Pocketses

GM-Info!
Work in progress!
Slightly NSFW!
Amongst the gnomes of Alana, clothes are never just clothes. Every jacket, waistcoat, and pair of breeches hides a secret or six. They are stitched with cunning folds and clever compartments, loops and buttons that do far more than they appear. To most folk, these look like ordinary hems or decorative seams. But to a gnome, they are life and livelihood: a place to tuck away a bent spring, a grubby diagram, a smudge of oilcloth, or a half-eaten Honeycake.   The first of these wonders was said to be sewn in the Gnome Workshop, when a master tailor realised that no proper inventor could work without being part tool chest. The craft grew competitive, and soon even tailors in Gnomingen competed to outdo one another with new configurations: double-hinged sleeve pouches, concealed belt loops with retractable chains, and even shoulder pads that opened into tiny compartments for delicate glass lenses.
"You’ll never find a Gnome without one, but you’ll rarely find all of them."
-- Geertruud Smallbottom, after attempting to borrow a quill from Master Tindlewink’s waistcoat.
  No one advertises pocketses. They are spoken of in whispers, passed through tailor shops in secret codes: “four-deep waistcoat,” “mirror-flap breeches,” “pockets like petals.” They cost a fair bit, but not a gnome alive would go without a handful close to hand. Pickpockets hate them with a passion, for rummaging through a gnome’s garments is like wandering a house full of doors that all lead back to the same hallway.   Other folk try their luck, of course. Rabbitfolk beekeepers have their smocks fitted with tiny wax-lined slots for honey vials. Travelling scribes ask for cloak pockets wide enough to swallow a folio whole, safe from rain and misfortune. But there is something in the gnomes’ nature that makes the craft come alive for them. In the middle of a conversation, one will pause, his waistcoat giving a small squeak, and out will pop the very tool he wanted, as though the pocket itself had been listening.   And in hushed corners of the Workshop, tales are told of the oldest pocketses of all: folds that open not into fabric, but into a secret place beyond sight. Some call them Pocketses of Holding, where a gnome might keep a blacksmith’s anvil or a whole pot of stew without a bulge to show for it. Whether these wonders are tricks of the needle or true magic, none can say. The old masters just smile, pat their waistcoats, and change the subject.  
Mechanics for Pocketses in Play
Capacity: Standard gnomish pocketses can hold 1d10 small items (tools, trinkets, sweets, vials, quills, etc.) per article of clothing. Larger custom outfits might double this.   Accessibility: Retrieving an item usually takes one action, but if rummaging in a hurry, roll on the mishap table below.   Concealment: Any Sleight of Hand or Stealth test to conceal an item gains +20 (WFRP4e) or an asset (Cypher). Non-gnomes risk a penalty when using unfamiliar fastenings.   Mishap Chance: If under pressure (combat, chase, surprise), roll 1d10 : on 1-2 you grab the wrong item (see table).  
Pocketses Mishap Table ( d10 )
  1. A Crumbly Bun - instead of your intended tool, you produce a half-eaten honey bun, scattering crumbs everywhere.
  2. Loose Spring - a coil bounces out, vanishing into the floorboards or bushes with a comic ping. One nearby ally suffers a -10 distraction penalty (WFRP4e) or a hindered task (Cypher).
  3. Soggy Rag - what emerges is oil-stained and damp. Hands (or gloves) are now slippery: next Agility/Dexterity action suffers -10 (WFRP4e) or is hindered (Cypher).
  4. Broken Quill - you pull out a snapped writing quill.
  5. Spectacles, Wrong Strength - a pair of gnome-glasses, but not yours. Vision blurs until discarded: ranged attacks at -10 (WFRP4e) or hindered (Cypher).
  6. Pocket-Lint Cloud - a sneeze-inducing puff of lint explodes into the air. Everyone within 1 yard must test vs. Endurance (WFRP4e) or Speed defence (Cypher) or sneeze loudly.
  7. Tiny Drawer Jammed - the little wooden slide-box catches. Lose 1 action freeing it.
  8. Random Cog - instead of the tool you need, you get a shiny brass cog that doesn't fit anywhere.
  9. Mystery Key - a small iron key you don’t remember owning. The GM is free to decide later what it might unlock.
  10. Success After Struggle - you fumble through all the above nonsense but finally do get the right item. Take 1 extra round to do so.
 
Pocketses by Tillerz using MJ


Cover image: pocketse-article-header by Tillerz using MJ

Comments

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Dec 5, 2025 23:26 by Dr Emily Vair-Turnbull

I love the idea of gnome pocketses <3

Emy x
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