||Darkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).
Hardness of Body: Gnomes are highly resistant to poison, with Endurance Rolls that relate to poisoning being 1 grade easier.
Magic Resistance: Like dwarves, gnomes are highly resistant to Arcane magic; Willpower Checks are 1 grade easier when used to resist.
Snivel the Gnome pulls out a dagger, and you can see that the blade is discoloured - poison! What's more, the Gnome is athletic, and he dodges and weaves, so he is not easy to hit.
Onset time: 1D2 Combat turns
Resistance Time: One Resistance roll.
ASSASINATE: During its first turn, the assassin has +25% on attack rolls against any creature that hasn't taken a turn. In addition, any hit the assassin scores against a surprised creature allows to choose critical effects.
EVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage.
SNEAK ATTACK: The assasin can backstab in the same ways as a thief; their damage modifier increase three ranks.
Artful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Climb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.
Hide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.
Quick: The thief can add 2m (5 ft.) to base movement rate.