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Peoples · Scheme and Curiosity

Gnomes

Gnome societies are not a single guild of invention: they live by sharing knowledge among observatories, small gardens, mobile forges, and deep workshops.

Canonical record

Gnomes are not a monoculture.

- Forest Gnomes: Underbranch paths, seed archives, and secret communications. - Rock Gnomes: Kar-Dur engineering and independent workshops. - City Gnomes: Astereth’s Nine Canals, star mirrors, observatory clocks, and terrace infrastructure; Lethar treats them as highly paid, indispensable specialists. City Gnomes elsewhere are usually on short duty, guild exchange, or an extension of Lethar training. - Rainforest Gnomes: Map, paint, medicine and tree architecture.

Curiosity is valued among the Gnomes, but each culture evaluates knowledge differently: The Lower Branch stores, From there records, Forty Bridges sells.

Gnome Multi-Assembly Master

Small humanoid (Gnome), any disposition

Defense 15 (reinforced jacket)

Hit Points 40 (9d6 + 9)

Speed 7.5m.

POWER 8 (-1)
ENGLISH 15 (+2)
DAY 12 (+1)
ZEK 18 (+4)
COMP 14 (+2)
SNOW 13 (+1)

Saves Intelligence +6, Cog +4

Skills Arcana +6, Research +8, Sleight of Hand +4

Senses darkvision 18 m., passive Perception 12

Languages Common Language, Gnomish and a technical language

Threat 3 · Experience Award 700 • Proficiency Bonus +2

Features

Gnome Cunning. Intelligence, Wisdom, and Charisma have advantage on spell saves.

Ready Tool. Activates one of the following mechanics at the start of its turn: +1 to its Defense; +3 m. to speed; 1d6 lightning damage to its next attack.

Actions

Multi Attack. The Master makes two attacks with his spark gun.

Spark Gun. Ranged Weapon Attack: +6 to hit, range 18/54 m., one target. Hit: 9 (1d10 + 4) lightning damage.

Spring Trap (Recharge 5–6). Throws a trap within a 3-meter area within 9 meters. If creatures in the area fail a GM 14 Agility save, they take 10 (3d6) piercing damage and are subdued. Can escape by making a GD 14 Strength save with the action.