Item: Mindlance
This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes Frightened 2 unless it succeeds at a DC 24 Will save.
Trait Effects
Arcane: This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
Concussive: These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Fatal: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Kickback: A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.
Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Hex Blaster | 11 | Unique | 1d8 |
| Reaper's Grasp | 11 | Unique | 1d8 |
| Arquebus | - | Uncommon | 1d8 |
| Shobhad Longrifle | 1 | Rare | 1d8 |
| Sunken Pistol | 8 | Rare | 1d6 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Tentacle Cannon | 7 | Uncommon | 1d8 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Redeemer's Pistol | 11 | Unique | 1d6 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Spark Dancer | 13 | Uncommon | 1d4 |
| Tentacle Cannon (Greater) | 13 | Uncommon | 1d8 |
| Gun Sword | 1 | Uncommon | 1d10 |
| Tentacle Cannon (Major) | 17 | Uncommon | 1d8 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Blade of Fallen Stars | 22 | Uncommon | 1d8 |
| Breath Blaster | 8 | Uncommon | 1d8 |
| Jax | 8 | Unique | 1d6 |
| Liar's Gun | 7 | Uncommon | 1d4 |