Charging Moves

Temporary page to work on rules for the 'spirit bomb' move type.
Basic rules: This move is assumed to auto-hit, unless it rolls all odds (detailed below). First turn roll determines number of charging turns, 1=1, 2=2=, 3=3, 4=4, 5=5, 6=4, 7=3, 8=2, 9=1. Rolling 0 on this turn causes the move to fail. Gets have no effect on this turn. During the charging turns, all evens are counted as an additive effect on power, i.e. rolling a 5 for 5 charging turns then rolling 1, 2, 9, 4, 7 would result in the move being dubs power. Quads power can only be achieved through 5 evens, any less maxes out at trips power. Rolling all odds on a charge of 3 or more results in a critical fail and KO's the user instantly. On a charge of 1 it fails, on a charge of 2 it deals 20% of the user's HP in recoil damage. Gets rolled during charging only take effect if evens, odd gets count as odds. Trips and higher count as evens even if odds.
This would apply to moves such as Solarbeam, and possibly recharge attacks such as Hyper Beam.