general purpose magic items as well as many of those specific to Thieves, Magic-Users, and Illusionists(including wands and staves). They can also use Magic-User and Illusionist scrolls if they are able to read the runes(see Base Chance Per Level for their chance to read runes). * +2 to saving throws against poisons/toxins. This bonus stacks with their TOUGHNESS saving throw. * See in the dark 60'(can also see into the ultraviolet spectrum). * Gnomes surprise on a 1-3. * Gnomes can appraise the value of gems as well as assess the quality of the craftsmanship of tech/techno-magic items. * Gnomes know alchemy and herbalism. * Excellent builders/miners: Can detect sloping passages, large traps (deadfalls, pits, trick rooms), shifting walls, and new construction on a roll of 1-4(D6) if visually examining the area. They have a 1 in 6 chance to notice these things if just passing near/through the area. * Gnomes can draw up a set of plans or schematics for any kind of device or construction that they fully understand the design of. * Gnomes will automatically find mechanical traps inside of locks(poisoned needles and the like) if searching for them. * Gnomes can determine approximate depth and direction of travel underground on a roll of 1-4(D6) if actively concentrating on knowing this. * +2 on reaction rolls by Earth Elementals. * +2 on reaction rolls by sentient tech. * Gnomes cultivate fungi, lichens, and moss for food, medicine, psychotropic recreation, tonics and remedies for small ailments, home decoration, and many other things besides. They also brew a heady, fermented mushroom bev- erage for festive occasions. * Gnomes can train burrowing and den building mammals(moles, voles, shrews, hamsters, ferrets, field mice, badgers, beavers, etc) as pets and helpers. They can also train giant weasels and giant caterpillars(6'-10' long) as mounts. * Gnomes can cast magic-user and illusionist cantrips at any time. ----------------------------------------------------------------------------- At 1st Level ------------ * Gnomes can design and build simple machines and devices utilizing gears, levers, weights and pulleys. At 4th Level ------------ * Gnomes can design and build regular clockwork machines and mechanisms, pyrotechnics, flash powders, gunpowder, and create basic lubricants, solvents, cleaners, dyes/paints and fluorescent mixtures, lamp oils, kerosene, alcohols, and other regularly used solutions and compounds. At 8th Level ------------ * At 8th level, simple cam and piston engines, water/steam-powered devices, and miniature assemblies, like pocket watches, can be engineered. At 9th Level ------------ * At 9th level, a Gnome is considered a MASTER ARTIFICER and can design and build complex Steampunk machines and HI_TECH items and alchemically synthesize any solution or substance needed for their operation, cleaning, and maintenance(this also includes fuels, explosive powders, energy cells, lubricants, solvents, acids, reagents, accelerants, adhesives, and the like, including things like Sovereign Glue and Ultimate Solution). Things like fluorescing gases are extensively used in lamps, cameras, and lasers. And radioactive elements are used in the design of x-ray machines, self- luminous devices, and some types of batteries. They can design and cast any tool they need for any job. Gnomes may even engineer clockwork animals and 'men'. These constructs can understand one language and will obey simple commands from their creator. All of this requires having a permanent, well stocked lab, workshop, a small foundry for casting metals, and a library of schematics, diagrams, manuals, text- books, and engineering tomes. Alchemical solutions require no roll. They just work. Complex machinery (whirlybirds, submersibles, or telephones, for example) or Hi-Tech items DO, however. Upon completion of the work, roll a D6. If the result is '2', reroll after adjustments are made, treating '1' as "Works perfectly": 1 = Failed design. Back to the drawing board. 2 = Requires "Minor Adjustments". This takes D6 rounds, Turns, or Hours, depending upon the complexity and type of the device. 3-6 = Works Perfectly. At the end of this page is a partial list of things which might be re- searched and built at 9th level and above. * A Gnome of 9th level may build a new Tall House, warren, or delving and found a new community of gnomes, similar to the way a hobbit does, with the initial group of gnomes being 10D6 in number. At 14th Level ------------- * At 14th level, Gnomes can create a Tech Artifact(similar to a magical artifact). This artifact may take many years and involve quests for materials and knowledge. ---------------------------------------------------------------------------- Gnome Skills By Level Table --------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19(D20) level 4 = 1-3 level 10 = 1-5 * FILCHING(includes pick pockets/palming/concealing small objects on their body or planting them on another's): Pickpocketing someone in a crowd who isn't expecting it automatically succeeds. For someone reasonably aware of their surroundings and ex- pecting an attempt, or a PC/NPC of 4th level or above, roll on the table. If the roll is failed, the DM SECRETLY ROLLS A SAVE vs SPELLS for the victim. If the Save is successful, the attempt was noticed. When palming small objects in plain view, failure indicates that the Gnome still acquired the object, but it may have been noticed by someone watching nearby. If any observer has a PER of 14+, the DM SECRETLY ROLLS A SAVE vs SPELLS for that person. Success indicates that the Gnome was observed palming the object. Rolls for concealing small objects are only necessary if the Gnome is being subjected to a careful and thorough search. * OPEN LOCKS, PUZZLE BOXES, MAGICAL CLOSURES: Most standard quality door and chest-type locks can be opened by any Gnome. For locks of high quality, locks with complex mechanisms, locks that may be difficult to open because of rust or jammed pins, or puzzle boxes, magical closures, etc, make a skill roll to see if they can be opened. If the roll is failed, the Gnome may not try again until they reach the next XP level. Gnomes may fashion improvised lockpicks if suitable materials can be found(metal wire, shims, hooks, and the like). Standard doors will take D4 rounds to open. High quality locks will be one category more difficult to open on the (so a 7th level Gnome would have a 1-3 chance of success), and require 2D6 rounds of time. * DISARM SMALL TRAPS: without springing it or leaving any visible sign of tamp- ering. Small mechanical traps may be disarmed, jammed, reset, or repurposed by Gnomes once the type of trap is determined and its operation understood(requires examining the item for 1 Turn). A skill roll will usually be required to do this. If this roll fails, roll a D6. A 1-2 indicates that the trap was sprung. If the roll was failed, but the trap not sprung, the Gnome may not try again until they reach the next XP level. * HIDE IN NATURAL SURROUNDINGS("in plain sight"): Any Gnome remaining still while in a natural environment(forests, meadow, underground), will automatically be successful at hiding if they are not being directly observed. Hiding is not possible if they are. A roll on the Skills By Level Table above will be necessary if anyone is deliberately searching the location where the Gnome is hidden to see if they remain so. * MOVE SILENTLY: Gnomes can also attempt to Move Silently when in natural surroundings(forests, meadows, underground) as a Thief does. Roll on the table above. If this roll fails, have all creatures in the vicinity make a Hear Noise Roll to see if the Gnome is still moving quietly enough to go unnoticed. * READ MAGIC RUNES(including those used by Illusionists): * TECHNOLOGY(Hi-Tech or complex Steampunk/Victorian Age machines, devices, and artifacts): 1) Understand the function and operation of a device. 2) Understand the design of a device. 3) Analyze the operational status, power level, charges remaining, soundness, etc, of a device 4) Jerry-rig broken Tech. (If 1 and 2 are known, then this can be rolled for). 5) Repair Tech without complete plans and manuals. (If 1 and 2 are known, then this can be rolled for). 6) Searching through a bin, pile, storeroom of Tech parts for useful components. ** If the function/operation of the device is understood, but the design of the device is not fully understood(design roll failed), OR if substitutions had to be made during repair because the exact component could not be found, roll a D10 after the repairs are made. On a '1', the device will function...but with unexp- ected results. * IDENTIFY UNFAMILIAR CHEMICAL COMPOUNDS(in the field, without extensive lab analyses): * TOOLS: If a specific tool(not something completely unique) is needed, and it is not listed on the character sheet, make a roll on the table above to see if the character has it in one of their pouches. This also applies to generic tech items(power cells, fasteners, connectors, wire, small servomotors and actuators, alchemical components, optics/ mirrors, etc). Gnomes constantly scavenge small pieces of tech wher- ever they can. ------------------------------------------------------------------------------ TYPES OF THINGS THAT COULD BE BUILT ----------------------------------- firearm, grenade, dirigible, submersible, special purpose arrows, web- slinger, grappling hook gun, retractable blades, water condenser, tele- graph/telephone, video recorder/projector, radio/transceiver, anti-grav boots, jet pack, hologram disguise, chainsaw sword, universal translator, smokescreen emitter, retractable flippers, diving gear, lightning gun, special glasses(microscope, farseeing, x-ray, night vision etc), adaptive armor, hypnotism hat, paranormal scanner, personal teleporter, invisibility generator, parachute cloak, rocket, specialty compass, tricorder, ballpoint pen, laser pointer(using ruby gems), clockwork messenger, spy bug, adhesive "gecko gloves", blacklight, clockwork trap, elevator, flying machine......