Pocketses
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
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.
-- Geertruud Smallbottom, after attempting to borrow a quill from Master Tindlewink’s waistcoat.
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 )
- A Crumbly Bun - instead of your intended tool, you produce a half-eaten honey bun, scattering crumbs everywhere.
- 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).
- 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).
- Broken Quill - you pull out a snapped writing quill.
- Spectacles, Wrong Strength - a pair of gnome-glasses, but not yours. Vision blurs until discarded: ranged attacks at -10 (WFRP4e) or hindered (Cypher).
- 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.
- Tiny Drawer Jammed - the little wooden slide-box catches. Lose 1 action freeing it.
- Random Cog - instead of the tool you need, you get a shiny brass cog that doesn't fit anywhere.
- Mystery Key - a small iron key you don’t remember owning. The GM is free to decide later what it might unlock.
- Success After Struggle - you fumble through all the above nonsense but finally do get the right item. Take 1 extra round to do so.




I love the idea of gnome pocketses <3
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