☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Charm - Fairy Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
☐ Water Gun - Water Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Agility - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
☐ Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
☐ Draining Kiss - Fairy Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: The User restores HP equal to half the damage dealt, rounded down.
☐ Lucky Chant - Normal Type Support Move learned at Amateur. 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.
☐ Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
☐ Heart Stamp - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Allure with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Attract - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Beauty+Allure. Effect: If Successful, Target is now In Love. This Move fails if target is from same gender as the User or genderless.
☐ Flail - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way.
☐ Sweet Kiss - Fairy Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Confuse the foe. -2 Accuracy.
☐ Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
☐ Aqua Ring - Water Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Special+Nature. Effect: If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds.
☐ Captivate - Normal Type Support Move learned at Ace. Targets All Foes. It’s Accuracy dice are Beauty+Allure. Effect: If the affected targets are from the opposite gender, Reduce their Special by 2.
☐ Safeguard - Normal Type Support Move learned at Ace. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.
☐ Swift - Normal Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Heal Pulse - Psychic Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
☐ Captivate - Normal Type Support Move learned at Pro. Targets All Foes. It’s Accuracy dice are Beauty+Allure. Effect: If the affected targets are from the opposite gender, Reduce their Special by 2.