☐ Dragon Breath - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Paralyze the foe.
☐ Scary Face - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
☐ Metal Claw - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy.
☐ Ancient Power - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
☐ Slash - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical. Lethal.
☐ Power Gem - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Metal Burst - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: This Move only works if the foe just used an attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice.
☐ Dragon Claw - Dragon Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
☐ Earth Power - Ground Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Aura Sphere - Fighting Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Never Fail.
☐ Iron Tail - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 3 Chance Dice to Reduce the foe’s Defense. -3 Accuracy.
☐ Roar Of Time - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. If successful, the target can’t have any action until next Round. -1 Accuracy.
☐ Flash Cannon - Steel Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Hidden Power - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are + with a damage pool of +0. Effect: Storyteller decides power and type
☐ Psych Up - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene.
☐ Trick Room - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Invert the order of Initiative. Lasts 4 Rounds.
☐ Dragon Pulse - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.