☐ Confusion - Psychic Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
☐ Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
☐ Heal Block - Psychic Type Support Move learned at Beginner. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
☐ Miracle Eye - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy.
☐ Psybeam - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
☐ Headbutt - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
☐ Hidden Power - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are + with a damage pool of +0. Effect: Storyteller decides power and type
☐ Imprison - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
☐ Simple Beam - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Empathy. Effect: Target Pokemon ability is now “Simple”.
☐ Zen Headbutt - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
☐ Psych Up - Normal Type Support Move learned at Amateur. 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.
☐ Recover - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
☐ Calm Mind - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
☐ Wonder Room - Psychic Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
☐ Guard Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
☐ Power Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
☐ Synchronoise - Psychic Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Special+Perform with a damage pool of Special+5. Effect: Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type.
☐ Psychic - Psychic Type Special Move learned at Ace. 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.
☐ Cosmic Power - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
☐ Nasty Plot - Dark Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
☐ Teleport - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion.