☐ Fake Out - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Flinch the foe. This move will only work the First Round the Pokemon is out in battle. From the second round on, it will fail automatically.
☐ Confide - Normal Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce the foes’ Special.
☐ Bite - Dark Type Physical Move learned at Beginner. 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.
☐ Flatter - Dark Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: Increase the foe’s Special. Confuse foe.
☐ Fake Tears - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Sp. Defense by 2.
☐ Assurance - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage from the target this Round add 2 Extra Dice to the Damage Pool.
☐ Swagger - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the foe’s Strength by 2. Inflicts Confusion.
☐ 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.
☐ Torment - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: The target cannot use the same Moves it used during the last Round. Lasts 4 Rounds.
☐ False Surrender - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Allure with a damage pool of Strength+3. Effect: Never Fail.
☐ 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.
☐ Nasty Plot - Dark Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
☐ Foul Play - Dark Type Physical Move learned at Ace. 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.
☐ Play Rough - Fairy Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy.
☐ Leech Life - Bug Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: The user restores HP equal to half the damage dealt rounded down.
☐ Metronome - Normal Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Perform with a damage pool of Special+0. Effect: Roll a dice to determine this move’s power. The appearance and Type of this move are decided by the Storyteller.
☐ Trick - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.