Gnome

20 points

Gnomes are diminutive craftsmen who are equally at home in rolling hill country and underground. They aren’t “runty dwarves,” but a distinct, proud race. Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.
Find a gnome’s height and weight using the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3 while keeping weight unchanged. A gnome has SM -1, regardless of height. Tiny Tools (p. 8) applies to their kit, but they are big enough to wield human weapons at -1 to skill. A gnome can buy off this penalty completely with a special perk, which isn’t part of the racial template:

Giant Weapons: You’re familiar enough with the clumsy weapons of big folk (SM 0) that you can ignore the -1 to use them.

Secondary Characteristic Modifiers: SM -1; FP+3 [9]; Basic Move-1 [-5].

Advantages: Honest Face [1]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Widget-Worker 2* [10].

Disadvantages: Curious (12) [-5].

* Widget-Worker: Your deft hands and clockmaker’s mind help you locate parts and assemble and disassemble mechanisms – crossbow triggers, door hinges, locks, the lot. This Talent aids Armoury (Missile Weapons), Forced Entry, Lockpicking, Scrounging, and Traps. Only gnomes can have it, and may buy one or two more levels at character creation. Reaction bonus: Those who benefit directly from your skills. 5 points/level

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