Their goggles and antennae help them make quick work of marks.
(
Draining
Expert
)
Adept Predecessor
Favorite
Familiar marks they make have a 10% to convert into
Conversion Marks
at the end of their lifespan.
Quirk Pool
Dodgy
59%
Charge
41%
Primary
Like
Sniper
, but bullets can spin marks and move twice as fast after doing so. Spun marks last an extra amount of time relative to spin amount; an additional second every 72 degrees spun.Bullets have a chance equal to current status count * 3 to make foes drop mark tokens. The type of mark token thats dropped is whatever ability the struck foe used last, unless their familiar(s) acted last, then itll be a
Familiar Mark
instead.
Secondary
Immune to electric attacks versus their front side, being reflected as a lightning bolt towards the nearest foe; having a 50% to inflict
Paralyze
. If
Paralyze
is applied to them, then theyll enter a special electrified state until Paralyzed again.This special state causes their antennae to arc electricity periodically, at a rate of 1 * active mark count + 1 across 10 seconds. This arc deals damage equal to 20% of power, having a 50% to
Electrify
allies caught in it and a 25% to inflict
Paralyze
onto foes caught in it.
This ability has a 10% to backfire; dealing damage equal to 50% of their power to both whomever zapped and themselves, while also knocking both away from each other at high speed. This also causes their shades to be flung off, disabling this ability until recollected and paralyzed again.
21
2
4
Egg Genome
AAAC
Nature Pool
Cute
83%
Cool
17%
Primary
Every tenth landed attack causes whomever struck to produce a
Familiar Mark
.
Secondary
Their antennae always arc electricity at a rate of once every 30 seconds. Always backfires on the third arc.
Ethive
11
1
2
It also makes their eyes look big.
(
Draining
Expert
)
Global Bonus
-5% opacity.
Adept Predecessor
Favorite
50% instead.
Quirk Pool
Charge
63%
Dodgy
37%
Primary
Like
Sniper
, but bullets can spin marks and move twice as fast after doing so. Spun marks last an extra amount of time relative to spin amount; an additional second every 72 degrees spun.Bullets have a chance equal to current status count * 3 to make foes drop mark tokens. The type of mark token thats dropped is whatever ability the struck foe used last, unless their familiar(s) acted last, then itll be a
Familiar Mark
instead.
Bullets have an inherit 0.5% to
Electrify
allies grazed.
Secondary
Immune to electric attacks versus their front side, being reflected as a lightning bolt towards the nearest foe; having a 50% to inflict
Paralyze
. If
Paralyze
is applied to them, then theyll enter a special electrified state until Paralyzed again.This special state causes their antennae to arc electricity periodically, at a rate of 1 * active mark count + 1 across 10 seconds. This arc deals damage equal to 20% of power, having a 50% to
Electrify
allies caught in it and a 25% to inflict
Paralyze
onto foes caught in it.
This ability has a 10% to backfire; dealing damage equal to 50% of their power to both whomever zapped and themselves, while also knocking both away from each other at high speed. This also causes their shades to be flung off, disabling this ability until recollected and paralyzed again.
Backfire chance is only 5%.
32
3
6
Egg Genome
AAAC
Global Bonus
-10% automaton opacity.
Nature Pool
Cool
87%
Cute
13%
Primary
Every tenth landed attack causes whomever struck to produce a
Familiar Mark
.Every ninth attack instead, and every 18th projectile can
Electrify
allies.
Secondary
Their antennae always arc electricity at a rate of once every 30 seconds. Always backfires on the third arc.On the fifth arc instead.
Ethive
17
2
3