☐ Scratch - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
☐ Tail Whip - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
☐ Ember - Fire Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Burn the foe.
☐ Howl - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Cool+Intimidate. Effect: Increase the User’s Strength.
☐ Flame Charge - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Increase the User’s Dexterity.
☐ Psybeam - Psychic 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 Confuse the foe.
☐ Fire Spin - Fire Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -2 Accuracy.
☐ 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.
☐ Light Screen - Psychic Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Channel. Effect: User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds.
☐ Psyshock - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
☐ Flamethrower - Fire Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Apply Burn 2 to the foe.
☐ Will-O-Wisp - Fire Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel. Effect: Burn the Foe. -2 Accuracy.
☐ Psychic - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
☐ Sunny Day - Fire Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Nature. Effect: Sunny Weather is activated for the next 4 Rounds.
☐ Magic Room - Psychic Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: No one can use their Held Item nor any other Item. Lasts 4 Rounds.
☐ Fire Blast - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to apply Burn 3 to the foe. -2 Accuracy.
☐ 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.
☐ Wish - Normal Type Support Move learned at Pro. 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.
☐ Fire Pledge - Fire Type Special Move learned at Pro. Targets Battlefield and Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: All flammable plants and objects in the battlefield are covered in flames. Roll 1 Dice of Fire Damage at the end of every Round against everyone on the field.