Electrical Generation

Revision as of 03:24, 3 October 2020 by Jakusio (talk | contribs)
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 randomly arc to 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 4000 100  4d4 4
2 6000 200  6d4 6
3 8000 300  8d4 8
4 10000 400  10d4 10
5 12000 500  12d4 12
6 14000 600  14d4 14
7 16000 700  16d4 16
8 18000 800  18d4 18
9 20000 900  20d4 20
10 22000 1000  22d4 22
11 24000 1100  24d4 24
12 26000 1200  26d4 26
13 28000 1300  28d4 28
14 30000 1400  30d4 30
15 32000 1500  32d4 32
Mutation Level Maximum Charges Recharge Rate Damage (Max Charge) Number of Arcs (Max Charge)
16 34000 1600  34d4 34
17 36000 1700  36d4 36
18 38000 1800  38d4 38
19 40000 1900  40d4 40
20 42000 2000  42d4 42
21 44000 2100  44d4 44
22 46000 2200  46d4 46
23 48000 2300  48d4 48
24 50000 2400  50d4 50
25 52000 2500  52d4 52
26 54000 2600  54d4 54
27 56000 2700  56d4 56
28 58000 2800  58d4 58
29 60000 2900  60d4 60
30 62000 3000  62d4 62

Formulas

The following formulas are used to determine maximum charge and charge rate based on mutation level.

Maximum Charge
2000 + (Level * 2000)
Base Charge Per Turn
Level * 100

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
  • Charge rate is influenced by Willpower

Disadvantages