May Flopsy guide my schemes...

I crawled out into the freezing cold with a hangover today to visit the Asami Shrine in Beppu, to burn my 2010 demon-breaking arrow and purchase a new arrow for 2011. Burning the arrow that symbolizes the year before gives one time to pause and think about what one did in that 365 days, and to think about the year to come. My year to come promises to be busy, but I have a variety of plans I want to put into action in my gaming, research and real lives. Here is a brief outline.

Gaming Plans

Continue the Rats in the Ranks Campaign: My players indicated they want it to continue, and so I’m going to try and play it right through until I work out at what point WFRP 3 breaks. Whether this happens or not I don’t know, but I have a long-term goal for this campaign (or rather, the adversaries I’m controlling have a very distinct long-term goal in Ubersreik, which hopefully my players will discover before everything goes pear-shaped). After that we’ll see where the campaign takes us. It’s fun and my players are good, so let’s see what happens.

Start an Oriental Steampunk sandbox: Based on the one-off Pathfinder adventure I ran last year for a Japanese group, I’ve been thinking for a while now of expanding that into a genuine steampunk (literally!) sandbox. The players from that group have a hook for one more adventure, and from there we could start exploring. I’m thinking of using my ideas for adapting WFRP 3 to steampunk, or even to high fantasy (depending on the direction I want it to go) and just playing along until it gets boring. This will give me the opportunity to get my Japanese players to collaborate in building a semi-oriental/semi-western steampunk world based around a Meiji-era image of the place we are all living in now, with (at the very least!) gnomes.

Introduce the local convention to some English-language-only games: I’m in something of a unique position here to introduce my local Japanese-language gaming convention to untranslated games, and I’m thinking of running a session of WFRP 3 and maybe Exalted for just this reason. Recently a player at the convention said she wanted to play a game “that used loads of dice!” and it occurred to me right then that Exalted was just the game for her. This type of international exchange segues into my biggest possible plan for the year…

Start a TRPG Club at my University: This may seem a bit trivial but it’s actually a plan full of possibilities. My local University has about 100 nationalities of student, many of them nerdy, from all over the world, and they all meet to study and hang out using two languages that I speak – English and Japanese. So these students could bring an untranslated game from their own country – most likely in Thai, Mandarin or Vietnamese, but you never know what else is lurking out there – and run it in a different language for the other students. Or, they could play a game that isn’t translated to their language for a group of their compatriots. This opens up all sorts of options for language and gaming exchange, and a few people I’ve spoken to have been interested, so I’m thinking I might look into doing that this year.

GM Make You Kingdom in English: I’m going to Australia for a few weeks twice this year, and on at least one such occasion I will be in Melbourne, so I’m thinking of inviting regular commenter (and previous player) Paul to join me in a game of Make You Kingdom, translated of course. This depends on me being able to translate the necessary information by the time I go there and also being able to explain the rules for him (and get to Melbourne). I reckon I can do it, and I can even put stuff on this blog. Maybe I can also GM Double Cross 3 at some point too…

All of these plans are going to depend on a few crucial meat-life plans as well, though…

Meat Life Plans

Go to Iceland: I’ve never been and I really want to go. It’s vaguely in the pipeline to do this year, in which case I might pop into filthy scummy London to see some old friends at the same time.

Improve My Japanese: Today I received a New Year’s Card from the Japanese language school in Fukuoka where I did a 6 week intensive last year, and this year I think I’ll be in a position to do skype lessons with them. So, this year I really want to improve my Japanese to the point where I can do the following:

  • Teach Statistics in Japanese: easier than it sounds, but still fiendishly hard
  • Watch TV in Japanese: a lot lot harder than it sounds, and still impossible for me
  • Read a Fantasy novel in Japanese: I may start with A Wizard of Earthsea, because I know it, but from there I want to read Japanese authors. This has always been a big goal of mine in my Japanese study. I have read one novel already, but it was an easy one and really hard work, so at the moment I’m sticking with manga because they have less words and often furigana.

This is obviously an essential meat life goal if I want to be better able to role-play in Japanese. Or just live here happily.

Get fit: I have never been so unfit as I am now, and although my current fitness level is acceptable for a 37 year old, by my standards it’s awful. This year I need to do something about this!

Research Plans

I’ve got a whole research plan written for the next year (it coincides with my starting a PhD through an Australian University), so I aim to do quite a bit of research. This year’s plans are:

An overview of advanced statistical methods for intervention research: Modern research into intervention in health systems requires quite advanced statistical methods, including heirarchical linear models, time series analysis and probability survey research, but combining these can be very challenging. I aim to get a good, solid overview of what is being done in the field and what can’t be done, with the view of using it or improving on it.

Combining heirarchical linear models in Probability surveys: There has to be a way to do this, and I want to work out how. Or alternatively, work out approximations and workarounds to the problem.

Systematize time-dependent difference-in-difference models: Difference-in-difference models are a fancy way for economists to say “linear regression with interaction term” but all the fancy language doesn’t hide the fact that understanding of how to use these models in the health economics literature is remarkably poor. I aim to systematize this, to point out the (trivially obvious) problems in doing this research without considering the time dependent component of the data, and to make recommendations for its application in health services research.

Who knows what trouble this is going to throw up? But that’s my main research goals for the year.

It looks like it may be a busy year for me, but I think I’m going to enjoy it…




攻撃解決は簡単:運命(fate)カードを出して、値を能力に足す。敵が同じ感じで防御を決める。最高値が勝ちそうですが、次の一歩は、 「cheating fate」です。負けそうな相手は、「control hand」の別の7枚のカードから出たカードの交換ができる。それにも、特別な「soulstone」というアイテムを使って、カードもう1枚が出せて、 足せる。そして、勝ちそうな相手もそれができる。


世界:ゲームの物語は、ビクトリア世紀の魔法的なスチームパンク世界です。4つの組がある:「The Guild」(法文の組合);「Resurrectionists」(妖術師);「neverborn」(悪魔);「arcanists」(魔術師)。こ のビクトリア世界の中で、他の世界に行ける「breach」(隙、かな。。。)が発見された。他の世界は「Malifaux」といわれている。他の世界で 「soulstone」の鉱山がある。奴隷が鉱山で「soulstone」を取って、「soulstone」が魔法の支えです。皆さんは 「soulstone」を取るように、戦闘している。


I’m a big fan of Sherlock Holmes, having read all the stories, including his famous meeting with Harry Flashman, VC, and seen at least part of the classic Brett[1] television series, which is generally acclaimed as the best of the lot. I think Holmes is an important character in the pre-history of both steampunk and the modern genre of Cthulhu-derivative works, and undoubtedly influenced in some subtle way movies (and comics) like From Hell and Sleepy Hollow. I’m also a fan of Guy Ritchie’s crime movies Snatch and Lock, Stock and Two Smoking Barrels, even though their glorification of the English criminal classes sticks in my craw now that I have lived in London and experienced the reality of the kind of scum he depicts in those movies.

So, I was interested to see how he would handle Sherlock Holmes in this movie, there being a risk that Holmes would become a kind of rock-n-roll gangsta crime fightaaaah! But in fact it’s really really good, even though it’s not based on any one extant Holmes story. It preserves the essential characteristics of Holmes and Watson, and is set around the time that their relationship is failing, when Watson is preparing to marry. It also preserves another essential element of the Holmes milieu – a criminal case whose only possible explanation is magic, but which in the end is all soluble through the application of modern scientific methods. It also wraps in some of those other Holmes classics: secret orders, Moriarty, and nefarious plots. Some of Holmes’s best properties are depicted in a very clever way consistent with Ritchie’s style, for example:

  • In the midst of a fight, time pauses and we see Holmes deducing the steps to victory, all played out in slow motion; then action resumes at full speed and we see his plan in motion to its vicious conclusion, including a prognosis for the loser’s physical and psychological repair – very much like the flash-forwarding through the nasty fight scenes in Ritchie’s other movies
  • Some of Holmes other techniques, that receive no attention in the books, are elucidated in very cunning style. For example, we see a brief interaction between a disguised Holmes and one of his adversaries, and a little later we backtrack from the moment Holmes decides on the confrontation to the confrontation itself, seeing all the fragmented moments in which he oh-so-casually assembles a perfect disguise as if by accident – in fact this is, I think, one of the best depictions I have ever seen of either Holmes’s method or the sheer brilliance of his investigative style, easily as good as anything Conan Doyle assembled
  • We also see a few of the moments in which Holmes is out-witted or foiled from the point of view of his adversary in that same shifting, tricky style so characteristic of Ritchie movies, and we see a few moments in the past of some of the characters in the same fragmented style, but presented so as to confuse us while leaving clues for later

I think also this movie gives some roundedness to Holmes’s character that doesn’t exist in previous efforts. I was surprised that even though this is a Ritchie movie, Holmes’s characteristic cocaine addiction (so readily left out of onscreen depictions in the past) was also left out of this version; but it was admirably replaced by a preference for strong drink and illegal fighting (with Holmes the participant, and Watson betting on him). Something that I don’t like about the books and the Pertwee version is that Holmes is actually a really unlikeable character, but the narrative style of the books and his heroic status mean that he is often depicted as a near-perfect person. In fact he’s an arrogant, misogynist prick (beautifully lampooned in the Flashman novels), and this movie manages to capture some of that part of his character – the way he uses Watson without informing him, his dubious experiments, his insufferable manner and bad attitude towards women. It also reduces Watson from his stuffy near-perfect personality to a man with a gambling addiction and a weakness for his friend, and by rendering both of them a little younger and fitter than standard interpretations it also makes their physical prowess more believable, as well as giving it some context – Holmes is a prize fighter, and Watson a dab hand with a sword stick due to his military career.

Another interesting aspect of this movie is its liberation of Watson from the narrative role, done explicitly – by giving Holmes rather than Watson the voiceover parts and by setting the movie at the point in their relationship where Watson is moving out and trying to break from Holmes. It gives an implicit nod to his traditional role by noting that he has a bunch of diaries he plans to write up one day. This explicit removal of Watson from the narrative centre also gives us a better opportunity to experience both Holmes’s genius and his unpleasantness, and I think this makes him a much more interesting character.

The movie is, of course, also very amusing, with some intense combat scenes done in typical chunky, nasty Ritchie style, and some very funny interactions. Traditionally Holmes is a little stuffy, but in this he is also capable of some very entertaining repartee, as is Watson. In fact, Watson in this movie is a far superior character to the Watson of the books, and Jude Law an excellent choice to play him.

As a study of Holmes I think this movie makes an interesting contribution to the canon of works on this excellent character, and as a Victorian detective movie it is also an excellent addition to the genre. It’s also a fun movie with an interesting plot, and lots of tricks and deceptions that it takes some time to work out. The choreography is smooth and stylish, the acting excellent and the pace just right. I recommend this to any fan of Holmes who is not so stuck-in-the-mud that they can only tolerate a traditional depiction of a character whose traditional representations have been done to death and, in any case, perfected and exhausted by Brett. For those who don’t care about Holmes as a literary figure, but want to see a rollicking detective story with a hint of steampunk and Guy Ritchie’s traditional blend of humour and violence, I also recommend this movie. For those who insist on their Sherlock being stiff-necked, stuck up and straight from the books, I can only recommend a review of the Brett series, and perhaps a shot of cocaine…

fn1: I originally wrote Pertwee in some kind of strange brain-spasm

At the end of the campaign described here, the characters destroyed a sinister force known as The Iron House. However, a previous group (run in Australia) played in a campaign set in 1872 where they worked for an organization known as The Iron House, in the interests of the Queen. In an early session, they were dispatched to the 1872 Manchester Cornucopia of Arms and Armour, where the latest battlefield technology would be on display and one of the inventors was planning on defecting from Prussia to Great Britain. The characters’ task was to identify agents who might interfere with the defection, and if necessary kill them. This meant spending two days in the grounds of the Cornucopia posing as merchants, and so they were able to witness displays of a couple of the latest developments in infernal weaponry. Here are three examples of the kinds of things they saw.

The Steam Tank: In the age of the Essential Compromise, steam engines can be rendered very small through infernal summoning and materials, though the process is very expensive. A steam engine consists of two chambers separated by a turbine; in one chamber an imp boils water to impossibly high temperatures, which then passes through to a turbine before entering the second chamber, where it is condensed back to water and pressurized by a second imp. This imp forces it back through another turbine to the first imp. Thus a perpetual motion machine is produced based entirely on steam and the ceaseless labours of two very unhappy imps. The latest infernal materials prevent heat or cold leaking between the chambers or from the engine into its environment, so the small engine can be mounted in the middle of a small room or vehicle – though heaven help the occupants in the rare occasions that the engine bursts and the imps escape their confinement.

This engine has been put to its ultimate use in the development of the Steam Tank, a wheeled armoured vehicle crewed by two intrepid soldiers, one who directs its movement and one who fires a small cannon mounted atop the vehicle. In early models the cannon was a static mortar, and the vehicle little more than mobile artillery; but realizing the cost of the engine was such a great part of the whole, the Prussian Steamworks expanded its power and used it to drive a mobile turret, which now contains the latest in heavy infernal weaponry – an infernal cannon, or a nest of field rods of some kind. Rumour has it that a larger version is in development, that carries prisoners of war (or just prisoners) who feed an autonomous sentinel cannon from within cramped cells on one side of the vehicle, though the experimental version is said to have been simply a tumbrel dragged behind the tank itself.

This tank is being used only by the Prussian military but – perhaps as a political symbol of Prussia’s growing military might – one and one only has been sent to the Manchester Cornucopia for demonstration purposes[1]. Invulnerable to infantry weapons and too mobile for artillery, it forebodes a revolution in cavalry warfare.

The Reanimator Field Rod: The ultimate in infernal field rods, the Reanimator Field Rod carries this line of weapons to its ultimate conclusion. Usually carried into battle by a priest or wizard, the rod fires a cone-shaped blast of dimly visible grey-green light, which animates any fresh corpse in its area of effect. This corpse is then under the control of the Rod’s wielder, who must himself be attuned to the rod through a specialist ritual. The French army is said to have established a few squads of their infamous battle-priests armed exclusively with these rods, and will send them to the rear of the first wave of soldiers to enter the fray. Though these soldiers may be cut down or horribly decimated, their opponents will find themselves then facing the dread prospect of fighting again not only those they just killed, but those of their friends and allies who were also sacrificed in the melee. Every defeat of the enemy is redoubled by these priests, and every loss partially reversed. Who can doubt the terrible effect of this on the morale of those who fight, and on the judgment of those who lead[2]?

Persian Anti-personnel bombs: aka Turkish Delights, are a nasty little invention of the Ottoman Empire, which has been developing considerable skills in pacifying aggressive populations during the food riots of the past two years. These bombs are barely large enough to significantly injure an armoured man, being roughly marble sized. Presented by the handful in a special magical bag, they are completely inert in the bag, so a Turkish soldier has no risk of blowing his chest out when he dives for cover from an Anatolian death-archer. However, once out of the bag they are immediately primed, and explode after three sharp impacts, such as occur when they are thrown down steps into a basement, bounced along a corridor, or skipped across the surface of a fountain. The resulting explosion is concussive, but will easily kill or seriously injure an unarmoured rebel (or his family, if they are sheltering in the basement with him). Such devices have obvious uses in England, given the recent riots over corn laws and the other unrest being fomented by capricious foreign powers. They are also useful in ship-to-ship warfare.

fn1: During the adventure this tank was stolen by the defector’s Chinese lover, and they finished the adventure chasing it through the streets of Manchester while Prussian agents attacked them and tried to capture it and the defector it held. Much of central Manchester was laid waste in the process.

fn2: Not to mention the judgment that will be placed upon those who use such a weapon…

These being paintings of airships and early aircraft at war, particularly world war 1, which can be found here. I was stumbling about the internet this sunday evening and discovered this site via this chap, a military historian with a focus on aerial warfare. I’m one of those rubes who has no skills in historical analysis but a strong interest, so I’m easily taken in by the next history book I read, but it seems like this site has some interesting historical theorizing going on.

I was struck immediately by the romantic steampunk elements of the images on display there. They map immediately to Stephen Hunt’s books, which are set in a fantastical Britain, never named but clearly portrayed as such. There’s a definite element of romance to those giant ships of the air… and even though any image you see of war in the sky is actually horrific and coldly terrifying, somehow those early aviators manage to retain a sense of casual adventure, the essence of romantic steampunk role-playing.

Last night I DMd my first session of Pathfinder in Japanese. It was mostly successful, and I’ll be putting up my thoughts about the DMing in a separate post. This is a brief report of the session.

The adventure took place in an Onsen (hot spring) resort in the Steam Mountains. This resort is blessed with healing onsen, soaking in which can remove many mundane and supernatural diseases. The party have been hired to escort an old, rich man to the onsen, and the events of this adventure happen in early Autumn after he has already spent some weeks soaking in the rejuvenating waters of the resort.

The PCs are:

  • Akuni, human female bard (played by Furudera san)
  • Yurianusu, male elven sorcerer (played by Kuma san)
  • Isoda, female human cleric (played by Shiga san)
  • Nomai, female half-orc barbarian (played by Era san)
  • Myuta, male half-elf Ranger (played by Miyao san)

All PCs were 4th level.

The onsen resort is set in a small bowl-shaped valley deep in the Steam Mountains, many days’ walk from civilisation. A narrow valley to the south of the resort heads down to civilisation, and to the East is a second, even narrower valley constantly shrouded in steam from many onsens and volcanic fissures which run the length of the valley. The bowl-shaped valley of the resort itself is also misty, but not to the same extent as the Eastern valley, which is almost impenetrably murky. To the North and West, mountains shrouded in eery forest loom above the resort. For some reason in the Steam Mountains fireflies emerge in Autumn, so the night the adventure started was the night of the firefly festival, when all the patrons of the onsen gather on its western balcony to watch the fireflies dancing in the mist. The characters also gathered, except for Nomai, who was taking the opportunity of peace and quiet to bathe in the staff hot spring, from which she is otherwise banned on account of her race; and Myuta, who was required to be on guard and was standing in an inner garden keeping an eye on comings and goings.

So it was that when the resort’s two guards died noisily in the Eastern garden, only Nomai and Myuta were able to respond quickly. Myuta immediately dashed to their employer’s side and Nomai, grabbing a bath towel and her dagger, dashed to the garden. She was followed by Akuni and Isoda, while Yurianusu (who had been chasing fireflies for spell components) doubled around the resort’s outer wall to come at the garden gate from the rear. Nomai, entering the garden, was immediately struck with a full blast from a Gnome Steam Rifle, but could see nothing of the source. Only when Akuni arrived did anyone see what was happening – two gnomes were guarding the gate to the Eastern garden, and the two resort guards lay murdered by an open doorway leading into the staff area of the resort. As the characters entered the garden, the other gnome unleashed a burst of fire from his rifle, and the first gnome dashed away. Yurianusu, however, cast grease behind both of them, and the first gnome slipped over. The second fled in terror with the characters in pursuit. The Barbarian soon caught the gnome and overbore him, stabbing him into submission, then dragged him back. Meanwhile, Isoda, Myuta and Yurianusu subdued the other gnome, and they hung both from the gate while they tried to determine what had happened.

Investigating the room the guards had been “defending,” our intrepid heroes discovered the owner of the resort, crying about the end of his business. The gnomes had broken into the room, opened a secret door and taken something from inside a small volcanic pool that the room contained. The resort owner revealed that this spring had housed a special cage in which was held an imprisoned onsen sprite. This sprite grants the onsen waters their special powers, and without it the waters of the onsen are simply hot water. Without it, the man’s business is ruined – and by extension, the PCs’ employer’s health. And indeed, their employer, realising this, demanded that they recover the onsen sprite.

There followed a brief scene in which the PCs “persuaded” other guests and the boss into paying them money for their mission. They then “persuaded” the gnomes to tell them a little more about their mission. The gnomes quickly told them that:

  • they had come up the valley with two other gnomes to steal the sprite
  • their employer had told them about the secret door
  • their employer was waiting for the return of the sprite in a camp at the base of the narrow, steamy valley, which provided perfect cover to come stealthily to the resort
  • there was an ambush set halfway down the valley, in case they were followed

Knowing this, the characters set off down the valley, with Myuta’s tracking enabling them to identify when they were near the ambush site. Unfortunately visibility in the valley was only 20′, so though they knew where the ambush was, they could not spring the trap easily. Instead they blundered into an area in front of a jumbled pile of huge rocks, and 3 gnomes atop the rocks opened fire on them with steam rifles. Battle was joined.

Myuta the ranger took cover behind the only available rocks, while cleric, bard and barbarian charged forward to try and gain the relative safety of the larger rocks beneath the gnomes themselves. Akuni threw a tanglefoot bag, which failed to take effect; Isoda cast bless, while the barbarian charged around the rocks to try and climb up the far side and attack the gnomes. Unfortunately the gnome sorcerer behind the rocks was ready, and knocked her out with a color spray spell. Then a fighter charged out from the cover of the rocks to engage the Cleric, while the gnomes set furiously about gunning down the sorcerer, Yurianusu, who cast grease on the rock to no avail. Another gnome appeared from nowhere and surprise attacked Akuni the Bard, but missed; Yurianusu cast sleep on that gnome, and Myuta moved around the large rock to take on the sorcerer, who Isoda the cleric also now tried to attack. Yurianusu’s grease spells on the rock did not make the gnome riflemen fall, so he switched to using sleep, which did work: one fell off the rear and died, while the other slid forward from the rock and landed in the tangle foot bag, so that he hung, upside down and snoring, from the front of the rock.

The barbarian now recovered from her unconsciousness and laid into the fighter with a vengeance, but the sorcerer used ghost sound to trick her and the cleric into thinking that a new squad of gnome soldiers was approaching. With typical berserk single-mindedness, Nomai paid this little heed; but Isoda was fully suprised by it and distracted for a full round. The gnome sorcerer also attempted hideous laughter, which manifested as a phantasm of a strange-looking face which the viewer must surely be amused by; fortunately his target’s were all able to resist the lure of the funny face, until Myuta shot the gnome through the neck and put paid to further ensorcelments. Akuni then repeated this trick, casting hideous laughter on the gnome fighter. Akuni’s hideous laughter manifests as funny stories yelled into the ear of the victim; to all around the victim they sound for all the world like taped songs played at extremely high fast forward speed; but to the target they are heard as multiple fascinating, amusing stories which he is compelled to hear and be entertained by. Unfortunately for the fighter, Akuni’s magic was very powerful, and the spell became for him a curse that will never go away – wherever he goes the fighter will forevermore be laughing and accompanied always by the sound of songs in fast forward[1].

Thus the battle came to an end and, it being 11:30 pm on a Saturday night, and the remainder of the adventure will be played out at the next session. Thus endeth the report of the strange doings of the Steam Mountains.

fn1: saving throw fumble by me. Sorry, Mr. Gnome.

Note for my English readers: I’m now using this blog for communication with my Japanese players, just as I did for my English ones, so there will be occasional Japanese posts. In some cases I will also put English with them, in some cases not. My apologies if this causes your browser to render the site very very ugly.





  • スチームメプィットがのがれて、使用者を攻撃する
  • 散弾銃が使用者の変に爆発して、使用者は3d4ダメージを受ける
  • 散弾銃が爆発して、使用者の周りの10フィート以内の人が皆1d4ダメージを受ける



  • 価格:250gp
  • ダメージ(S):1d6+1
  • クリテェカル:19-20/x3
  • 射程単位:30′
  • 重量:5ポイント
  • タイプ:殴打
  • 弾薬:20発
  • 特別な攻撃:30‘x10’円錐形、中の相手は3d4ダメージを受ける(反応セーヴで半分)、反応セーヴが足りなかったら、怯え状態になる。セーヴ難易度は使用者の攻撃ロールである。


Because Gnomes are small, their normal weapons are unable to do significant damage. Because their own strength cannot be depended upon to achieve a good effect, they use mechanical weapons to increase the damage they do. But even normal mechanical advantage can be insufficient, so they often combine mundane engineering with conjuring to produce devices that can be used for various strange weapon effects.

This Gnome Steam Rifle is an example of a type of ranged weapon ideally suited to Gnome sorcerers and rogues. A small steam mephit is trapped inside the rifle, which uses a block of pre-fragmented stone or ceramic as its ammunition. The Steam Mephit hurls pieces of this pre-fragmented cartridge from the gun. Before using the gun, the ammunition needs to be pre-fragmented and shaped, which is easy for gnomes to do with their advanced stone-working skills; but it can also be bought from gnome weapons dealers. Reloading an ammunition case takes 1 round, but gnome rogues who use this weapon are automatically able to load the ammunition case as a free action.

The rifle also has a secondary effect. At any time, the user can choose as a standard action to fire all the remaining ammunition in a single cone-shaped burst. Everyone within the area of effect of the burst takes significant damage and is at risk of becoming shaken. This action uses all remaining ammunition.

The rifle also comes with a risk of backfiring. Anytime a 1 is rolled on an attack, one of the following may occur:

  • The Steam Mephit escapes and attacks the user
  • The gun explodes back on the user, dealing 3d4 damage (no save)
  • The gun explodes outward, causing 1d4 damage on all within 10′ of the gun

In order to use this gun, an exotic weapon proficiency is required. To learn the proficiency, one must seek out and pay an appropriate fee to a Gnome trainer.


  • Price: 250gp
  • Damage: 1d6+1
  • Critical: 19-20/x3
  • Range: 30′
  • Encumbrance: 5 points
  • Type: Crushing
  • Ammunition: 20 shots
  • Special attack: 30’x 10′ cone. Those within the cone take 3d4 damage (reflex save for half). Those who fail a reflex save are also shaken. Save DC is determined by the user’s attack roll.

Picture: The picture is the Sonification Rifle by Vladislaus Dantes.