GnomesGames that have interlocking system and setting are obvious during character creation and Geodesic Gnomes is no exception. You begin by rolling for your Generational Cohort. The higher the Generation, the longer your family tree has been living in the walls of the superstructure and the more of a hardened genetic throwback you are. Your Cohort decides your vital statistics, which are: Tunnels, Tribe, Tools, Timing, Toughness and Tallness. Talents are rolled randomly, and generally boost Stats in certain situations. Finally, you pick some equipment. Like a 6th Generational gnome, short, sweet and uncomplicated.
MechanicsTypical of a 24 hour RPG, Geodesic Gnomes has featherlight mechanics. You roll 2D8 and pass when you are equal or less than your statistic. Difficulty is added on as you might expect. In opposing rolls, there is a little logic to obey to determine the winner or if there is a stalemate. Generally speaking, the higher roll wins. Conflict is taken in a story game context, encouraging Statistic checks to be made for persuasion, intimidation and one-upmanship! Damage is done to Stats, depending on which Stat you were using for the conflict. Getting to zero means a permanent affect and healing
Initiative is calculates with 2D8 plus the Timing Stat. The GM then moves up the numbers from 4 and anyone with a number higher than this can act. This means that if you have a high initiative score, you get more choice. I like that a lot.