Electric Moves

 Electric Moves

 Charge – Electric  '' The user stores electricity in its body, ready to boost its next attack. ''  EOT – None  Self **  Effect: No Target  If the user performs an Electric Move on their next turn that deals damage, the damage is doubled. Raise the user’s Special Attack 1 Combat Stage.  Charge Beam – Electric  '' The electric energy blasted towards the target may empower the user. ''  Battle – 3  Ranged  4d6   Effect: 1 Target, Beam, Spirit Surge  Charge Beam creates 4-meter Beam. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check.  Discharge – Electric  '' The user purges the extra electricity stored in their body. '' <p style="margin: 0in 0in 0pt;"> EOT – 2 <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 5d10  <p style="margin: 0in 0in 0pt;"> Effect: No Target, Burst <p style="margin: 0in 0in 0pt;"> A 3-meter Burst is generated from Discharge’s user. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Magnet Rise – Electric  <p style="margin: 0in 0in 0pt;">'' Magnetic manipulation allows the user to be from of gravity’s pull. '' <p style="margin: 0in 0in 0pt;"> Battle – None <p style="margin: 0in 0in 0pt;"> Self ** <p style="margin: 0in 0in 0pt;"> Effect: No Target <p style="margin: 0in 0in 0pt;"> Magnet Rise grants the user the Levitate Ability. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate. <p style="margin: 0in 0in 0pt;"> Shock Wave – Electric  <p style="margin: 0in 0in 0pt;">'' A static burst is sent towards the target, it homes in on their body ensuring a hit. '' <p style="margin: 0in 0in 0pt;"> EOT – None <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 3d10  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Spray <p style="margin: 0in 0in 0pt;"> Shock Wave creates a spray 5-meters long and 10˚ wide. Shock Wave cannot miss. <p style="margin: 0in 0in 0pt;"> Spark – Electric  <p style="margin: 0in 0in 0pt;">'' As electricity covers the user, they tackle a foe for a shocking impact. '' <p style="margin: 0in 0in 0pt;"> EOT – 2 <p style="margin: 0in 0in 0pt;"> Melee <p style="margin: 0in 0in 0pt;"> 2d20  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Dash <p style="margin: 0in 0in 0pt;"> Spark Paralyzes the target on 15-20 during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Thunder – Electric  <p style="margin: 0in 0in 0pt;">'' A bolt of lighting appears above the target, striking down and leaving an impression on the area. '' <p style="margin: 0in 0in 0pt;"> Battle – 6 <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 5d20  <p style="margin: 0in 0in 0pt;"> Effect: Target Area, Blast <p style="margin: 0in 0in 0pt;"> A 2-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. On Miss, all targets within the Blast’s radius is Pushed outward, away from the target area 3-meters. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss. <p style="margin: 0in 0in 0pt;"> Thunder Fang – Electric  <p style="margin: 0in 0in 0pt;">'' Electricity is focused to the user’s mouth as they sink their teeth into their target. '' <p style="margin: 0in 0in 0pt;"> EOT – 3 <p style="margin: 0in 0in 0pt;"> Melee <p style="margin: 0in 0in 0pt;"> 2d20  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target <p style="margin: 0in 0in 0pt;"> Thunder Fang Paralyzes or Flinches on 19 during Accuracy Check, flip a coin to determine whether the foe gets Paralyzed or Finches. On 20 during Accuracy Check, the foe is Paralyzed and Flinches. <p style="margin: 0in 0in 0pt;"> Thunder Wave – Electric  <p style="margin: 0in 0in 0pt;">'' Electricity rushes through the air, shutting down the target’s nervous system. '' <p style="margin: 0in 0in 0pt;"> Center – None <p style="margin: 0in 0in 0pt;"> Ranged ** <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Column <p style="margin: 0in 0in 0pt;"> Thunder Wave creates a Column that is 2-meters wide. All Legal Targets in the Column are Paralyzed. Thunder Wave cannot miss. <p style="margin: 0in 0in 0pt;"> Thunderbolt – Electric  <p style="margin: 0in 0in 0pt;">'' The user emits a bolt of lightning, electrocuting the target. '' <p style="margin: 0in 0in 0pt;"> EOT – 2 <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 4d20  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Spray <p style="margin: 0in 0in 0pt;"> Thunderbolt creates a Spray 5-meters long and 10˚ wide. Thunderbolt Paralyzes all Legal Targets on 19-20 during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Thunderpunch – Electric  <p style="margin: 0in 0in 0pt;">'' While focusing an electric charge to the user’s fist, they punch their target sending a jolt into the target’s body. '' <p style="margin: 0in 0in 0pt;"> EOT – 2 <p style="margin: 0in 0in 0pt;"> Melee <p style="margin: 0in 0in 0pt;"> 5d10  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target <p style="margin: 0in 0in 0pt;"> Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Thundershock – Electric  <p style="margin: 0in 0in 0pt;">'' A shock focused on hindering the foe’s movement sends a shock through the foe’s body. '' <p style="margin: 0in 0in 0pt;"> At-Will – 2 <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 2d10  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target <p style="margin: 0in 0in 0pt;"> Thundershock Paralyzes the target on 17-20 during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Volt Tackle – Electric  <p style="margin: 0in 0in 0pt;">'' The user recklessly rams into a target, severely electrocuting the target. '' <p style="margin: 0in 0in 0pt;"> EOT – 2 <p style="margin: 0in 0in 0pt;"> Melee <p style="margin: 0in 0in 0pt;"> 5d20  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Dash, Push <p style="margin: 0in 0in 0pt;"> The target is pushed back 5-meters. The target takes an additional 2d20 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 2d10. Volt Tackle Paralyzes the target on 19-20 during Accuracy Check. After Volt Tackle deals damage, the user loses ½ of the value of the total damage they dealt as a result of Volt Tackle in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. <p style="margin: 0in 0in 0pt;"> Zap Cannon – Electric  <p style="margin: 0in 0in 0pt;">'' A wild, mad explosion of electricity is fired; it’s sure to fry a target’s nerves – if it hits. '' <p style="margin: 0in 0in 0pt;"> Battle – 12 <p style="margin: 0in 0in 0pt;"> Ranged <p style="margin: 0in 0in 0pt;"> 5d20  <p style="margin: 0in 0in 0pt;"> Effect: 1 Target, Blast <p style="margin: 0in 0in 0pt;"> A 2-meter Blast surrounds the target, Paralyzing all Legal Targets in the Blast.