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Rising Legends: Gnome
Gnome
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Creatures using magical abilities have a smell Magnitude equal to 1 + any cost paid from Pools to use the ability.
Nightsight: Treat light Tier 1 through 3 as 1 Tier higher.
Blend: After using no actions and not moving for 1 minute, become Invisible until you use an action or move, Dispel Defense 9.
Fae Blood: You are affected by Cold Iron Poison.
Movement Types: Primary - Land / Secondary - Swim
Language: Gnomin
SizeHeightWeightAdventure AgeOld AgeSage Age
-1 3'7" - 4'6"48 - 61 pounds35 years140 years210 years
Fickle. Enchanting. Handy. Gnomes have unique skill with illusions, detection, and magical crafting.
History
During the Age of Growth, Gnomes entered the Material Realm in a landscape under flux. Lush trees met golden sands abruptly. The war of the Dragons against their kin and other species caused massive change to the land where Gnomes dwelt. These intense alterations to the land split the Gnomes. Half were driven into the woodlands and the other were routed into the deserts.
The gnomes continued their nomadic ways throughout history. They had few permanent structures. Preferring constant migration to stay safe, rather than buildings that are easily destroyed. To this day, many of the traveling caravans are comprised mainly of Gnomes.
Like all Fae, Gnomes are adept with magic. Where Elves had mastery over spells, Cyclops discern their surroundings magically, and Trolls wield luck like a weapon, Gnomes instead are most known for their infusing magic into their crafting and art. Most Gnomes have at least one knack that they use to excel at their vocation.
After Humans revealed the ability to craft new creatures with rituals, Gnomes used this art to craft beings of elemental attunement. These creatures are known today as Materia.
Culture
Gnomes love artistic expression in all things. They enjoy speaking loftily and adorning themselves with jewelry. Their jewelry often has significant meaning, representing important details like family ties and vocation.
Gnomes dislike confrontation, preferring trickery and quick words over conflict.
Physicality
The Gnomes look like short elves with long features. They grow hair nearly to rival a Dwarf with matching bushy eyebrows. The forest Gnomes are light of skin with fair hair, while the desert Gnomes have bronze skin and dark hair.
Common Names
Fizzben, Archibald, Emil.
Physical Heritage
Gnomes have little visual effect on bloodlines beyond lush facial hair on lineage. Rather, their effect is harder to detect.
"Oh, you want a non-magical timepiece then? Um, I believe I have one over...here? No. Hold on, I'll find something."
-Gerrard, the Gnome clockworker
Root Abilities - If Gnome is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Construction Earth Tinker
Aspect
Treat the Craft Tier of non-magical objects as 1 lower to determine if you can Craft them. Reduce your DL to Craft non-magical objects by 1.
Born with a knack for turning nothing into something.
Imagination Mind Trickster
Aspect
After a creature you have Dominated succeeds their defense against the effect for the first time, the effect does not end, though has no effect on them for 1 round.
Born with a knack for knowing how to influence the mind.
Arcanist Imagination Umbral
Aspect
Do not pay Energy to Craft magical objects. You can Meld Inlays as a Major Action.
Born with a knack for infusing magic into everything.
Decay Marksman Order
Aspect
Gain +3 on rolls against Dispel Defense and physical damage against non-living objects.
Their existence brings all around them to their natural state.
Species Abilities - If Gnome is your Primary or Secondary Species, you may learn these by assigning AP.
Arcanist Senses Umbral
Aspect
Gain a sense Enchantsense. This sense has -1 range and DL 3. It can sense non-curse ongoing magical abilities as having Magnitude equal to 1/2 their Dispel Defense. If you exceed the DL by 3, know the Class of Ability. Exceeding the DL by 6 knows Type of Magic. Exceeding the DL by 9 counts as sensing the effect for knowledge.
Boost: Gain +1 + TT on rolls with Enchantsense.
Umbral
Response - Infusion
As you use a magical ability that targets you or an Ally, increase its duration by 1 + TT.
Boost: Gain +1 + TT/2 Reach with the ability.
Mind Order
Aspect
Gain +1 + TT on defenses against Mutations and Illusions.
Boost: Req: Trained 2 Times - Gain + TT on defense against Cold Iron Poison.
Chaos Space Trickster
Response - Infusion
After a physical melee attack succeeds against you, roll Magic to Warp to a space in 1 range of the attacker that is not in 1 range of the space you are in and the attack fails, DL 9 - TT + prior successes.
Boost: Gain Tier 1 + TT/2 Concealment against vision until your next turn.
Marksman Mind Senses
Aspect
Gain +1 + TT on Break Illusion and defenses against Illusions.
Boost: Req: Trained 4 Times - You can Break Illusion as a Trick.
Construction Earth Tinker
Aspect
If you would fail a Craft roll by less than 3, you still make 1 + TT progress.
Boost: You can Craft all non-magical Craft Tier 1 objects. You cannot Repair objects you can only craft in this way.
Arcanist Order Umbral
Aspect
Reduce your DL to use magical abilities by 1 + TT/2.
Boost: Req: Trained 2 Times - After you roll a face value 12 to Manifest a Spell, heal 1 Energy.
Body Hero Order
Aspect
After you Triumph an Endure roll, reduce Trauma and Weak afflicting you by 1 + TT Tiers and heal 1 Grit.
Boost: Gain +TT Severe Threshold against Called Shots.



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