☐ Stomp - Normal Type Physical Move learned at Master. 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.
☐ Rock Throw - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+2. Effect: Ranged. -1 Accuracy.
☐ Charge Beam - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 5 Chance Dice to Increase the User’s Special. -1 Accuracy.
☐ Bulldoze - Ground Type Physical Move learned at Master. Targets Area. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Reduce the Dexterity of those affected.
☐ Curse - Ghost Type Support Move learned at Master. 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.
☐ Ancient Power - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
☐ Iron Defense - Steel Type Support Move learned at Master. Targets User. It’s Accuracy dice are Vitality+Channel. Effect: Increase the User’s Defense by 2.
☐ Stone Edge - Rock Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Channel with a damage pool of Strength+4. Effect: Ranged. High Critical. Lethal. -2 Accuracy.
☐ Hammer Arm - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: After dealing damage, Reduce user’s Dexterity. -1 Accuracy.
☐ Lock-On - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll.
☐ Zap Cannon - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+5. Effect: Lethal. Paralyze the Foe. -3 Accuracy.
☐ Superpower - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal. Reduce User’s Strength and Defense.
☐ Hyper Beam - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
☐ Explosion - Normal Type Physical Move learned at Master. Targets Area. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+10. Effect: After the damage is dealt the User faints. Lethal.
☐ Mimic - Normal Type Support Move learned at Master. Targets Foe. It’s Accuracy dice are Clever+Perform. Effect: Copies the last move the target used until the end of the scene. That move replaces Mimic.
☐ Rock Slide - Rock Type Physical Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy.
☐ Rock Smash - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 5 Chance Dice to Reduce foe’s Defense.
☐ Rock Polish - Rock Type Support Move learned at Master. Targets User. It’s Accuracy dice are Dexterity+Channel. Effect: Increase User’s Dexterity by 2.