Techno Blast
normal- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (80ft line)
You fire a powerful beam of pure light. The line is 80 feet long and 5 feet wide, and all creatues caught in the blast must make a DEX save against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependant on the Drive the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Drive - Water, Shock Drive - Electric)
At Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
- Contest
- cool
- Appeal
- 1
- Jam
- 0
- Effect
- Works well if the user is pumped up.