GNOME ----- 3 feet tall, 40-45 pounds. Their body coloration varies from dark, earthy browns to floral pinks, though black, blue, or green skin is not unheard of. 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 appearance. Clothing can vary from simple and utilitarian to completely outlandish depending upon necessity or whim. Gnomes love hats and headware - the more ridiculous the better. Being 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 in the interactions gnomes have with other species, sometimes causing misunder- standings 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 and modifying mechanical devices(including optical, chemical, basic electrical, and steam/water powered devices - devices found in the fantasy Victorian/Edwardian age). All manner of gadgetry can be built or modified if the proper tools and materials are available, although a TECHNOLOGY SKILL ROLL will be required for complex devices to see if they function. Construction time will vary depending on the device. * See Partial List at the end of the page. * Complex items of technology that gnomes come across in their travels will require a TECHNOLOGY SKILL ROLL to see if the gnome can figure out the purpose and operation of the artifact. If schematics 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). If a broken item of tech is found, and the parts are not immediately available to repair it, there is a chance that it can be jerry-rigged to work if the function and operation of the item is understood completely. The device will work for 2D8 turns before becoming completely useless junk, (melting, shattering, exploding - whichever fits the situation). Minor modifications to items can be made in the field, but actual design and construction 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 to see if all needed materials were found, some were found, or nothing useful was found. This roll will depend 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, +1 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. * Can use only short or small-sized weapons and will usually need weapons made to fit their small size 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. (DEX/PER)Filching(Pick Pockets/Palming/Conceal Small Items): Begin with +1. Add +1 every level through level 16. (DEX)Open Locks, Puzzle Boxes/Magical Closures(INT): Begin with +1. Add +1 every level through level 16. (DEX)Disarm Small Traps: Begin with +1. Add +1 every level through level 16. (INT)Technology(building new tech items/jerry-rigging broken tech, understanding tech device operation): Begin with +1. Add +1 every level through level 16. ---------------------------------------------------------------------------- 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 * 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 servo- motors and actuators, alchemical components, optics/mirrors, etc). Gnomes constantly scavenge small pieces of tech whenever they can. * 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. ---------------------------------------------------------------------------- * 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, writing pen/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 also Read Magic Runes(this includes Illusionist runes). * 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). * +2 to saving throws against poisons/toxins. This bonus stacks with their TOUGHNESS saving throw. * Surprised on a 1, Surprises on a 1-3 when moving normally. * Hide in Natural Surroundings(forests, meadows, underground) on a 1-9(D10), the same as a Hobbit can. * See in the dark 60'(can also see into the ultraviolet spectrum). * Gnomes can appraise the value of gems as well as assess the quality of the craftsmanship of tech/techno-magic items. * Gnomes know alchemy. They can also identify chemical/alchemical solutions: mechanical oils and solvents, fuels, explosives, radioactive elements, and the like if they spend a Turn examining the solution. * 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 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. * +4 on reaction rolls by Earth Elementals. * +2 on reaction rolls by sentient tech. * Gnomes can cast magic-user and illusionist cantrips at any time. ----------------------------------------------------------------------------- * At 9th level, a Gnome is considered a MASTER ARTIFICER and can design and construct clockwork animals and 'men'. These constructs can under- stand one language and will obey simple commands from their creator. * At 10th level, Gnomes get 2 attacks per round. * At 14th level, Gnomes can create a Tech Artifact ------------------------------------------------------------------------------ ## Partial List ------------ firearms, grenades, clocks, dirigibles, submersibles, special purpose arrows, webslingers, grappling gun, retractable blades, water condenser, telegraph, video recorder/projector, radio/transceiver, antigrav boots, jet pack, hologram disguise, chainsaw sword, universal translator, smoke- screen 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, fountain pens, laser pointer(using ruby gems), clockwork messenger, spy bug, anti-gravity gloves, blacklight, clockwork trap, elevator, propeller aircraft......