☐ Barrage - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions. -1 Accuracy.
☐ Uproar - Normal Type Special Move learned at Starter. Targets Random Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move.
☐ Hypnosis - Psychic Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy.
☐ Reflect - Psychic Type Support Move learned at Beginner. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.
☐ Leech Seed - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy.
☐ Bullet Seed - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Successive Actions.
☐ Stun Spore - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Paralyze the Foe. -2 Accuracy.
☐ Poison Powder - Poison Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Poison the Foe. -2 Accuracy.
☐ Sleep Powder - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Put the Target to Sleep. -2 Accuracy.
☐ Confusion - 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.
☐ Worry Seed - Grass Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Nature. Effect: Until the end of the Scene. Target’s Ability is now “Insomnia”.
☐ Natural Gift - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+3. Effect: User loses its held berry. Ranged. See Natural Gift on p.432 for more info.
☐ Solar Beam - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge.
☐ Extrasensory - 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 Flinch the foe.
☐ Bestow - Normal Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Cool+Etiquette. Effect: If target is not holding an Item, the User gives its own.
☐ Nightmare - Ghost Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep.
☐ Ingrain - Grass Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Nature. Effect: User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked.
☐ Curse - Ghost Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted.