Electrical Generation: Difference between revisions

928 bytes added ,  22:25, 14 September 2019
Added advantages and disadvantages and an advancement table
imported>Teamtotobot
m (Bot: Adding {{Mutation Navbox}})
(Added advantages and disadvantages and an advancement table)
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| desc = You accrue electrical charge that you can discharge at will.
| desc = You accrue electrical charge that you can discharge at will.


Maximum charges: (2 + Level * 2)\nAccrue an additional charge every (10 - Floor(Level / 2)) rounds up to the maximum\nDamage per charge: 1d4\nElectricity will arc to adjacent targets dealing reduced damage
Maximum charges: (2 + (Level * 2))\nAccrue an additional charge every (10 - Floor(Level / 2)) rounds up to the maximum\nDamage per charge: 1d4\nElectricity will arc to adjacent targets dealing reduced damage
| realitydistort =no
| realitydistort =no
}}
}}
Being hit by an [[EMP]] will cause the player to uncontrollably expend all remaining charges into random nearby tiles.
{| class="wikitable"
!Mutation Level
!Maximum Charges
!Recharge Time
|-
|1
|4
|10 rounds
|-
|2
|6
|9 rounds
|-
|3
|8
|9 rounds
|-
|4
|10
|8 rounds
|-
|5
|12
|8 rounds
|-
|6
|14
|7 rounds
|-
|7
|16
|7 rounds
|-
|8
|18
|6 rounds
|-
|9
|20
|6 rounds
|-
|10
|22
|5 rounds
|}
== Advantages ==
* Electrical damage bypasses [[AV]] and [[DV]], making the mutation useful for killing well armored or evasive targets.
* Electricity will arc through multiple enemies, allowing for decent multi-target damage.
* At higher levels, gives an option for quick burst damage.
== Disadvantages ==
* Has terrible synergy with [[Electromagnetic Impulse]] and [[Electromagnetic Pulse]].
* All charges must be used at the same time.
* While the recharge time is reduced at higher levels, it is not affected by [[Willpower]].
{{Mutation Navbox}}
{{Mutation Navbox}}
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