Flaming Ray: Difference between revisions
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If a creature somehow has multiple '''Flaming Hands''', the damage increase is only +1 for each additional '''Flaming Hands'''.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref> | If a creature somehow has multiple '''Flaming Hands''', the damage increase is only +1 for each additional '''Flaming Hands'''.<ref>XRL.World.Parts.Mutation.FlamingHands.cs</ref> | ||
{| class="wikitable" | |||
!Mutation Level | |||
!Damage | |||
|- | |||
|1 | |||
|1d4+1 | |||
|- | |||
|2 | |||
|2d4+1 | |||
|- | |||
|3 | |||
|3d4+1 | |||
|- | |||
|4 | |||
|4d4+1 | |||
|- | |||
|5 | |||
|5d4+1 | |||
|- | |||
|6 | |||
|6d4+1 | |||
|- | |||
|7 | |||
|7d4+1 | |||
|- | |||
|8 | |||
|8d4+1 | |||
|- | |||
|9 | |||
|9d4+1 | |||
|- | |||
|10 | |||
|10d4+1 | |||
|} | |||
== Advantages & Disadvantages == | |||
{{Opinion}} | |||
=== Advantages === | |||
* Deals fairly high area damage | |||
* Very low cooldown | |||
* Can set enemies on fire, causing them to take more damage | |||
* Can be used over water to create clouds of [[Scalding steam|Scalding Steam]] which will linger and damage creatures which enter them. | |||
=== Disadvantages === | |||
* High cost at character generation | |||
* Can destroy valuable items on the ground | |||
* Prevents the player from taking the [[Freezing Hands]] or [[Burrowing Claws]] mutations | |||
* Prevents the player from wearing gloves, and gives no [[AV]] or [[DV]] to compensate | |||
==References== | ==References== | ||
{{Mutation Navbox}} | {{Mutation Navbox}} |
Revision as of 19:50, 20 September 2019
Flaming Ray
Category
|
Physical |
---|---|
Cost
|
5 |
Body LocationThe body part(s) where this
mutation can be located |
Hands |
ExclusionsOther mutations that cannot be
selected with this mutation |
|
ID?Use this ID to wish for the mutation
(example: mutation:FlamingHands ) |
FlamingHands |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Flaming Ray
You emit jets of flame from your hands.
Emits a 9-square ray of flame in the direction of your choice
Cooldown: 10 rounds
Damage: (Level)d4+1
Cannot wear gloves
If a creature somehow has multiple Flaming Hands, the damage increase is only +1 for each additional Flaming Hands.[1]
Mutation Level | Damage |
---|---|
1 | 1d4+1 |
2 | 2d4+1 |
3 | 3d4+1 |
4 | 4d4+1 |
5 | 5d4+1 |
6 | 6d4+1 |
7 | 7d4+1 |
8 | 8d4+1 |
9 | 9d4+1 |
10 | 10d4+1 |
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Deals fairly high area damage
- Very low cooldown
- Can set enemies on fire, causing them to take more damage
- Can be used over water to create clouds of Scalding Steam which will linger and damage creatures which enter them.
Disadvantages
- High cost at character generation
- Can destroy valuable items on the ground
- Prevents the player from taking the Freezing Hands or Burrowing Claws mutations
- Prevents the player from wearing gloves, and gives no AV or DV to compensate
References
- ↑ XRL.World.Parts.Mutation.FlamingHands.cs