☐ 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)
☐ Charm - Fairy Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce foe’s Strength by 2.
☐ Sweet Kiss - Fairy Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Confuse the foe. -2 Accuracy.
☐ Metronome - Normal Type Special Move learned at Beginner. 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.
☐ Magical Leaf - Grass Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
☐ Yawn - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: If the target is not removed from battle by the start of its next Round, it will fall asleep.
☐ Fairy Wind - Fairy Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
☐ Encore - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3.
☐ Follow Me - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Cool+Perform. Effect: Foes will target the user this Round. Priority 5.
☐ Bestow - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Etiquette. Effect: If target is not holding an Item, the User gives its own.
☐ Safeguard - Normal Type Support Move learned at Amateur. 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.
☐ Ancient Power - Rock Type Special Move learned at Amateur. 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.
☐ Baton Pass - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene.
☐ Wish - Normal Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round.
☐ Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
☐ Last Resort - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+6. Effect: It can be used only after the Pokemon has performed all its known moves at least once during the battle.
☐ After You - Normal Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Cool+Etiquette. Effect: The Target will go first in the order of Initiative. Lasts for the rest of this Battle.
☐ Lucky Chant - Normal Type Support Move learned at Pro. 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.
☐ 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.
☐ Extrasensory - Psychic Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Flinch the foe.