Gnomes are the resourceful and adaptable folk that have survived the onslaught of Izrador and carved out a usefulness as river traders, with their barges transporting goods and soldiery throughout the lands.
Here are a range of abilities for gnomes in Midnight. They are less powerful than their ancient cousins the Dwarves, but they have a subtle art of their own.
All Gnomes have the following abilities…
Gnomes are highly skilled at water craft and swimming. All boating, river navigation and swimming tests are rolled at an Advantage.
Gnomes are silken tongued and can talk their way out of any situation. All persuade, trader and bluff tests are rolled at an Advantage.
Gnomes have low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions out to Nearby.
Halflings are a race of tiny folk that some believe descended from the Danisil lineage of southern elvenkind.
They call themselves the Dunni, or “the people” in their own tongue.
All halflings have the following abilities…
Halflings have perfected the art of not being seen and so all hiding tests (DEX) are rolled at an Advantage.
Halflings are naturally athletic and graceful and so all athletics and tumbling tests (DEX) are rolled at an Advantage.
Halflings have low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions out to Nearby.