Electromagnetic Pulse: Difference between revisions
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(Added an advancement table and an advantages/disadvantages section, which I made a slight change to.) |
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== Advancement Table == | |||
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!Mutation Level | !Mutation Level |
Revision as of 19:03, 12 October 2019
Electromagnetic Pulse
Category
|
Physical |
---|---|
Cost
|
2 |
ID?Use this ID to wish for the mutation
(example: mutation:ElectromagneticPulse ) |
ElectromagneticPulse |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Electromagnetic Pulse
You generate an electromagnetic pulse that disables nearby artifacts and machines.
Cooldown: 200 rounds
Duration: (4 + Level * 2) - (13 + Level * 2) rounds
Area: (radius*2 +1)x(radius*2 +1) centered around yourself
Advancement Table
Mutation Level | Duration | Area (Radius) |
---|---|---|
1 | 6-15 rounds | 5x5 (2) |
2 | 8-17 rounds | 5x5 (2) |
3 | 10-19 rounds | 5x5 (2) |
4 | 12-21 rounds | 5x5 (2) |
5 | 14-23 rounds | 11x11 (5) |
6 | 16-25 rounds | 11x11 (5) |
7 | 18-27 rounds | 11x11 (5) |
8 | 20-29 rounds | 11x11 (5) |
9 | 22-31 rounds | 19x19 (9) |
10 | 24-33 rounds | 19x19 (9) |
Advantages & Disadvatages
This section is opinion-based. Your mileage may vary.
Advantages
- Can disable robots for a good amount of time at higher levels, allowing its users an easy escape or free hits.
- Will not affect artifacts carried or worn by its user.
- Has a fairly large radius at higher levels, allowing its users to affect large numbers of enemies at a time.
- Has a fairly low cost at character generation.
Disadvantages
- Has no effect against organic enemies not using artifacts, making it less useful in the early game.
- An EMP grenade mk I or its mk II and mk III variants can achieve a similar effect.