☐ Disarming Voice - Fairy Type Special Move learned at Starter. Targets All Foes. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Never Fail. Targets All foes in range.
☐ Flower Shield - Fairy Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Increase the Defense of All Grass Type Pokemon on the field.
☐ Lucky Chant - Normal Type Support Move learned at Beginner. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion.
☐ Wish - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round.
☐ Magical Leaf - Grass Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Grassy Terrain - Grass Type Support Move learned at Amateur. 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.
☐ Petal Blizzard - Grass Type Physical Move learned at Amateur. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
☐ Aromatherapy - Grass Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Insight+Nature. Effect: Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep.
☐ Misty Terrain - Fairy Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: Creatures standing on the battlefield won’t be affected by Status Ailments. Dragon Type attacks won’t add their Power to the Damage Pool. Lasts 4 Rounds.
☐ Moonblast - Fairy Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Reduce foe’s Special.
☐ Petal Dance - Grass Type Special Move learned at Ace. Targets Random Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Rampage.
☐ Grass Knot - Grass Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight on the foe, up to +4 Extra Dice.
☐ Heal Bell - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: Cure the User and allies suffering from Status Conditions. They don’t need to be on the battlefield to get this effect. Sound Based.
☐ Synthesis - Grass Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP.
☐ Magic Coat - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).