☐ Spite - Ghost Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Will+Intimidate. Effect: Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points.
☐ Lick - Ghost Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Paralyze the Foe.
☐ Night Shade - Ghost Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
☐ Mean Look - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Blocks.
☐ Curse - Ghost Type Support Move learned at Beginner. 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.
☐ Hypnosis - Psychic Type Support Move learned at Amateur. 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.
☐ Confuse Ray - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Confuse the foe.
☐ Sucker Punch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
☐ Payback - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round.
☐ Shadow Ball - Ghost Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce foe’s Sp. Defense.
☐ Dark Pulse - Dark Type Special Move learned at Amateur. Targets Random Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+3. Effect: Targets random foe. Roll 2 Chance Dice to Flinch the foe.
☐ Dream Eater - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise.
☐ Destiny Bond - Ghost Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Will+Channel. Effect: If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time.
☐ Hex - Ghost Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the Target is affected by a Status Ailment add 2 Extra Dice to the Damage Pool.
☐ Nightmare - Ghost Type Support Move learned at Ace. 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.
☐ Clear Smog - Poison Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail. Reset all Increased or Reduced Attributes and Traits of the foe.
☐ Icy Wind - Ice Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Dexterity of those affected.
☐ Grudge - Ghost Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: The User Faints. The foe gets its Will depleted and any effects gained from spending them. The Foe must roll Loyalty at the end of every Round to keep battling. Each Round 1 more success is required.