☐ 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.
☐ Confusion - Psychic Type Special Move learned at Beginner. 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.
☐ 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.
☐ Seed Bomb - Grass Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged.
☐ Stomp - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Psyshock - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
☐ Egg Bomb - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Ranged. -2 Accuracy.
☐ Wood Hammer - Grass Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
☐ Leaf Storm - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Reduce the User’s Special by 2. -1 Accuracy.
☐ 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.
☐ Grassy Terrain - Grass Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves.
☐ 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.