Electrical Generation
Revision as of 20:40, 19 September 2019 by Pokedragonboy (talk | contribs) (Made a change to the Advantages and disadvantages section. Also corrected some bad info.)
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 discharge at will.
Maximum charges: (2 + (Level * 2))
Accrue an additional charge every (10 - Floor(Level / 2)) rounds up to the maximum
Damage per charge: 1d4
Electricity will arc to adjacent targets dealing reduced damage
Being hit by an EMP will cause the player to uncontrollably expend all remaining charges into random nearby tiles.
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 & 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
- Has terrible synergy with Electromagnetic Impulse.
- All charges must be used at the same time.
- While the recharge time is reduced at higher levels, it is not affected by Willpower.