Grimbly Gearspring
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
Grimbly Gearspring is stout where gnomes are typically slight, and wiry where they are typically round: a combination that suggests a life spent equally bent over a workbench and hauling things that needed hauling. His coal-black eyes glint with a perpetual fascination for gadgets, and his hands are constantly smudged with oil and grime from his tinkering endeavors. A shock of unruly white hair crowns his head, often hiding the goggles perched atop his forehead. His nimble fingers dance over contraptions and components, exhibiting a skilled dexterity that only comes from years of tinkering. Grimbly's attire is a patchwork of rugged fabrics, showcasing various shades of earthy brown and mossy green, undoubtedly the result of both necessity and utility. His animated conversations often revolve around the inner workings of clockwork and steam-powered contrivances. With a warm and eager smile, Grimbly is ever-ready to share his enthusiasm for the world of gears, cogs, and which type of grease to use for this or that with those who enter his emporium.
He manages Grimbly's Adventuring Emporium, supported by his apprentice Nib Flickerpin.
Grimbly Gearspring
Size: Small
Move: 3
WS: 28 | BS: 25 | S: 22 | T: 32 | I: 52 | Ag: 35 | Dex: 62 | Int: 58 | WP: 48 | Fel: 44
Wounds: 9
Armour: 0
A stout gnome inventor and emporium owner with coal-black eyes, unruly white hair, and permanent oil stains on everything he owns.
Skills: Trade (Gearwright) 82, Trade (Armourer) 52, Evaluate 78, Lore (Engineering) 78, Lore (Alchemy) 48, Haggle 64, Charm 54, Perception 62.
Minimal Traits: Craftsman (Gearwright), Night Vision, Acute Sense (Sight)
Attacks: 1
Adjustable Wrench: +10 WS, d6+2 damage, improvised but well-weighted.
Panic Gadget: Once per encounter, as a free action, Grimbly deploys a pocket device that releases a blinding flash and a loud bang in a 3-yard radius. All affected targets make an Initiative test or are Stunned for 1 round. Grimbly is immune (he designed the goggles). Recharges between encounters if he has 10 minutes and his tool apron.
Grimbly Gearspring
Level 3
Health 9
Armour 0
Damage 3
Movement Short
Abilities:
Grimbly Gearspring
Move: 8m
STR: 6 | CON: 11 | AGL: 11 | INT: 16 | WIL: 14 | CHA: 12
HP: 10 | WP: 14 | AR: 0
A stout gnome inventor with coal-black eyes, unruly white hair, goggles on his forehead, and oil on everything he owns.
Skills: Crafts 18, Lore 16, Insight 14, Awareness 13.
Traits:
Master Tinker: Roll Crafts with a Boon when identifying or jury-rigging any mechanical or runic device. Given materials and time, may attempt devices of any complexity without penalty.
Panic Gadget: Once per encounter as a free action, deploys a pocket flash-bang. All creatures within 5m must succeed on a WIL roll or gain the Dazed condition (Bane on all rolls) until end of their next turn. Grimbly is immune.
Invaluable and Irreplaceable: Must succeed on a WIL roll to act offensively in combat rather than retreat. On a failure, he must use his action to move away from the nearest threat.
Attacks: 1
Adjustable Wrench: d6, improvised but well-weighted.
He manages Grimbly's Adventuring Emporium, supported by his apprentice Nib Flickerpin.
Grimbly Gearspring 
Size: Small
Move: 3
WS: 28 | BS: 25 | S: 22 | T: 32 | I: 52 | Ag: 35 | Dex: 62 | Int: 58 | WP: 48 | Fel: 44
Wounds: 9
Armour: 0
A stout gnome inventor and emporium owner with coal-black eyes, unruly white hair, and permanent oil stains on everything he owns.
Skills: Trade (Gearwright) 82, Trade (Armourer) 52, Evaluate 78, Lore (Engineering) 78, Lore (Alchemy) 48, Haggle 64, Charm 54, Perception 62.
Minimal Traits: Craftsman (Gearwright), Night Vision, Acute Sense (Sight)
Attacks: 1
Adjustable Wrench: +10 WS, d6+2 damage, improvised but well-weighted.
Panic Gadget: Once per encounter, as a free action, Grimbly deploys a pocket device that releases a blinding flash and a loud bang in a 3-yard radius. All affected targets make an Initiative test or are Stunned for 1 round. Grimbly is immune (he designed the goggles). Recharges between encounters if he has 10 minutes and his tool apron.
Grimbly Gearspring 
Level 3
Health 9
Armour 0
Damage 3
Movement Short
Abilities:
- Master Craftsman: Grimbly is level 6 for all tasks involving identifying, building, repairing, or sabotaging mechanical or runic devices.
- Panic Gadget: Once per scene as a free action, deploys a flash-bang device. All creatures within immediate range make a Speed defence roll against difficulty 3 or are Dazed until end of next turn. Grimbly is unaffected.
- Invaluable and Irreplaceable: Grimbly will not willingly enter a situation he judges as dangerous. He is level 5 for Intellect defence tasks that involve convincing him to do so. If actually threatened in combat, he flees first and asks questions later.
Grimbly Gearspring 
Move: 8m
STR: 6 | CON: 11 | AGL: 11 | INT: 16 | WIL: 14 | CHA: 12
HP: 10 | WP: 14 | AR: 0
A stout gnome inventor with coal-black eyes, unruly white hair, goggles on his forehead, and oil on everything he owns.
Skills: Crafts 18, Lore 16, Insight 14, Awareness 13.
Traits:
Master Tinker: Roll Crafts with a Boon when identifying or jury-rigging any mechanical or runic device. Given materials and time, may attempt devices of any complexity without penalty.
Panic Gadget: Once per encounter as a free action, deploys a pocket flash-bang. All creatures within 5m must succeed on a WIL roll or gain the Dazed condition (Bane on all rolls) until end of their next turn. Grimbly is immune.
Invaluable and Irreplaceable: Must succeed on a WIL roll to act offensively in combat rather than retreat. On a failure, he must use his action to move away from the nearest threat.
Attacks: 1
Adjustable Wrench: d6, improvised but well-weighted.
Current Location
Species
Children
Aligned Organization
Ruled Locations

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