Prototype

"You found it in a space crate and probably should not have switched it on. Though almost indestructible and sporting an uncanny knack for dealing with fellow robots, it is prone to malfunction. And haiku." - Home Page Character Blurb

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# Abilities

## Annihilation

### Arm Cannon

Charge: 50% Weapon Speed

Attack: 50% Weapon Speed

Deal Energy damage

2 turn cooldown

If Arm Cannon is not used next turn, it will reset.

2nd use: Deal 150% Weapon Damage.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 3%.
After 5 Malfunctions you are Stunned briefly.
If Arm Cannon is not used next turn, it will reset.

2nd use: Deal 175% Weapon Damage with a bonus
+30% hit chance.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 3%.
After 5 Malfunctions you are Stunned briefly.
If Arm Cannon is not used next turn, it will reset.

2nd use: Deal 200% Weapon Damage that pierces
shields with a bonus +30% hit chance.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 3%.
After 5 Malfunctions you are Stunned briefly.

### Thunderclap

Charge: 100% weapon speed

Attack: 100% weapon speed

Deals Energy damage

1 turn cooldown

is not used next turn, it will reset.

2nd use: Unleash a Thunderclap, dealing 100%
weapon damage to each enemy, interrupting
channeled attacks, and removing 1 shield.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 5%.
is not used next turn, it will reset.

2nd use: Unleash a Thunderclap, dealing 150%
weapon damage to each enemy, interrupting
channeled attacks, and removing 1 - 3 shields.

Thunderclap purges 1 buff effect from targets.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 5%.
is not used next turn, it will reset.

2nd use: Unleash a Thunderclap, dealing 200%
weapon damage to each enemy, interrupting
channeled attacks, and removing 1 - 5 shields.

Thunderclap purges 1 buff effect from targets. If a
buff is purged it will Shock, reducing Energy
resistance 10% for 3 turns.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.

### Haiku.exe

25% weapon speed

5 turn cooldown

from randomly accessed memories, probably
inspiring the team for 3 turns.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 5%.
from randomly accessed memories, probably
inspiring the team for 4 turns.

Activating Haiku.exe reduces your malfunction chance by
20%.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 5%.
from randomly accessed memories, probably
inspiring the team for 5 turns.

Activating Haiku.exe reduces your malfunction
chance by 20% and grants allies Regeneration,
healing at the start of their turn for 3% of their max
health.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 5%.

### Target Lock

25% Weapon Speed

8 turn cooldown

crit chance 5% and damage 10% when attacking
your obsession.

Lasts 2 turns. While active, damage to other targets
is reduced 90%.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 10%.
crit chance 10% and damage 15% when attacking
your obsession.

Lasts 3 turns. While active, damage to other targets
is reduced 70%.

While obsessing over the target, they deal 10% less
damage to you.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 10%.
crit chance 15% and damage 20% when attacking
your obsession.

Lasts 4 turns. While active, damage to other targets
is reduced 50%.

While obsessing over the target, they deal 10% less
damage to you. If the effect ends and the target is
alive, refresh the effect but deal full damage to all
enemies.

Malfunction: You are unstable and prone to error. This
ability has a base malfunction chance of 10%.

### Safety Protocol

25% Weapon Speed

5 turn cooldown

Each turn, damage increases 1%, crit chance 3%,
and Malfunction chance increases 3%.

If you malfunction, these boosts are lost.
Each turn, damage increases 2%, crit chance 4%,
and Malfunction chance increases 2%.

If you malfunction, these boosts are lost, but
damage and crit chance boosts persist for 1 turn.
Each turn, damage increases 3%, crit chance 5%,
you regenerate 2& health, and Malfunction chance
increases 1%.

If you malfunction, these boosts are lost, but
damage and crit chance boosts persist for 1 turn.

### Hunter Killer

PASSIVE abilities are always active.

When you encounter a type in memory, damage
you deal to that enemy increases 1%. Stacks up to 5
times and persists for the duration of the mission.

When you shutdown, a random enemy type is
purged from memory.
When you encounter a type in memory, damage
you deal to that enemy, and crit chance against
them, increases 2%. Stacks up to 7 times and
persists for the duration of the mission.

When you shutdown, a random enemy type is
purged from memory.
When you encounter a type in memory, damage
you deal to that enemy, and crit chance against
them, increases 3%. Stacks up to 10 times and
persists for the duration of the mission.

Critical damage against enemies in memory is
boosted 50%.

When you shutdown, a random enemy type is
purged from memory.

### R.A.M

25% Weapon Speed

Requires 1 Malfunction to activate

10 turn cooldown

Clear all malfunctions and tap your memory core
to go Berserk for 1 turn for each malfunction.

While Berserk:
- All damage you deal is boosted 20%.
- Arm Cannon charges instantly.
Clear all malfunctions and tap your memory core
to go Berserk for 1 turn for each malfunction.

While Berserk:
- All damage you deal is boosted 30%.
- Arm Cannon charges instantly.
- Thunderclap charges instantly.
Clear all malfunctions and tap your memory core
to go Berserk for 1 turn for each malfunction.

While Berserk:
- All damage you deal is boosted 50%.
- Arm Cannon charges instantly.
- Thunderclap charges instantly.
- Malfunction and debuff immunity.

## Termination

### Demean

50% Weapon Speed

Deals Weapon Damage

3 turn cooldown

insult to Taunt the target to attack, reducing
damage they deal to you 10%. 2 turn duration.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
After 5 Malfunctions you are Stunned briefly.
insult to Taunt the target to attack, reducing
damage they deal to you 13%, and reduce their
critical hit chance 30%. 3 turn duration.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
After 5 Malfunctions you are Stunned briefly.
insult to Taunt the target to attack, reducing
damage they deal to you 15%, and reduce their
critical hit chance 30%.

4 turn duration. On Crit, duration is doubled to 8.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
After 5 Malfunctions you are Stunned briefly.

### Get Down.

50% weapon speed

3 turn cooldown

Deals Weapon damage

them for 50 Time Units, reduce their threat by 10%, and
reduce all damage they take 25% for 2 turns.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
them for 35 Time Units, reduce their threat by 15%, and
reduce all damage they take 35% for 2 turns.

You blast the last enemy that attacked your ally
for 100% weapon damage and 100% bonus Threat.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
them for 20 Time Units, reduce their threat by 25%, and
reduce all damage they take 50% for 2 turns.

You blast the last enemy that attacked your ally
for 100% weapon damage and 100% bonus Threat
and Blind them, reducing hit chance 5% for 3 turns.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.

### Adaptive Armor

PASSIVE abilities are always active

When combat behind you gain an effect:

Light Armor: 5% dodge & 3% damage evasion.
Tactical Armor: If health is above 50%, +5%
damage dealt, If below 50%, -5% damage taken.
Heavy Armor: -3% damage taken and +10% health.
If critically hit, heal 25% of damage on your turn.
When combat behind you gain an effect:

Light Armor: 7% dodge & 5% damage evasion.
Tactical Armor: If health is above 50%, +8%
damage dealt, If below 50%, -8% damage taken.
Heavy Armor: -5% damage taken and +13% health.
If critically hit, heal 25% of damage on your turn.
When combat behind you gain an effect:

Light Armor: 10% dodge & 7% damage evasion.
Tactical Armor: If health is above 50%, +10%
damage dealt, If below 50%, -10% damage taken.
Heavy Armor: -7% damage taken and +15% health.

Your armor adapts to block elemental damage
for the same amount it blocks Physical damage.

### Aegis Mode

50% weapon speed

Deals Weapon damage

6 turn cooldown

enemies damage allies instead of you. Deals 20%
weapon damage with +100% Threat.

Aegis Mode lasts until your next turn.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.
allies 30% and automatically attack when enemies
damage allies instead of you. Deals 20% weapon
damage with +150% Threat.

Aegis Mode lasts until your next turn.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.
allies 30% and automatically attack when enemies
damage allies instead of you. Deals 30% weapon
damage with +200% Threat.

If an enemy damages you in Aegis Mode, reduce
all damage taken 5%. This effect stacks.

Aegis Mode lasts until your next turn.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.

### Reason

150% weapon speed

Deals Weapon damage

6 turn cooldown

If that fails, attack 1 time for each enemy target.

Each attack hits a random target, deals 50%
weapon damage, and has a 50% chance to Daze
the target for 5 Time Units each time they are hit.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 50%.
If that fails, attack 1 time for each enemy target.

Each attack hits a random target, deals 75%
weapon damage, and has a 50% chance to Daze
the target for 10 Time Units each time they are hit.
Damaged targets have a 30% chance to be
Confused for 1 turn.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 50%.
If that fails, attack 1 time for each enemy target.

Each attack hits a random target, deals 100%
weapon damage, and has a 50% chance to Daze
the target for 15 Time Units each time they are hit.
Damaged targets deal 10% less damage for 1 turn
and have a 30% chance to be Confused for 1 turn.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 50%.

### Relentless

PASSIVE abilities are always active.

your maximum health. When you shutdown from
malfunctions you Taunt all enemies for 1 turn and
take 30% reduced damage for 2 turns.
your maximum health. When you shutdown from
malfunctions you Taunt all enemies for 1 turn,
cleanse all debuffs, and take 40% reduced
damage for 2 turns.
malfunction you heal for 3% of your maximum
health. When you shutdown from malfunctions you
Taunt all enemies for 1 turn, cleanse all debuffs,
and take 50% reduced damage for 2 turns.

### Termination Mode

25% weapon speed

6 turn cooldown

Heal for 1% for each malfunction and clear all
malfunctions.

If you are killed while Termination Mode is active,
you instead shutdown and heal for 50% of your
maximum health. Lasts 3 turns.
Heal for 2% for each malfunction and clear all
malfunctions and debuffs.

If you are killed while Termination Mode is active,
you instead shutdown and heal for 50% of your
maximum health. Lasts 3 turns.
Heal for 3% for each malfunction and clear all
malfunctions and debuffs.

If you are killed while Termination Mode is active,
you instead shutdown and heal for 50% of your
maximum health. Lasts 3 turns.

Gain 10% damage reduction for each malfunction
and immunity to Stun while in Termination Mode.

## Mutation

### Chaotic Shot

50% Weapon Speed

Deals Weapon Damage

1 turn Cooldown

chance 3% to 5%, change hit chance -13% to +5%,
and increase malfunction chance 10%. If Stunned,
these effects reset.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 10%.
After 5 Malfunctions you are Stunned briefly.
chance 5% to 8%, change hit chance -8% to +8%,
and increase malfunction chance 10%. If Stunned,
these effects reset.

On crit you Blind, Corrupt, or Shock the target.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 10%.
After 5 Malfunctions you are Stunned briefly.
chance 8% to 13%, change hit chance -5% to +13%,
and increase malfunction chance 10%. If Stunned,
these effects reset.

On crit you Blind, Corrupt, or Shock the target. If
the target is afflicted with all of these effects, deal
100% bonus weapon damage.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 10%.
After 5 Malfunctions you are Stunned briefly.

### Assault

100% weapon speed

Deals Weapon damage

and boost max attacks by 1.

Each use increases malfunction chance 10%, and
on Malfunction, Assault resets with a 5 turn
cooldown.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
damage and boost max attacks by 1.

Each use increases malfunction chance 7%, and
on Malfunction, Assault resets with a 5 turn
cooldown.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.
damage and boost max attacks by 1 - 2.

Each use increases malfunction chance 5%, and
on Malfunction, Assault resets with a 5 turn
cooldown.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 5%.

### Kill Cone

150% weapon speed

Deals Weapon damage

4 turn cooldown

of accuracy, shooting up to 3 targets for 100%
weapon damage each. -20% hit chance.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.
of accuracy, shooting up to 3 targets for 125%
weapon damage each. -15% hit and +20% crit
chance.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.
of accuracy, shooting up to 3 targets for 150%
weapon damage each. -10% hit and +25% crit
chance.
If Kill Cone kills a target the cooldown resets.

Malfunction: You are unstable and prone to error.
This ability has a base malfunction chance of 20%.

### Core Dump

25% weapon speed

Deals Energy damage

Requires 1 charge to activate

Use all charges to attack once per charge,
dealing 30% weapon damage to a random target
and 15% weapon damage to all other targets.

Stores 5 charges.
Use all charges to attack once per charge,
dealing 40% weapon damage to a random target,
applying Blind, Corrupt, or Shock, and 20%
weapon damage to all other targets.

Stores 7 charges.
Use all charges to attack once per charge,
dealing 50% weapon damage to a random target,
applying Blind, Corrupt, or Shock, and 25%
weapon damage to all other targets.

Stores 10 charges and each heals 2% health.

### Mut.exe

50% weapon speed

8 turn cooldown

replace them with new ones. Positive effects from
cleared malfunctions persist for 1 - 2 turns.
replace them with new ones. Positive effects from
cleared malfunctions persist for 1 - 3 turns.

Each cleared malfunction grants Haste, reducing
the cost of your next action by 10% of the Time Unit
value of your weapon.
replace them with new ones. Positive effects from
cleared malfunctions persist for 1 - 5 turns.

Each cleared malfunction heals 3% of health and
grants Haste, reducing the cost of your next action
by 10% of the Time Unit value of your weapon.

### Chaos Model

PASSIVE abilities are always active.

When you shutdown from malfunctions, the Stun
duration is reduced by 5 to 50 Time Units.
When you shutdown from malfunctions, the Stun
duration is reduced by 5 to 150 Time Units.

If afflicted with a debuff, you have a 1 - 100%
chance to cleanse it each turn.
When you shutdown from malfunctions, the Stun
duration is reduced by 5 to 250 Time Units and you
deal 300% weapon damage to a random target.

If afflicted with a debuff, you have a 1 - 100%
chance to cleanse it each turn.

### H.A.M

50% weapon speed

Deals Weapon damage

Requires 1 malfunction to activate

8 turn cooldown

Clear all malfunctions. For each, shoot random
targets 1 to 2 times for 19% weapon damage and
reduce the hit chance of H.A.M 6%.

When H.A.M ends, you must shutdown to reboot.
Clear all malfunctions. For each, shoot random
targets 1 to 3 times for 20% weapon damage and
reduce the hit chance of H.A.M 4% and boost crit
3%.

When H.A.M ends, you must shutdown to reboot.
Clear all malfunctions. For each, shoot random
targets 1 to 4 times for 21% weapon damage and
reduce the hit chance of H.A.M 2% and boost crit
3%.

When H.A.M ends, you must shutdown to reboot.
If you H.A.M with 5 malfunctions, all damage
you deal is boosted 10% for the rest of combat.