Electrical Generation

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 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 Generation 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.

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

Advancement Table
The recharge rates listed below are for a character with 16 Willpower. The actual rate will be modified up or down by 5% for each point of willpower above or below 16.

Advantages

 * Electrical damage bypasses AV and DV, making the mutation useful for killing well armored or evasive targets
 * Can allow for easier usage of high power consumption weapons and equipment, such as the Phase cannon, via the Jacked modification
 * Electricity will arc through multiple enemies, allowing for decent multi-target damage
 * Creative use of arcing can extend the reach further than expected
 * At higher levels, gives an option for quick burst damage
 * Charge rate is influenced by Willpower

Disadvantages

 * High cost on character creation
 * Has terrible synergy with Electromagnetic Impulse
 * All charges must be used at the same time
 * The first target in the arc must be in melee range
 * Arcs can be unpredictable and may harm neutral or friendly creatures in melee or short out prematurely
 * Arcs will always prioritize jumping into liquid pools before creatures, making bleeding and critical hits from weapons troublesome