☐ Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
☐ Magical Leaf - Grass Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ 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.
☐ Astonish - Ghost Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
☐ Power Gem - Rock Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
☐ Psywave - Psychic Type Special Move learned at Amateur. 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.
☐ Spite - Ghost Type Support Move learned at Amateur. 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.
☐ Phantom Force - Ghost Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect.
☐ Mystical Fire - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Reduce Foe’s Special.
☐ Wonder Room - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.
☐ Foul Play - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +3. Effect: S.T.A.B of the user and Strength of the foe apply for this move’s damage.
☐ Nasty Plot - Dark Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.