Rock Gnome
Species Name: Gnome, Gnomi These diminutive inhabitants of the Underground
are as tenacious at survival as the justified
opinion by their mortal enemies
indicates. Unlike their Valley Gnome cousins,
they have no friendly neighbours to ally themselves Type: Humanoid Physical Traits: Gnomes are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome. Like their cousins of the other gnomish subraces, they have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies; most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-coloured, predominantly brown or grey. Eye colour is always a shade of grey, sometimes so dark as to be almost black. Height: 3-3.5 ft Weight: 40-60 lbs Abilities: Nightvision equal to normal sight. Gnomes are very good at determining slopes (1-5 on D6), depth (1-4 on D6) and direction (1-3 on D6) underground, and unsafe stonework (1-7 on D10). Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd. Gnomes gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead). All Gnomes radiate non-detection. In addition, Gnomes can remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision. Gnomes are only surprised on a roll of 1 on D10; they surprise opponents 90% of the time. The typical Gnome warrior has a Armour Class of 2. Gnomes become harder to hit as they gain experience in dodging in combat, causing their Armour Class to improve by one point for every level beyond 3rd, to a maximum of AC -6. Gnomes make and wield stun darts, throwing them to a range of 40 feet with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds. Elite warriors (3rd level and above) also often carry hollow darts with acid inside (+2D4 to damage) and crystal caltrops which, when stepped on, release a powerful sleep gas. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: 4D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6, HPs: CON +D12 Orbit/Climate: See Earth Feeding Habits: Omnivore Lifespan: The Rock Gnomes are not so long-lived as their
surface-dwelling kin, living to an average old
age of only about 250 years; a good number
meet a violent demise before this time is up.
They mature relatively quickly, however, with
the first quarter century of life considered childhood
and the next two decades as a period of
disciplined adolescence. A Gnome is assumed
to reach adulthood somewhere around
the age of 45 or 50, though this milestone is not
marked by any grand ceremony such as is performed by the Rock Gnomes. Indeed,
the Deep Technology: 2 Culture: Standard. Diversified mix of kind
and evil people. The gem that most draws the interest and
devotion of the Rock Gnome is the ruby, which
is the predominant symbol of the race. The Gnomes view these crimson stones with
reverence approaching awe-so much so that
they are never used for mundane practices
such as ornamentation of garments, weapons,
or armour. Rubies are reserved for sacred purposes
and are often employed to decorate artifacts
that are dedicated to the Gnome
gods. They are also favoured by Gnome
monarchs, so much so that a king
or queen might have a full ring of rubies
around his or her crown, with others of the
precious stone set in the throne and sceptre. Perhaps because suitable habitat is harder
to find in the Underground than on the surface, Gnome communities tend to be larger
than those of the Valley Gnomes. Generally the Gnomes live in thriving cities located in
deep cavern networks, often with more than a
thousand residents. However, these communities
are generally separated by great distances
from any others of the same subrace,
and thus they tend to be more insular than the
towns of the gnomes who dwell on or near the
surface. Indeed, most Gnomes live out
their lives without ever seeing another Gnomes are tinkerers, designing grand machines for every imaginable task. Gnomes are a short, intelligent, and inquisitive race with aptitudes in both the arcane and mechanical crafts. Gnomes are a small, friendly race of humanoid creatures. The faces of Gnomes regardless of age are lined with tiny wrinkles most prominent with smiles or frowns and have greyish, tan, or brown skin causing them to appear as if they were carved from wood (or sometimes stone). Gnomes typically have white hair, either straight or curly, and blue or violet eyes. Gnomes have a notorious rivalry with the Goblins another mechanically-minded race. Gnomes believe that pushing a child into a particular interest or vocation may
be damaging to the child’s nature causing unhappy or introverted children.
Gnomes are encouraged to explore all of their interests as they come. Gnomes are
blessed with ever expanding imaginations. They seek to improve their world
without bringing it harm through the use of mechanical inventions and alchemy.
Gnome homes and villages are often littered with peculiar new creations and
unfinished projects.
At the age of 30 Gnome children begin school. Their studies continue for 9
years divided into three main sections. The first 3 years focus on the general
studies of alchemy, history, mathematics, reading and writing. Grades 4 through
6 focus on the specialization the Gnome child has chosen and the last three
years are largely independent study.
Upon completion of schooling Gnomes are required to offer a final showing. The
project may consist of whatever the student believes best demonstrates their
knowledge and skill in their chosen course of study. 9 mentors in the
appropriate field will judge this. All 9 must judge the final
showing project positively for the gnome to qualify for a Certification test. Another unique aspect of Gnome society
is that roles are far more rigidly determined
by sex than in any other gnomish
culture. Males perform all of the mining and
warrior work that occurs beyond the borders
of the community cavern, as well as most
types of jobs within the city as well. Females
concern themselves almost exclusively to the
vital tasks of raising and preparing food (in
the great mushroom farms that are a part of
every Deep Gnome city) and the care of the
young. In fact, females venture out of their
cities so rarely that even the Drow have never Gnomes
sometimes maintain a small herd of rothe or
other underground mammals. They are also
fond of fish, and each city is likely to have several
shallow lakes where blind trout and other
subterranean delicacies are bred and captured. Gnome women are responsible for tending
of all these food sources and serve as the
fishers and cooks as well as the farmers and
herders. Also, salt is an important part of every
Deep Gnome meal and is one of the most valued
commodities in the trading of the Underground. In
fact, most Gnome food is so heavily salted
Besides the many types of
that a typical surface dweller would find it quite
unpalatable.
As a beverage the Gnome prefer for The cities of the Rock Gnomes are vast and
complex places. Many layers of caverns, tunnels,
and buildings are connected by narrow
corridors and spiralling staircases. Generally,
however, at least the central part of the city
will occupy a single large cavern, with narrow
streets winding among tall stone buildings. If
large stalagmites are present, high-ranking Gnome will claim these and excavate the
interiors for the private homes; most residences, The industrious nature of gnomes is well documented, and probably represents their closest similarity to dwarves. Like dwarves, gnomes will organize for a task, with each individual lending his or her talents where they will be most useful. When digging a tunnel, for example, the strongest gnomes will work with picks to break up the rock in their path, while others-more nimble, if not so powerful scamper among the flailing picks, scooping up the debris with shovels and pails. A third group of gnomes, those who are very hardy and capable of great endurance, will carry the crushed Valley (often in wheelbarrows, but sometimes in leather sacks slung over the shoulder) out of the tunnel to the dumping grounds. In their pursuit of mining, gnomes are not so speedy to excavate as dwarves, but they are more careful with what they find. Indeed, many a vein of ore that has been "played out" by dwarven standards has been taken over by gnomes and continued to yield its riches to the more meticulous gnomish miners. Even while they work, however, these gnomes will pursue their tasks with high good humour, bawdy stories, and a succession of jokes of all types. Only rarely, however, will this frivolity interfere with the effectiveness of the group's work. Government: Guild Council Population: 3,500,000 |
Creating a Gnome character
Step 1: Age | ||
Determine your character's age. If older than 100 you need to determine which years you have been present in. | ||
01-20 | 10 xD4 years | |
21-40 | 10 xD6 years | |
41-60 | 10 xD10 years | |
61-80 | 10 xD12 years | |
81-00 | 10 xD20 years | |
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously? | ||
Step 2: Attributes | ||
Roll attributes as normal but INT are +D6, while MR is -D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level. AC 2 for warrior classes. | ||
Step 3: Skills | ||
Choose skills in the normal manner according to the character's class but half the starting skills must be based on building an item. Then for every 100 years alive select 1 additional skill. |
||
Step 4: Abilities | ||
All Gnomes gain all the following free; Night Vision - The character can see in absolute darkness at a distance equal to his normal sight. Inventive - Gnomes can specialise in one area of fabrication. In each case they can build, repair, custom modify and design the item the ability applies to. Weapons can have their damage and range increased up to +50%, and HPs, AR and speed increased up to +50% prior to attaching any armour. It can include buildings, armour, weapons and vehicles. Additionally Dwarves start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
||
Ability | Cost | Notes |
Earth Heals | 5 | Whenever underground the Gnome can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. |
Extra Inventive | 10 | Although rare this Gnome has more than one specialty. Choose one more area of fabrication the Gnome can specialize in. |
Increased AC | 5 | If taking a warrior class then the Gnome's Armour Class will be 2. Gnomes become harder to hit as they gain experience in dodging in combat, causing their Armour Class to improve by one point for every level beyond 3rd, to a maximum of AC -6. |
Increased Thac0 | 5 | +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. |
Natural Chameleon | 5 | Using this ability the Gnome can blend into and render himself nearly invisible in any mountainous or subterranean terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. Gnomes are only surprised on a roll of 1 on D10; they surprise opponents 90% of the time. |
Natural Mana | 10 | +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. |
Nature Survival | 5 | Due to a Gnome's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain. |
Resistance Bonuses | 5 | Start with a magic resistance of 25%, +5% every level. Gnomes gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead). |
Underground Senses | 5 | Gnomes are very good at determining slopes (1-5 on D6), depth (1-4 on D6) and direction (1-3 on D6) underground, and unsafe stonework (1-7 on D10). |
Witch Sight | 5 | The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful. |
Step 5: Classes | ||
Any but favoured ones include Merchant, Artificer, and Alchemist. |
Heroes Earth |
In 1,500,000 BC the Celestial Alliance after numerous setbacks in their various wars across the galaxy returned to the Sol system and land on Earth in an attempt to create a race of super beings to fight as slaves. Their experimentation led to the creation of Gnomes. Around 80,000 BC the Gnomes began trading with Atlantis. 70,000 BC saw the beginning of the Ice Age the Dwarves and Gnomes choosing to escape it by shifting their civilizations underground. |