Idraluna Archives

Notes on An Unfinished (G/K/M/P)nome Game

20261002_235501

All players begin as freshly decanted Noms with 1d3 HP.

DIRECTIVES:
ENTER TRASH STRATUM VIA EGRESS POINT NORTH OF OCTOTHORPE. MAP STRATUM LAOYOUT AND RETRIEVE OBJECTS OF SIGNIFICANCE FOR SORTITION AND OFFWORLD EXPORT. 

SPECIAL DISPENSATIONS:
ITEM			                 CLIENT 
-------------------------------------------------------------
GLASS BEADS	                     CUMULAR ACADEMY
MUSICAL NOTATION                 PLANETOIDAL PHILHARMONIC
INFORMATION RE: GRAVITOR CORE    HRÖNIR RECTIFICATION OFFICE
RARE ISOTOPES                    THE ANOME

HAZARDOUS MATERIALS SUCH AS GOLD AND SILVER TAKE PRIORITY OVER ALL OTHER NON-MAGICAL SALVAGE. THESE MUST BE DELIVERED TO THE TUNGSTEN TREASURY FOR IMMEDIATE HYGENIC DISPOSAL.

Noms who survive at least one excursion into the Trash Stratum may apply for epigenetic uplift. They must submit an uplift request form to the GeNom facility with their name, serial number, and a dossier of achievements, maps, and recovered treasures, plus a processing fee of 500 tungsten cubes (■).

The workings of the GeNom administration are inscrutable.1 If a Nom's uplift request is denied three times, they are expected to report to Lower Slark for immediate recycling. On acceptance, they may proceed to the GeNom facility in Morgellon for epigenetic therapy lasting 1d3 weeks, emerging afterwards as a Gnome, Knome, Pnome, or Mnome.

1d6 Epigenetic Pattern
1-2 Gnome
3 Knome
4 Pnome
5 Mnome
6 Player's choice

Tungsten cubes (prices given below) may be used to purchase subsequent enhancements.

Gnomes

Gnomes have sturdy builds, steady hands, and dampened amygdalae. They can wear any type of armor and wield any weapon. They have infravision. They can open doors on 1-3.

Rank HD ■ Po Wa St Br Sp
Propagule 1d12 2,000 12 13 14 15 16
Nodule 1d12+1d10 4,000 10 11 12 13 14
Taproot 1d12+1d10+1d8 8,000 8 9 10 10 12
Rhizome 1d12+1d10+1d8+1d6 16,000 6 7 8 9 10

Knomes

Knomes can wear light armor and are effective with daggers and ranged weapons.

They can also psychically communicate with worms. These worms can squeeze through tight spaces and burrow through soil and wood. Their sensorium is quite limited: they can report the presence/absence of air and water, approximate distances, and provide detailed breakdowns of soil nutrients. Furthermore, Knomes can use the psychic bond to induce a worm to coil in specific patterns -- this can be used to send rudimentary messages to other Knomes.

Knomes possess infravision and can echolocate by emitting sharp clicks.

Rank HD ■ Po Wa St Br Sp
Picker 1d10 1,500 15 12 16 14 13
Sifter 1d10+1d8 3,000 13 10 14 12 11
Burrower 1d10+1d8+1d6 6,000 10 8 12 10 9
Delver 1d10+1d8+1d6+1d4 12,000 9 6 10 8 7

Mnomes

Hypercephalic Mnomes can't wear armor or effectively wield weapons, but they can cast spells from the [blue magic school]. They possess ultravision and can cast spells written on scrolls.

Rank HD ■ Spells Po Wa St Br Sp
Initiate 1d8 3,000 1/-/- 16 13 15 14 12
Visionary 1d8+1d6 6,000 2/-/- 14 11 13 12 10
Mystagogue 1d8+1d6+1d4 12,000 3/1/- 12 9 10 10 8
Pseudoprophet 1d8+1d6+1d4+1d3 24,000 4/2/1/* 10 7 9 8 6

Pseudoprophets can cast spells from levels 4-6 by making sacrifices. Each level above three requires a sacrifice. These can include:

Pnomes

The collected wisdom of the Cumular Academies is encoded into Nomish DNA. These genes can be expressed at the cost of certain forms of neural degeneration, particularly reflexes and fine motor skills -- Pnomes can wear armor, but a congenital lack of coordination makes them ineffective with weapons other than simple weighted clubs.

Pnomes possess ultravision and can cast spells written on scrolls. They are not innately magical in the manner of Mnomes, however, and instead practice various learned arts, listed below.

Rank HD ■ Po Wa St Br Sp
Adjunct 1d10 2,500 14 15 12 16 13
Lecturer 1d10+1d8 5,000 12 13 10 14 11
Orator 1d10+1d8+1d6 10,000 10 10 8 12 9
Magister 1d10+1d8+1d6+1d4 20,000 8 9 6 10 7

The learnings of a Pnome:

Reprogram Machines

HD Adj. Lec. Ora. Mag.
1 11 9 7 R
2 - 11 9 7
3-4 - - 11 9
5-8 - - - 11

Reprogrammed machines may be given simple instructions regarding "friend" and "foe" and one of the basic protocols (SENTINEL, DEFEND, EXTERMINATE, etc.). More complex instructions require weeks of effort, typically one week per machine HD, adjusted for the complexity of the task.

NoMart

(Where Noms buy stuff).

Weapon ■ Damage/notes
Whelking staff 10 1d6
Pnome wand 50 1d6
Dart pistol 500 Save vs. Poison after 1-round delay, 2d6 on failure. Cannot penetrate cosmonaut suits or hazmat panoplies.
Darts (10) 100
Pike 100 Greater of 2d6
Beam pistol 5,000 Save vs. Wands or take 2d6, ignores armor. Can cut metal, including doors.
Beam pistol power cell 1,000 4 shots
Armor ■ AC
Polymer whelking suit 7
Morlock fatigues - 6
Mesh-reinforced whelking suit 350 5
Cosmonaut suit 1,500 4
Hazmat panoply 750 3
Gear ■
Bicycle 650
Big Rollem' Cigarettes (pack) 10
Camera 700
Dynamite (6 sticks) 600
First aid kit 50
Flare gun 100
Liturgical Radio 300
[Nom Poker Deck] 25
Nylon rope 10
Trilobite Saddle 75
Food ■
Canned xanthic whelks 15
Purple potato (pickled) 15
Sizzlin' Chum-stix 15
Chewy Zurth Eggs 15
Nutrient cubes 10
Ghoti fillets 15

Notes

  1. I.e. there is a GM-facing means of assigning percentages based on the submitted material. Fairly forgiving, but the rejection chance can't be minimized.↩

  2. In practice, I want to take a bunch of unused or discarded maps by myself and others and mash them together.↩

#game-design #nom-game #odnd #slush-pile