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Mechagnome

Some gnomes decided that it was time to try to return to what they
originally were. Historical research revealed that the gnomes were
originally a mechanical race, and mutated over the ages into flesh.
This could not stand! And so, a group of them set out to discover a
way to return their bodies to what they once were. And so did the
Mechagnomes come into being! They are a unification of metal
and flesh, improving themselves through their own tinkering and
engineering, going beyond creating new devices; they created
themselves! These mechagnomes are something new, and they
are just earning their place in gnome society. Received with both
wonder and a bit of worry, they often strive to prove they are just
as worthy as other non-engineered gnomes, and in some ways,
superior! Mechagnomes are constantly tinkering as well, but
usually with themselves instead of some exterior device when they
are supposed to be idle. Mechagnomes, though, are just as dedicated
to their friendships and acquaintances as any other gnome, and they
don’t ever forget those who treated them well… or those that treated
them as less than.
Gnome Names
Female Names: Almie, Evama, Ferria, Indus, Kelsey, Kindey,
Kirrus, Mesha, Mirria, Novinda, Orienna, Polonna, Rindi, Talley, Theola.
Male Names: Beneth, Bondo, Brink, Cogrin, Erazmin, Erbag, Finkle, Gelbin,
Linkal, Millhouse, Narain, Norfred, Oglethorpe, Silas, Toshley, Wilfred, Zelifrax,

Playing a Draenei
 Add 1 to your Intelligence ability.
 Pick one of the following ability focuses: Intelligence (Engineering), Dexterity (Crafting), or Intelligence (Reasearch)
 You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.
 You are a Living Mechanoid, and your can hold your breath for three times as long as a regular, organic creature. You
can go three times as long without food or drink or rest. You can recover damage normally and can be healed by magic.
Particularly bad damage leaves portions of your body broken, rent, torn, or otherwise scarred. This cosmetic damage can
be repaired using Intelligence (Engineering) with a TN determined by the GM, typically between TN8 for minor
blemishes and dents to TN 15 for large holes, rents, or tears. Lost limbs can even be replaced by a skilled repairer
succeeding on a TN 15 or higher.
 Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
 You can speak and read the Common Tongue and Gnomish.
 Roll twice on the Gnome Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same
result twice, re-roll until you get something different.
Gnome Benefits
2d6 Roll Result Benefit
2 +1 Constitution
3-4 Focus: Accuracy (Black Powder)
5 Focus: Constitution (Stamina)
6 Focus: Dexterity (Lockpicking)
7-8 +1 Accuracy
9 Focus: Intelligence (Cryptography)
10-11 Focus: Dexterity (Traps)
12 +1 Willpower

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