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Dec 27th, 2018
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  1. Infect - 2 turn, EoT: User gathers starlight, then 1 hit KO move that turns the target into a space type.
  2.  
  3. Assimilate - A vulnerable target becomes a space type.
  4.  
  5. Frazzle - 2d8 User swings it's arms wildly, hiting everything around it twice. Target rolls acro until they pass. The attack adds 1d8 for each fail.
  6.  
  7. Gravitational Shift - Lose HP equal to Def stat. Burst 2. Daily. Pass, Gravity, fail, space type Terrain
  8. Space Terrain - End of turn, all space types raise their patron stat by 1. Occult check, fail become suppressed, pass raise your patron stat by 1 stage.
  9.  
  10. Lightspeed dash - 3d8+10, priority, add your speed and your target's to damage. If you would go first, it does 3d12+10 instead.
  11.  
  12. Symbiotic Deployment - Scene, shift all stat changes to any Space Type.
  13.  
  14. Restrain - EoT,  Target makes Athl check, on a fail, you gain 1 stage in your patron stat and they become Bound.  Just bound if pass.
  15.  
  16. Purge - Daily: Separates it's core and body. Can only be hurt by reactions. HP is set to 1.
  17.  
  18. Stardust - @Will, 2d8+10, roll a d8 more each consecutive attack. Focus check, fail get confused, pass become blinded.
  19.  
  20. Cosmic Carona - Scene, Coat: Heal 1d8+level at the start of your turn.
  21.  
  22. Hyper Expansion - EoT: Occult check, on a pass, they become confused. On a fail, raise your patron stat by 1.
  23.  
  24. Structural Severance - Daily, burst 3, pay half your HP. All in range make a Acro/Srvl check. On a fail, they become Seeded. All seeded opponents heal you for 5 on their turns.
  25.  
  26. Plasma Dart, @Will, 2d6+8: Ranged line attack.
  27. Occult check, pass you gain 1 combat step, and fail they gain Convulsions.
  28. *Convulsions: A volatile status that causes you to lose 5 hp per volatile status.
  29.  
  30. Neutrino Vacuum, EoT, Interrupt, Target makes a Athl check. On a pass, they become Rooted in place. If they fail, they cannot use items for as long as they're Rooted.
  31.  
  32. Radiation Dust, Ranged Burst 5, 2d10+10 Gathers Starlight. Focus check, pass become become enraged. Fail, you flinch.
  33.  
  34. Molybdenum Coat, EoT interrupt, Ressist the next attack. The attacker loses hp equal to double the hp you lost. focus check. Pass, the target becomes identified. Fail, the user becomes the center of attention.
  35.  
  36. Spatial Frequency, @will, burst 5: Gather Starlight. All targets become suppressed. Occult check, fail and it lowers your patron stat by 2 stages
  37.  
  38. Dark Matter Portal, Scenex2, interrupt: if a move connects, you may take half the damage. Occult check: Semi invulnerable on fail, takes aim on a pass
  39.  
  40. Flyby Distortion, @Will, 3d8, bounce into the air for a turn. Then crash down, Occult check. Become burned, fail add your defence to the damage.
  41.  
  42. Celestial Chatter @will, 2d10+6, raises the patron stat by 2. Survival check: Suppress on fail, becomes pumped on pass
  43.  
  44. Spiral Arm Slam 4d6+6 EoT, Med ed check. Heal Blocked on a fail, Identified on a pass.
  45.  
  46. Gathering starlight
  47. No visable sky - 3 turns
  48. Day Light - 2 turns
  49. Night Light - 0 turns
  50.  
  51. "Make a [___] save, if they pass, you get the effect. If they fail, raise your patron stat by 1"
  52.  
  53. Space type are immune to all these checks
  54.  
  55. Abilities
  56. Metabolic Compensation - If a stat goes down, your brood stat goes up twice.
  57.  
  58. Co-operative - All your moves have the Social keyword.
  59.  
  60. Active Metabolism - If Gathering Starlight would take more than 1 turn and your patron stat is raised, it takes 1 turn instead.
  61.  
  62. Dermal Plating - Ressist all melee attacks one stage further.
  63.  
  64. Interstellar Swiftness - If an attack an opponent to make a check, they make it with disadvantage.
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