Flaming Ray
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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+(Num Hands)
Cannot wear gloves
Flaming hands is a physical mutation that takes up the hands slot, preventing armor from being equipped there. The default bonus damage is the number of "Hands" slots (not left/right hand) that that mutant has. This means by default it will be +1, but those with Multiple Arms will have the bonus damage be +2.[1]
Advancement Table
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