Electrostatic Burst 1 requires a scan of 1 Voltaic Phantom or 1 Technopath, along with 2 Neuromods to create and and allows a person to use one minute to get the Electrostatic Burst ability rank 1, during this time the person is considered Incapacitated. Electrostatic Burst 2 requires scanning 2 additional voltaic phantoms or 2 additional Technopaths, Electrostatic Burst 1, and 4 Neuromods to create and and allows a person to use one minute to get the Electrostatic Burst ability rank 2, during this time the person is considered Incapacitated. Electrostatic Burst 3 requires scanning an additional 2 voltaic phantoms or 2 additional technopaths, Electrostatic Burst 2 and 5 Neuromods to create and and allows a person to use one minute to get the Electrostatic Burst ability rank 3, during this time the person is considered Incapacitated. If this is the very first typhon based Neuromod the person is installing, the time incapacitated is increased to ten minutes.
All versions of Electrostatic Burst consume 25 psi points, and have a 5 turn cooldown.
Electrostatic Burst 1 has a range of 40ft, and allows a person to target a creature within range, and the creature, along with any creature within 10 feet of it, has to make a dexterity saving throw DC 10+psi modifier or take 3d6 points of lightning damage or half that on a save. Organic creatures must make a DC 10 constitution saving throw or be stunned for a round. Constructs have disadvantage on the dexterity saving throw, and any damage dealt to constructs stuns them for 1d4 turns.
Electrostatic Burst 2 has a range of 40ft, and allows a person to target a creature within range, and the creature, along with any creature within 10 feet of it, has to make a dexterity saving throw DC 13+psi modifier or take 4d6+3 points of lightning damage or half that on a save. Organic creatures must make a DC 13 constitution saving throw or be stunned for 2 rounds. Constructs have disadvantage on the saving throw, and any damage dealt to constructs stuns them for 1d4+2 turns.
Electrostatic Burst 3 has a range of 40ft, and allows a person to target a creature within range, and the creature, along with any creature within 10 feet of it, has to make a dexterity saving throw DC 10+psi modifier or take 6d6 points of lightning damage or half that on a save. Organic creatures must make a DC 16 constitution saving throw or be stunned for 3 rounds. Constructs have disadvantage on the saving throw, and any damage dealt to constructs stuns them for 1d6+1 turns.
Previous Versions
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4/25/2019 3:23:21 AM
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133
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3
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Coming Soon
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