Charge Beam
electric- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- 80ft
You send a beam of electric energy at a creature that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, double your MOVE modifier for the damage of this move and any other move you activate before the end of your next turn.
At Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
- Contest
- beauty
- Appeal
- 1
- Jam
- 0
- Effect
- Works well if the user is pumped up.