Wiregnome Species in Matera | World Anvil
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Wiregnome (Wire-nome)

Gnomes who have altered their skin and innards with alien bio-wires, their skin is now made of an elastic and rubbery-like substance. Just as obsessive as their normal counterparts, wiregnomes are constantly tinkering with forging technology and crafting new deadly weapons.

Basic Information

Anatomy

Wiregnomes resemble normal gnomes, but their skin and hair appears to be made of a stretchy substance similar to rubber.

Biological Traits

A wiregnomes strange skin conducts and absorbs electricity into their bodies, energizing them and speeding up their movements

Genetics and Reproduction

Like normal gnomes, gestation takes around a full year, but pregnancies' and births are often slightly easier for wiregnomes their normal gnomes, due to their bodies more extreme flexibility.

Growth Rate & Stages

Like normal gnomes, wiregnomes reach adulthood at 40 years of age.

Dietary Needs and Habits

Wiregnomes share their dietary habits with normal gnomes, but can often eat a significant amount more than their normal cousins.

Biological Cycle

Like the other races of Nenu-Lan, wiregnomes are less affected by the effects of weather due to the utilization of technology. They become slightly more energized in the spring due to the amount of storms that often hit the city at that time.

Additional Information

Social Structure

Wiregnomes are social creatures, cooperative but also very competitive. Ambitious wiregnomes often start their own companies in attempts to out-due each other and make a name for themselves. Such companies often go through constant mergers and break-ups, with outsiders often at a loss for the rapid pace of which things change.

Facial characteristics

Like normal gnomes, many wiregnomes grow strange and bushy facial hair. Due to their constant exposure to electricity, the hair of most wiregnomes often are permanently stuck out, as if electrified, and usually is longer in nature, often resembling wiring.

Geographic Origin and Distribution

Nearly all wiregnomes dwell in the technologically advanced city of Nenu-Lan, as that is where the technological and engineering projects that the wiregnomes love to obsess over originate.

Average Intelligence

Wiregnomes are creative and gregarious, enjoying collaboration and are keen to learn from each other.

Perception and Sensory Capabilities

Like normal gnomes, wiregnomes can see in low-light conditions.

Civilization and Culture

Naming Traditions

Wiregnomes share the naming conventions of normal gnomes.

Major Organizations

Many wiregnomes companies are beholden to a large merger-guild known as the Wire League, which is in charge of managing and delegating large-scale engineering projects to the companies.

Beauty Ideals

Like regular gnomes, wiregnomes care little for physical beauty and instead prefer creatures based on their personality. While still often mischievous and fun loving, wiregnomes are slightly more serious than normal gnomes, often caring more about an individuals career than their sense of humor.

Gender Ideals

Wiregnomes have little in the way of gender ideals, any gender is free to try to reach their ambitions.

Courtship Ideals

Wiregnomes often craft a exotic item that often serves a mundane purpose (although often in a convoluted way) as gifts for a partner. Like regular gnomes, wiregnomes often have a primary partner, but engage with other partners on the side.

Relationship Ideals

Wiregnomes are heavily competetive, competing with each other constantly, whether it be for the affection of a mate or the crafting of an item. This competition rarely goes beyond friendly rivalries, and wiregnomes love to socialize even with rivals after a long day of work.

Average Technological Level

Being part of the technologically advanced city of Nenu-Lan, advanced technology is heavily utilized in a wiregnomes daily life. Many integrations between the alien implements and worldly items were invented by a wiregnome company.

Major Language Groups and Dialects

Like normal gnomes, wiregnomes speak Gnommish and Common, and can often be found speaking Dwarven, Elven, Giant, Goblin, Halfling, Sylvan, or Orcish.

Common Dress Code

Wiregnomes often done themselves in heavy clothes, designed for work in factories and laboratories, often complete with hard hats, goggles, and large gloves.

Common Taboos

Wiregnomes often "buzz up" plugging a electrical wire directly into their skin, gaining a euphoric-like high from the jolt. A wiregnome can easily become addicted to this "buzz" and those who cannot maintain their impulses often spiral out of control and end up on the street.

History

One of the first creatures to travel to the crashed starship that would become known as the Angra-Nenu, the wiregnomes infiltrated the cramped vents and other small crawlspaces of the ship. The contents of theses spaces and the constant exposure to alien electricity slowly warped the gnomes bodies, giving them a rubber-like quality.

Common Myths and Legends

Like most of the denizens of the city of Nenu-Lan, a majority of wiregnomes forgoe religion in the sake of the pursuit of technology, although some still worship Guzmeg or another member of the gnomish pantheon. Some also join the hive-mind of The Collective One, in the hopes of unlocking greater secrets of the Angra-Nenu.

Interspecies Relations and Assumptions

Wiregnomes are well liked by the other races of Nenu-Lan, as they are constantly coming up with new items for the city to enjoy. However, their impatience, obsessiveness, and excess energy tends to weigh on the others, with few being able to keep up with them. Their blatant disregard for safety and often ethics when in pursuit of a new experiment can also be upsetting for some, especially those with concerns about the environmental effects such experiments leave in their wake. Wiregnomes are one of the few Nenu-lan races with a good relationship with their normal compatriots. While regular gnomes are still nervous and off-put with a wiregnome, their own obsessions and natural curiosities often overcome that feeling, allowing them to find common ground in excitement.

Racial Table - Wiregnome: Hit Dice: D8; Class Skills: Appraise, Craft, Knowledge (Engineering), Profession, Use Magic Device; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus any weapon with "Gnome" in its name and technological weapons; Armor Proficiency: Light, plus technological armor
Level BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Electrical Immunity, Obsessive
2nd +1 +3 +0 +0 Hazard Survivor, Toughness
3rd +2 +3 +1 +1 Slippery, Stretchy
4th +3 +4 +1 +1 Curse Resistance, +1 Constitution, +1 Charisma
5th +3 +4 +1 +1 Rubber Body

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
40 years +4d6 years (44 - 64) +6d6 years (46 - 76) +9d6 years (49 - 94)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. +2d4 in. (3 ft. 2 in. - 3 ft. 8 in.) 45 lbs. +(2d4 lbs.) (47 - 53 lbs.)
Female 2 ft. 10 in. +2d4 in ( 3 ft. - 3 ft. 6 in,) 40 lbs. +(2d4 in.) (42 - 48 lbs.)

Wiregnome Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
80 years 120 years 160 years 160 + 4d% years (164 - 560 years)

Random Wiregnome Homelands
% Rolled Homeland Trait Gained
01-90 Technological City or Area Technical Archeologist
91-98 Gnome Homeland (Roll on Gnome Homeland table)
99-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Wiregnome Families
% Rolled Parental Status
01-90 Both of your parents are alive
91-93 Only Father is alive
94-96 Only Mother is alive
97-00 Both of your parents are dead
Random Wiregnome Siblings
% Rolled # of Siblings
01-50 1d4 siblings
51-60 1d4-1 siblings
61-00 No siblings
Genetic Ancestor(s)
Lifespan
164 - 560 years
Average Height
3 ft. - 3 ft. 8 in.
Average Weight
42 - 53 lbs.
Average Physique
The strange compositions of a wiregnomes body means that they tend to be even weaker then their normal cousins. They often have strange wiry protrusions sticking out from under parts of their skin.
Body Tint, Colouring and Marking
Wiregnomes rarely have the more exotic colors found in more normal gnomes, often being a light brown, bronze or even black coloration with a rubbery sheen.

Wiregnome

Type Humanoid (Gnome, Half-Construct)
Ability Score Modifier +2 Constitution, +2 Charisma, -2 Strength, Wiregomes are hardy and fun, but lack in physical power.
Size small
Speed Wiregomes have a base speed of 20 feet.
Language A Wiregome begins play speaking Common (Maran) and Gnome. A Wiregome with a high intelligence score may pick from any of the following languages: Aklo, Dwarven, Elven, Giant, Halfling, Sylvan, Orc.

  • Materil: Wiregomes can be tied to any of the Materils, although they tend towards Windcallers.
  • Low-light Vision: Wiregnomes can see twice as far as humans in low-light conditions.
  • Half-Construct: Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
  • Electricity Immunity (Ex): A wiregome is immune to electricity damage. Whenever a wiregome would take electricity damage, it acts as if affected by the haste spell for 1 round for each die of damage dealt (or for every 5 points, if the source didn’t roll dice). Once the haste wears off, they are staggered for a number of rounds equal to twice the number of rounds hasted.
  • Obsessive: Wiregomes gain Skill Focus: Knowledge (Engineering) as a bonus feat at 1st racial level.
  • Hazard Survivor: Starting at 2nd racial level, a wiregome gains a +4 racial bonus against hazards and environmental effects.
  • Toughness: At 2nd racial level, a wiregome gains Toughness as a bonus feat.
  • Slippery: Starting at 3rd racial level, a wiregome gains a +2 racial bonus to Escape Artist checks and to their CMD against grapple checks. This bonus increases by 1 for every five hit dice beyond the 3rd the wiregome possesses
  • Stretchy: Starting at 3rd racial level, a wiregome increases their natural reach by 5 feet.
  • Curse Resistance: Starting at 4th racial level, a wiregomes body repels curses. They gain a +2 racial bonus against curse effects, and roll twice and take the better result on such saves.
  • Rubber Body: Starting at 5th racial level, a wiregomes body becomes completely made of a rubber-like substance. They become immune to bludgeoning damage and critical hits, and always take minimum damage from falling.

Alternate Racial Traits
  • Conductive (Ex): Some wiregnomes channel electricity into offense instead of speed. After negating electrical damage with their Electrical Immunity trait, instead of being hasted, the wiregnome holds a massive electrical charge in their body. When they make physical contact with a creature (such as make a melee touch attack, or being struck with an unarmed strike, natural attack, or metal melee weapon) this electrical charge discharges into the creature, dealing damage equal to the amount of damage that the immunity resisted. If the original effect had a saving throw, that creature receives the same saving throw to negate or lessen the effect. A wiregnome is staggered while it holds the charge, and can hold the charge for a number of rounds equal to its Constitution modifier. This trait alters the Electrical Immunity trait.
  • Cyber-Attuned: Many wiregnomes like to augment their bodies with cybernetics, and have built up a resistance to the rigorous installation process. A wiregnome with this trait treats both their Intelligence and Constitution score as an amount higher equal to their racial level for the purposes of installing new cybertech, decreases the DC to install cybertech in themselves by 2, and decreases the amount of Constitution damage taken by an installation by 1. This trait replaces the Obsessive trait.
  • Student of the City: Some wiregomes focus more on being social and gaining influence. They gain a +2 bonus on Knowledge (Local) checks, always treat Knowledge (Local) as a class skill, and can use Knowledge (Local) in place of Diplomacy checks to gather information. These bonus increase by 1 for every two hit dice beyond the 1st the wiregnome possesses. This trait replaces the Obsessive trait


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