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| races:gnome [2026/01/20 11:58] – [Stat Block] ms_ash | races:gnome [2026/06/30 10:48] (current) – [Changelog] ms_ash | ||
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| ^Attributes^^ | ^Attributes^^ | ||
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| - | |Avg Life Span| 250 - 300 Years| | + | |Avg Life Span| 250 - 300 [Marks]| |
| |Sexual Dimorphism| | |Sexual Dimorphism| | ||
| |Sexes| | |Sexes| | ||
| - | |Physiology| | + | |Physiology| |
| - | |Average Height| | + | |Average Height| |
| |Average Weight| | |Average Weight| | ||
| |Home System/ | |Home System/ | ||
| </ | </ | ||
| < | < | ||
| - | //Gnomes, also known as Shorters, Halflings, Hobbits, Faefolk and Munchkins, are a small, enduring people shaped by proximity—to stone, to magic, and to places others were never meant to linger. Though they now commonly inhabit the Technicals | + | //Gnomes, also known as Shorters, Halflings, Hobbits, Faefolk and Munchkins, are a small, enduring people shaped by proximity, to stone, to magic, and to places others were never meant to linger. Though they now commonly inhabit the Technicals, custom-built orbital stations and artificial habitats, their instincts remain subterranean. They are most at ease below the surface, in enclosed spaces threaded with tunnels, conduits, and layered architecture. This affinity is not merely cultural; it is a legacy of their origin on El-Swir, a world whose influence altered them so profoundly that even after being forced to leave it behind, no gnome is ever entirely untouched by its mark.//\\ |
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| - | //In stature, gnomes are compact and solid, standing between roughly 60 and 90 centimetres tall and averaging 30 to 45 kilograms in mass. Their proportions favour a surprising density over reach, with sturdy limbs and a low centre of gravity that lends itself well to climbing, crawling, and long periods of work in confined environments. Visually, they occupy an uncomfortable middle ground between other fae-descended peoples: they bear the large, sharply pointed ears and angular chins associated with elves, alongside the rounded faces and prominent facial hair common among dwarves—particularly in males. This resemblance often leads to misidentification, | + | //In stature, gnomes are compact and solid, standing between roughly 60 and 90 centimetres tall and averaging 30 to 45 kilograms in mass. Their proportions favour a surprising density over reach, with sturdy limbs and a low centre of gravity that lends itself well to climbing, crawling, and long periods of work in confined environments. Visually, they occupy an uncomfortable middle ground between other fae-descended peoples: they bear the large, sharply pointed ears and angular chins associated with elves, alongside the rounded faces and prominent facial hair common among dwarves, particularly in males. This resemblance often leads to misidentification, |
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| - | //Sexual dimorphism is present and broadly similar to that seen in humans and dwarves. Males tend to be slightly larger and more muscular, with greater overall body and facial hair. Females typically develop wider hips and fuller chests, features associated with child-rearing, | + | //Sexual dimorphism is present and broadly similar to that seen in humans and dwarves. Males tend to be slightly larger and more muscular, with greater overall body and facial hair. Females typically develop wider hips and fuller chests, features associated with child-rearing, |
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| - | //Gnomish skin tones are warm and earthy, ranging from pale whites and creams through pinks, soft tans, yellows, and browns, often with a natural redness or freckles, concentrated near the cheeks, nose, and ears. Hair colours follow similar natural palettes: sandy yellows, deep browns, blacks, and occasional reds or oranges reminiscent of fresh clay or autumn leaves. Their most striking feature, however, is their eyes. All gnomes possess a faint internal luminescence within the eyes — an arcane glow visible even in darkness. These hues span blues, greens, reds, yellows, purples, and stranger shades that resist easy classification. Many believe this glow emerged only after the exodus from El-Swir, a lingering resonance from a world steeped in magic and ruin. Whatever its origin, it is unmistakable: | + | //Gnomish skin tones are warm and earthy, ranging from pale whites and creams through pinks, soft tans, yellows, and browns, often with a natural redness or freckles, concentrated near the cheeks, nose, and ears. Hair colours follow similar natural palettes: sandy yellows, deep browns, blacks, and occasional reds or oranges reminiscent of fresh clay or autumn leaves. Their most striking feature, however, is their eyes. All gnomes possess a faint internal luminescence within the eyes, an arcane glow visible even in darkness. These hues span blues, greens, reds, yellows, purples, and stranger shades that resist easy classification. Many believe this glow emerged only after the exodus from El-Swir, a lingering resonance from a world steeped in magic and ruin. Whatever its origin, it is unmistakable: |
| ==== Culture ==== | ==== Culture ==== | ||
| - | //Gnomish culture, like that of most Federation peoples, is inseparable from the world that shaped it — and from the catastrophe that destroyed that world. Gnomes were among the earlier races encountered by Elven and Atlantean explorers and joined the Federation relatively early in its formation. Even then, they were known for restless curiosity and an instinctive urge to tinker, dismantle, and rebuild. This inquisitiveness placed them at the centre of early Federation experimentation, | + | //Gnomish culture, like that of most Federation peoples, is inseparable from the world that shaped it — and from the catastrophe that destroyed that world. Gnomes were among the earlier races encountered by Elven and Atlantean explorers and joined the Federation relatively early in its formation. Even then, they were known for restless curiosity and an instinctive urge to tinker, dismantle, and rebuild. This inquisitiveness placed them at the centre of early Federation experimentation, |
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| - | //The consequences of those experiments reshaped both the Federation and the gnomish people forever. Initial research into N’yarlathocyte laid the theoretical groundwork that would eventually lead to D’jump technology, forming the backbone of interstellar travel in every era that followed. At the same time, those same experiments triggered the event now known as The Collapse, rendering the gnomish homeworld of El-Swir fundamentally unstable. What remains of the planet no longer obeys consistent laws of time or space and is considered uninhabitable. Much of the precise sequence of events is classified under the authority of the Gnomish Bureau of Containment, | + | //The consequences of those experiments reshaped both the Federation and the gnomish people forever. Initial research into N’yarlathocyte laid the theoretical groundwork that would eventually lead to D’jump technology, forming the backbone of interstellar travel in every era that followed. At the same time, those same experiments triggered the event now known as The Collapse, rendering the gnomish homeworld of El-Swir fundamentally unstable. What remains of the planet no longer obeys consistent laws of time or space and is considered uninhabitable. Much of the precise sequence of events is classified under the authority of the Gnomish Bureau of Containment, |
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| //In the wake of this loss, gnomish culture turned inward rather than outward. Family and togetherness became central values, though “family” is defined broadly, encompassing blood relations, long-term companions, and adopted kin. Gnomes tend to live in large, interconnected households, sharing resources freely and placing strong emphasis on communal meals. Feasting, storytelling, | //In the wake of this loss, gnomish culture turned inward rather than outward. Family and togetherness became central values, though “family” is defined broadly, encompassing blood relations, long-term companions, and adopted kin. Gnomes tend to live in large, interconnected households, sharing resources freely and placing strong emphasis on communal meals. Feasting, storytelling, | ||
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| - | //This communal warmth is paired with a distinctive sense of playfulness. Gnomes are fond of tricks and pranks, not as acts of cruelty, but as social language. The most famous of these traditions is the Rite of Returning, in which a gnome temporarily takes an item from another household — historically something noticeable but not vital — only to return it later, providing a socially acceptable excuse for another visit and another shared meal. In modern contexts, this practice has become ritualized; many households leave out bowls of keycards or harmless trinkets to be taken and returned. That said, when frustration is involved or no offering is provided, gnomes are perfectly willing to escalate, selecting something far more inconvenient, | + | //This communal warmth is paired with a distinctive sense of playfulness. Gnomes are fond of tricks and pranks, not as acts of cruelty, but as social language. The most famous of these traditions is the Rite of Returning, in which a gnome temporarily takes an item from another household — historically something noticeable but not vital — only to return it later, providing a socially acceptable excuse for another visit and another shared meal. In modern contexts, this practice has become ritualized; many households leave out bowls of keycards or harmless trinkets to be taken and returned. That said, when frustration is involved or no offering is provided, gnomes are perfectly willing to escalate, selecting something far more inconvenient, |
| ==== Role in the Federation ==== | ==== Role in the Federation ==== | ||
| - | //Gnomish presence within the Federation is so pervasive that it is often overlooked. As an intensely communal people, gnomes rarely act in isolation, and it is uncommon to find a major achievement, | + | //Gnomish presence within the Federation is so pervasive that it is often overlooked. As an intensely communal people, gnomes rarely act in isolation, and it is uncommon to find a major achievement, |
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| //Among their most significant institutional legacies is the Gnomish Bureau of Containment (GBC), founded in the aftermath of the Collapse of El-Swir. The GBC exists to investigate, | //Among their most significant institutional legacies is the Gnomish Bureau of Containment (GBC), founded in the aftermath of the Collapse of El-Swir. The GBC exists to investigate, | ||
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| //This talent proved decisive during the final days of the Federation’s egalitarian trade era. When two Dwarven clans developed competing designs for a D’jumpship, | //This talent proved decisive during the final days of the Federation’s egalitarian trade era. When two Dwarven clans developed competing designs for a D’jumpship, | ||
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| - | //In the modern era, gnomish influence has followed the same path as most Federation cultures, consolidating into a corporate entity: Philo’s Groove. Officially an entertainment and electronics giga-corporation, | + | //In the modern era, gnomish influence has followed the same path as most Federation cultures, consolidating into a corporate entity: Philo’s Groove. Officially an entertainment and electronics giga-corporation, |
| </ | </ | ||
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| **Miscellaneous Stats**\\ | **Miscellaneous Stats**\\ | ||
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| - | Your [Entity Type] is: [Sentient]\\ | + | Your [Entity Type] is: [Sapient]\\ |
| - | Your [Physiology] is: [Organic]\\ | + | Your [[:Game Mechanics: |
| Your <wrap preview> | Your <wrap preview> | ||
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| - | **Please Note**: For information on ranking up [Stats] see: [[: | ||
| </ | </ | ||
| </ | </ | ||
| ===== Unique Features ===== | ===== Unique Features ===== | ||
| - | ==== Being Small is awesome! ==== | + | ==== Being Small is Awesome! ==== |
| - | <wrap preview>[[: | + | //Gnomes are small, and they have turned that fact into an advantage so thoroughly that it borders on art. Their size makes them quick, elusive, and difficult to pin down, but the real benefit is access: spaces too narrow, low, or unstable for others are simply routes to a gnome. Pipes, vents, crawlspaces, |
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| + | [[: | ||
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| You gain a 50% price decrease on [[: | You gain a 50% price decrease on [[: | ||
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| - | You may also gain bonuses, where [[:Game_Mechanics:Definitions:Appropriate]], when traversing doorways, corridors, entering public vehicles and anywhere your size might be advantageous. This may include but it not limited to being able to fit places where others can't, or using up less space or even gaining the effects of the <wrap preview>[[:Game_Mechanics: | + | In addition, when calculating the [[:Game Mechanics:Dice Pool:Total]] number of [Crew] or [Passengers] on a [Vehicle], you only count as half, rounded up. Therefore, if another |
| - | ==== Right of Returning ==== | + | |
| - | <wrap preview>[[: | + | |
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| - | Gnomes are cultural tricksters, they ritually steal items, typically small and not useful, only to return them to the original owner. This practice is usually met with a gift. It is quite a compliment in Gnomish society, some even considered it good manners. | + | **Please Note**: You still fill an entire [Console] by yourself. |
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| + | Furthermore, | ||
| + | ==== Rite of Returning ==== | ||
| + | //The Rite of Returning is a long-standing gnomish social custom centred on movement, memory, and hospitality. A gnome will deliberately take an item from another household or person, traditionally something noticeable but not essential, with the understanding that it will be returned at a later time. The act is not theft, but invitation: a reason to come back, to share food, conversation, | ||
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| + | [[: | ||
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| + | [[: | ||
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| + | **Please Note**: While this rite is acknowledged by the Federation, it is still technically theft. Fed. Sec. Officers will likely be lenient, but Federation Citizens can press charges. | ||
| ==== Natural Arcanists ==== | ==== Natural Arcanists ==== | ||
| - | //Magic is easier for some races than others, Gnomes have always had a knack for the Astral and wield Arcana as easily | + | //All gnomes carry a quiet, persistent resonance of the arcane, a legacy most believe was sealed into them during |
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| - | <wrap preview>[[: | + | < |
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| - | You gain a free rank in [Arcana] during | + | You gain a free [[:Game Mechanics: |
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| - | In addition, as you progress your [Job] ranks, you gain the following benefits: | + | In addition, as you progress your [[:Jobs|Job]] [[Game Mechanics: |
| - | * At [Job] rank 2, you can increase your rank in [Arcana] up to a max rank of 2, and gain the free [Ability] as normal, or you can gain two free [Arcana] [Abilities] of rank 2 or lower. | + | * At [[:Jobs|Job]] [[:Game Mechanics: |
| - | * At [Job] rank 4, you can increase your rank in [Arcana] up to a max rank of 3, and gain the free [Ability] as normal, or you can gain two free [Arcana] [Abilities] of rank 3 or lower. | + | * At [[:Jobs|Job]] [[:Game Mechanics: |
| - | * At [Job] rank 6, you can increase your rank in [Arcana] up to a max rank of 4, and gain the free [Ability] as normal, or you can gain two free [Arcana] [Abilities] of rank 4 or lower. | + | * At [[:Jobs|Job]] [[:Game Mechanics: |
| - | * At [Job] rank 8, you can increase your rank in [Arcana] up to a max rank of 5, and gain the free [Ability] as normal, or you can gain two free [Arcana] [Abilities] of rank 5 or lower. | + | * At [[:Jobs|Job]] [[:Game Mechanics: |
| - | * At [Job] rank 10, you can increase your rank in [Arcana] up to a max rank of 6, and gain the free [Ability] as normal, or you can gain two free [Arcana] [Abilities] of rank 6 or lower. | + | * At [[:Jobs|Job]] [[:Game Mechanics: |
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| - | **Please Note**: A [Job] rank refers to your [Total] | + | **Please Note**: A [[:Jobs|Job]] [[Game Mechanics: |
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| + | ==== Changelog ==== | ||
| + | <WRAP changelog center 800px> | ||
| + | Version 0.5c - June 2026 | ||
| + | * Wordings Updated. | ||
| + | * - Natural Arcanists Ability updated to be more simple. No longer provides mastery packages. | ||
| + | </ | ||
