====== Gnome ======
===== Gnome Traits =====
* //**Size**//. Gnomes are around 2 ft tall, and count as Size -2. They have a max Strength of d8 and a -2 penalty to Toughness and their damage rolls. Gear made for gnomes weigh half the listed value of a standard sized armor. Minimum Str for small armor is reduced by 2 die types.
* //**Reduced Pace**//. Your Pace is lowered by 1 and your running die goes down 1 die type.
* //**Gnomish Magic**//. You gain the [[savage:powers:illusion]] power and 5 power points. You may use any [[savage:powers:cantrips]] you desire with this power as well. If you gain an arcane background, you may add these power points to that pool. [[skills:Spellcasting]] (Smarts) is your skill for this power unless you have another Arcane Background, in which case you can use that skill instead. If you do not have an [[Arcane Background]] you may use your Smarts instead without penalty.
* //**(Not) in the Thick of It**//. Gnomish proportions make some combat more difficult, you have a -1 penalty to Parry.
* //**Subrace**//. Choose a Gnomish Subrace.
==== Subraces ====
=== Forest Gnomes ===
* //**Size +1**//. Forest Gnomes are the tallest of all gnomes, instead of being a Size -2, they are a Size -1. This means that they have a max Strength of d10 and only a -1 penalty to Toughness and damage rolls.
* //**Friend to Animals**//. Forest Gnomes also gain the [[savage:powers:beast friend]] power.
=== Dune Gnomes ===
* //**Pace +2**//. Dune Gnomes are quick on their feet and increase their pace by +2 and increase their running die by a die type.
* //**Acclimated**//. Dune Gnomes are acclimated to the deserts they call home and gain a +4 bonus to resist heat and reduce damage from heat by 4.
=== Garden Gnomes ===
* //**Tinkerer.**// Garden gnomes are renown for their tinkering skills. You have created a small device that replicates any novice rank [[savage:power]] using the [[savage:Arcane Devices]] rule. You gain an additional 3 power points as well that are used to power the device. With time and new materials you can deconstruct your device and reconstruct it to use a new power instead.
=== House Gnomes ===
* //**Household Magic**//. House gnomes also gain their choice of one of the following powers: [[savage:powers:light]], [[savage:powers:sound]], or [[savage:powers:telekinesis]]
* //**It's Hard in these Streets**//. House gnomes gain an additional +1 Toughness.
=== Rock Gnomes ===
* //**Elemental Manipulators**//. You gain the [[savage:powers:Elemental Manipulation]] power, but with the limitation that it only applies to Earth and Metal.
* //**Underground Life**//. You have Darkvision, allowing you to see in the dark within 10" (20 yards), ignoring all illumination penalties and up to 2 points of penalties from invisibility or similar powers.
* //**Light-Sensitive**//. You are sensitive to light, subtract -1 from all active Trait rolls in bright light. This does not apply to passive rolls. Here "bright light" means the effects of a light spell or being outdoors under direct sunlight. Significant shadows, such as being in a forest or in the shade of a large building, avoids the penalty.
* //**Phosphorescent Spots**//. Rock gnomes have spots on their body that can emit light. When activated, this eliminates up to 2 points of illumination penalties in a Small, Medium, or Large blast template around her and subtracts 4 from her Stealth rolls if they're based on sight. The light may be activated or deactivated as a free action.
=== Snow Gnomes ===
* //**Infravision**//. Snow gnomes can "see" heat. This halves Illumination penalties when attacking warm targets (including invisible beings)>
* //**Acclimated**//. Snow Gnomes are acclimated to the deserts they call home and gain a +4 bonus to resist cold and reduce damage from cold by 4.