Electrical Generation: Difference between revisions

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!Number of Arcs (Max Charge)
!Number of Arcs (Max Charge)
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<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
=== Formulas ===
The following formulas are used to determine damage and AV based on mutation level.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=Horns}}
{| class="wikitable"
! Maximum Charge
| <div style="display:inline-block;font-size:130%;color:#009403;">'''1 + ('''Level '''- 1) / 3'''</div>
|-
!
| <div style="display:inline-block;font-size:130%;color:#009403;">'''2d(3 +''' Level '''/ 2)'''</div>
|}


==Advantages & Disadvantages==
==Advantages & Disadvantages==

Revision as of 03:03, 3 October 2020

Electrical Generation
Category

Physical

Cost

4

ID?Use this ID to wish for the mutation
(example: mutation:ElectricalGeneration)

ElectricalGeneration

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Electrical Generation

You accrue electrical charge that you can use and discharge to deal damage.

Maximum charge: (level based)
Accrue base (level based) charge per turn
Can discharge all held charge for 1d4 damage per 1000 charge
Discharge can arc to adjacent targets dealing reduced damage, up to 1 target per 1000 charge
EMP causes involuntary discharge (difficulty 18 Willpower save)
You can drink charge from energy cells and capacitors.
You gain 100 charge per point of electrical damage taken.
You can provide charge to equipped devices that have integrated power systems.

Electrical Generation is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation are able to build up and store an amount of electrical charge determined by their mutation level; the units this charge is measured in are identical to the units used by energy cells and artifacts.

Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing ♥1d4 electrical damage for each 1000 units of charge expended. Additionally, the electricity will arc to any adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.

Electrical Charge also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide charge to artifacts and devices with onboard power systems, such as items with the Jacked modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal.

Advancement Table

Mutation Level Maximum Charges Recharge Rate Damage (Max Charge) Number of Arcs (Max Charge)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Mutation Level Maximum Charges Recharge Rate Damage (Max Charge) Number of Arcs (Max Charge)
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Formulas

The following formulas are used to determine damage and AV based on mutation level.[1]

Maximum Charge
1 + (Level - 1) / 3
2d(3 + Level / 2)

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

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

  1. XRL.World.Parts.Mutation.Horns