Gnomes
Curious and inventive, gnomes are often tinkers and inventors. Less restrained than other crafters, they are often on the cutting edge of what technology and magic can do. Many Steamknights have been gnomes wishing to become more physically dangerous, although some have been known to explode.
As short as halflings and goblins, gnomes tend towards the colourful - they're often chaotically multicoloured when it comes to hair, although how much of this is natural and how much is dyed is unclear. They tend towards the thin.
Socially, they tend to be somewhat...disorganized and manic. But most people find them friendly and creative.
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Statistics
Gnomes automatically gain the following abilities.
Small - Gnomes are smaller than many, gaining a +10 to Agility and taking a -1 on damage with melee weapons.
Gnomes gain three of the following racial abilities.
Creative - Gain a talent from the Alchemy or Artificery.
Perceptive - Gain the Perception talent.
Diverse - Gain an additional, free Advantage.
Social Animal - Gain an additional Social Talent.
Inventive - Gain an additional Artificery Talent.
Cunning - Gain +10% to Intelligence.
Bloodline
Finally, the character selects one of the below abilities;
Pure Gnome - Gain an additional Combat and Social Talent
Human Blood - Gain an additional Social talent.
Dwarf Blood - Gain a Terramancy Talent
Elf Blood - Gain +5% to Intelligence.
Orc Blood - Gain the Berserker Talent.
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Orc Blood - Gain the Berserker Talent.
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.