Electric Moves
From Pokemon Tabletop Wiki
Contents
Moves by Type
Tier 1
Charge ✦ Electric Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Self | |
Always: On your next turn, all Electric-Type Strikes you use deal damage as if one step more effective and deal half damage on a Miss. |
Discharge ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Burst 1 ✦ vs Vigor | |
Hit: 2d6 Special Electric Damage. | |
Always: If there are at least 2 targets in Discharge's area of effect, they all become Slowed until the end of their next turn. If there are at least 3 targets, they also become Paralyzed until the end of their next turn. | |
Boost: Resisted Damage on a Miss. Discharge becomes a Burst 2. |
Jolt Strike ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Priority | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Electric Damage. |
Lightning Strike ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Zone | |
Targets: Range 8, Blast 2 ✦ vs Evasion | |
Hit: 2d6 Special Electric Damage. | |
Always: Create a Zone in Lightning Strike's area of effect that lasts until the start of your next turn. All characters in the Zone take +1 Bane to their first Accuracy Roll each turn. | |
Boost: This attack creates two non-overlapping Blasts instead. A character cannot be targeted twice by this attack, even if they are in both Blasts. |
Nuzzle ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Electric Damage. | |
Always: The target becomes Paralyzed until the end of their next turn. | |
Boost: You may use Nuzzle as a Burst 1, and it gains the Accurate keyword. |
Shock Wave ✦ Electric Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 2d6 |
Thunder Wave ✦ Electric Type | |
1 AP, At-Will ✦ Trick | |
Targets: Range 5, 1 Target ✦ vs Vigor | |
Hit: The target becomes Paralyzed (Save Ends). If the target is already Paralyzed, you may slide them 3 squares. |
Thunderbolt ✦ Electric Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Electric Damage. | |
Critical or SE: The target is Paralyzed (Save Ends). |
Wild Charge ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Recoil | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Electric Damage. | |
Always: This attack gains a +2 bonus to Critical Hit Range. | |
Critical or SE: The target is knocked prone. | |
Boost: +2d6 Damage. Resisted damage on Miss. |
Tier 2
Charge Beam ✦ Electric Type | |
2 AP, Scene x1 ✦ Strike, Buff | |
Targets: Range 8, 1 Target ✦ vs Vigor | |
Hit: 1d6 Special Electric Damage. | |
Always: You gain one Charge of the Overcharged Buff. You may expend the Overcharged Buff when you make a Special Strike to use its Boost effect without spending BP. |
Electrolytic Blast ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 3d6 Special Electric Damage. | |
Always: If the target is Soaked, repeat this attack against another target within 4 spaces as a Free Action. Electrolytic Blast can be repeated as a Free Action like this twice per round. | |
Boost: +1d6 Damage. Half damage on Miss. Characters targeted by Electrolytic Blast become Paralyzed until the end of their next turn, regardless of hit or miss. For Soaked characters, this is Save Ends instead. |
Ion Deluge ✦ Electric Type | |
1 AP, Scene x1 ✦ Maneuver, Zone | |
Targets: Range 10 | |
Always: Create a 3x3 Ion Cloud Zone in the affected area. All Electric-Type attacks which target any spaces in the Ion Cloud instead target all squares in the Ion Cloud. As an Interact Maneuver, a character with the Electric-Type or the Lightning Rod Ability in the Ion Cloud Zone may absorb it to gain 2 Ticks of Temporary Hit Points. On your turn, you may move the Ion Cloud up to 5 spaces as an Interact Maneuver. |
Lightning Armor ✦ Electric Type | |
2 AP, Scene x2 ✦ Maneuver | |
Targets: Range 10, 1 Target or Self | |
Always: The target gains 3 Ticks of Temporary HP. When the target loses all of their Temporary HP, all characters adjacent to them must make a Save Check. On a failure, they take Electric Damage equal to 3 Ticks of the target's HP, are Pushed away 1 space, and become Prone. On a success, they take half damage and are Pushed. | |
Boost: As long as the target has Temporary HP, the target ignores Armor with its Melee Strikes, may ignore all damage and effects from Electric-Type attacks, and whenever a foe within 5 spaces of them targets them with an attack, they first lose a Tick of Hit Points. |
Lightning Coil ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Buff | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 3d6 Special Electric Damage. | |
Always: The first time each Scene you use Lightning Coil, gain 2 Charges of the Lightning Coil Buff at the end of your turn. Once per round, you may spend Charges of the Lightning Coil Buff to use Lightning Coil as a Free Action that is not restricted by the normal limitations on using multiple Strikes, but you lose two Ticks of HP after the attack resolves. | |
Boost: Half Damage on Miss. Lightning Coil becomes a Ranged Blast 2 or a Line 4. The Move retains these Boost properties whenever used as a Free Action for the rest of the Scene. |
Pulse Tackle ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 3d6 Physical Electric Damage. | |
Always: Both you and the target are Pushed up to 4 meters away in directions of your choice. The direction and distance may be chosen separately for you and the target, but they must both be Pushed at least 2 meters. | |
Boost: +2d6 Damage. Half Damage on Miss. On a Hit, the target cannot willingly move closer to you until the end of its next turn. |
Tier 3
Railgun ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 12, 1 Target ✦ vs Evasion | |
Hit: 4d6 Versatile Electric Damage. The target loses all Armor for the damage category Railgun was used as for one full round. | |
Miss: The target falls Prone. | |
Special: Railgun cannot be used if you have moved, voluntarily or not, during your turn. Railgun cannot be used as an Interrupt for any reason. | |
Boost: +1d6 Damage. Half Damage on Miss. Becomes a Line 12. |