Friday 13 September 2024

Gnome Tinkers

 I have previously described gnomes in a previous post where I turned them from entries in the monsters section of the rules into NPCs with two classes, the gnome warrior (essentially a gnomish fighter) and the gnome trickster (similar to a gnome magic-user/thief with a slant towards illusion and mischief). This post introduces the gnome tinker, a new class for gnomes that involves the utilisation of magi-tech - the magic of clockwork, steam and gunpowder. 

Art by Jesper Ejsing, source

There are different cultures of gnomes (sometimes referred to as subraces though the biological differences are minimal). The gnomes around Highforge in Karameikos are commonly known as rock gnomes. They are lighthearted but shy and rarely get involved in large-scale politics, preferring to focus on their families and craftsmanship of gem-cutting and jewelry crafting. They make friends with burrowing animals and are equally at home in sylvan forests, rolling hills or dwarf-style mines.  

However, there is another culture known collectively as Tinker gnomes. These are found west of the Sea of Dawn, on the Isle of Dawn, Alphatia and Bellissaria. There are some straightforward warriors and even a few tricksters (from my first post on gnomes). But about a third develop an interest, some might call it an obsession, with tools and machinery, starting with crossbows and ending up with the flying city of Serraine. They use a craft called magi-tech which is, as the name suggests, a combination of magic and mechanical technology. The magic means this is not entirely scientific - indeed the whole tinker gnome world could be described as science fantasy - technology is the outward appearance, but anything that people point out could not work in the real world is simply explained as magic. Most tinker gnome devices are sensed when a magic user casts Detect Magic. Magical forms of energy such as Eldritch Crystals from Norwold and the Radiance from Glantri will gladly be harnessed by these gnomes to power their contraptions, as will elemental magic and dimensional magic.  

Gnome Tinker Class Basics

Gnome Tinkers
Spells Per Day
LevelHit DiceTHAC0Title1st Level2nd Level3rd Level4th Level
11d620Labourer1---
22d619Toolsmith2---
33d619Handyman3---
44d618Operator31--
55d617Mechanic32--
66d617Magi-Technician33--
77d616Tinkerer331-
88d615Magi-Engineer332-
99d615Boffin433-
109d6+214Inventor4431
119d6+413Inventor4432
129d6+613Inventor5443

Note that gnome tinkers save as magic users of the same level. They can use leather armour and any weapon that a halfling can use (as they are approximately the same size and strength). They can be of any alignment though are often neutral (most of them are not interested in the conflicts of Law or Chaos). 

Tinker gnomes also cast spells, both normal MU spells and their own 

Spell List for Gnome Tinkers
1st level2nd Level3rd Level4th level
Find MaterialsDetect Mechanical TrapsCreate Base MetalSummon Grade II device
Detect MagiTechMalfunctionExpand BagRe-Energise
Summon ToolReliabilitySummon Grade I deviceSummon Mechanical Trap
CountingCreate WoodCreate Glass
Understand BlueprintsCreate ClothLocate Components
Mend simple itemSummon WeaponArcane Repair


Tinker Devices

Tinker devices are generally treated as magic items with chance of malfunction. Each will have Construction time and materials, and chance of malfunction per use. I intend to detail them in a separate blog post. 

Tinker devices are categorised into Grades, with Grade I being the simplest and easiest to make, and subsequently considered the least powerful. Grade I devices are considered little more than neat versions of mundane items, while Grade VI items are weird and powerful enough to rival minor artefacts in their rarity and effect on the campaign. 

  • Grade I: Repeating Crossbow, multitool (Swiss Army Penknife meets Leatherman),  Folding Boat, Beam Lantern (like electric torch), Mechanical Trap Goggles, Replicating Printing Press (photocopier!)
  • Grade II: Chainsword (like chaos space marines!), Climbing Boots & Gloves (like spiderman!), Parabolic Shield (reflects gaze attacks back at gazer), Smoke grenade, Telescopic Ladder, Ether-sensing goggles (see ethereal creatures etc)
  • Grade III: Rock-drilling bore, mechanical steed, Faraday Suit (protects wearer from lightning), Fire Extinguisher, Entropic Net (entangles and magically slows ensnared targets), Backpack of Holding (like bag of holding), Helms of Telecommunication, Rapid Fire Ballista, Guided Missile Catapult
  • Grade IV: Flamethrower, Submersible, Ornithopter, Document Teleporter (mail system!)
  • Grade V: Hot Air Dirigible, Juggernaut (X4 Desert Nomads), Clockwork Golem, Umbrella of Protection (inc. resistance vs rays, wands & breath weapons)
  • Grade VI: Teleportation Pad, Apparatus of Kwalish, Scaladar (Undermountain),  
A tinker gnome can attempt three main tasks with magi-tech devices. All of these actions are dependent on having correct tools, materials, time and maybe assistance from other gnomes and the situation can modify the chance of success. A single gnome without a workshop or supplies (i.e. out adventuring) will suffer a penalty in their chance of success, while a gnome with a full workshop and another gnome assisting will have a bonus to their chances.  Any attempt will take time and resources regardless of success. The good news is that the tinker gnome can attempt the same task once per month, thus even the most difficult of tasks can succumb if the tenacious gnome keeps on working on it over many months. 
Repair: The gnome has a chance to put a malfunctioning or broken device back into use
Replicate: Given either a blueprint or a working example the gnome can study (often refered to as a prototype) the gnome tinker can recreate the device. 
Innovate. This means inventing a new device of the given grade. It is up to the DM as to what grade a device should fit into. Innovating can also be used to create a device that already exists but the gnome cannot study in detail. 
Their basic chances of success are given below:
Gnome Tinker LevelActionGrade I DeviceGrade II DeviceGrade III DeviceGrade IV DeviceGrade V DeviceGrade VI Device
1Repair70%30%----
1Replicate50%10%----
1Innovate20%-----
2Repair80%40%----
2Replicate60%20%----
2Innovate30%-----
3Repair90%50%10%---
3Replicate70%30%----
3Innovate40%10%----
4Repair100%60%20%---
4Replicate80%40%----
4Innovate50%20%----
5Repair100%70%30%---
5Replicate90%50%10%---
5Innovate60%30%----
6Repair100%80%40%10%--
6Replicate100%50%20%---
6Innovate70%30%----
7Repair100%90%50%20%--
7Replicate100%60%30%---
7Innovate80%40%10%---
8Repair100%100%60%30%10%-
8Replicate100%70%40%10%-
8Innovate90%50%20%---
9Repair100%100%70%40%20%-
9Replicate100%80%50%20%--
9Innovate100%60%30%---
10Repair100%100%80%50%30%10%
10Replicate100%90%60%30%10%5%
10Innovate100%70%40%10%-
11Repair100%100%90%60%40%20%
11Replicate100%100%70%40%20%10%
11Innovate100%80%50%20%--
12Repair100%100%100%70%50%30%
12Replicate100%100%80%50%30%15%
12Innovate100%90%60%30%10%5%
 

As tinker gnomes are expected to be NPCs only the rules for inventions are more like guidelines for the DM and are not particularly rigorous. There are established designs that, like standard spells or well-known magic items, can be copied or found as blueprints. Or else the gnome can try to create something completely new but with much longer time and much higher chance of failure. Having said that, many gnomes will happily embark on research projects to invent a new gadget just as a proof of concept or out of curiosity. Some of these will be complete failures, while others are sort of functional but are really not efficient or effective - a gnome might invent an excavating machine that is actually slower than a dwarf with a shovel and pick-axe. Another might invent a cooking machine similar to a microwave oven, but it doesn’t do anything better than a normal wood burning stove (except explode - gnomish devices have a tendency to explode…) . Rarely the gnome manages to craft something that actually works well and is worth the time and effort, and these devices are highly prized. 

Finding components, blueprints and materials to build new devices or maintain existing devices could be a powerful motive to go adventuring. 

Author's Inspiration 

I first encountered tinker gnomes in the Dragonlance Saga, particularly the novel Dragons of Winter Night. These tinker gnomes clearly influenced not just me on what gnomes could be like - PC2 Creature Crucible Top Ballista came out in 1989. And then in 2004 World of Warcraft launched across the internet, and I think the creators of WoW had read the Dragonlance stories of tinker gnomes as well. The engineering skill (that any character in World of Warcraft can learn, not just gnomes) is similar to the magi-tech that I envision. One final influence was the dwarves of Warhammer, with their war machines such as the Ornithopter. Since 2016 they have evolved into the Kharadron Overlords, dwarves clad in armoured suits who fly the skies of the Realms in quasi-mechanical airships. Although their attitude is quite different from gnomes (much more dour and also profit-driven) their aptitude for fantasy machinery is spot on.