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Upgrades
![]() Upgrades Main Community | Communications Community | OOC Community Premise | Rules | FAQ | Character Choices | Reserves | Applications | Taken | Hiatus | Drops Setting | Mechs | Upgrades | Merc Missions | Suggestions | Mod Contact By generating substantial in-game activity, characters can earn XP to spend on upgrading their characters. From new Arts or abilities to driving a Mech to world-shaking power, this is how characters grow and improve. Character advancement is a crucial part of the Xenogame plot. We encourage you to play the acquisition of any advancement, but any purchase of a step 3 or 4 purchase must be preceded by a mod-run log in which those powers are acquired. Step 3 abilities represent substantial power increases and insight into the mechanics and metaplot of Xenogame, while Step 4 growth puts the character in question on a power plane far beyond the norm, with setting-rending potential. You must purchase steps in order; you cannot purchase Step 2 of a path without Step 1. Beyond that you may purchase as many paths as you wish, absent specific limitations spelled out below. Each character will begin with 20 XP, to be saved or spent how they wish. This XP expenditure is part of the application. To spend the XP you have earned in-game, respond to this log with your request. Once mod approval has been granted you will be able to use your newfound ability. The first number is the cost for a Mech which is assigned or rented from the MECHanist Institute, which requires you not use the Mech for war or against civilized races. The second number is for a Mech you have found or one assigned to you from source other than the Institute. You must purchase Mechs in order; you cannot start with one above common-class or skip Carita-class. Mech License (30 XP): You are trained and licensed to pilot a Mech. You must purchase this before or at the same time as purchasing a Mech. Common-class Mech (10/30 XP) Carita-Class Mech (30/50 XP) Varita-Class Mech (60/80 XP) ????????????????? (150 XP) Human/Nopon/Other Path of Advancement Additional Art (10/20/30/40/50/60/etc): You learn one additional Art. Each new Art you learn costs an additional 10XP. This advancement can represent deliberate training, a sudden development, or a cross-canon power in Art form. Additional Talent (30/60/90XP): You develop and can set one additional Talent. Note that unlike Arts, you may have multiple Talent set. Each new Art you learn costs an additional 10XP. This advancement can represent deliberate training, a sudden development, or a cross-canon power in Art form. Human Path of Eternity Humans have immense potential to make war. This path amplifies your ability to do so. Step 1 (10 XP): Resist Arts. You gain resistance to all non-Mech Arts, making you harder to damage in combat by any being using them against you. Step 2 (30 XP): Resist Weapons. Something about you causes weapons to have less effect against you. Swords, bullets, knives, anything manufactured now has a difficult time harming you. This applies to Mechs and Mech Arts. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Path of Light Limitations define us. This path puts you in touch with the power to overcome them. Step 1 (10XP): Heroic Willpower. In a time of great need, you may set an Art you possess in place of one you have currently set. Step 2 (30 XP): Exceed Limitations. In a time of great need, in some way you exceed your potential -- moving with amazing speed, utilizing superhuman strength, enduring harsh conditions or great wounds, or similar. Step 3 (90 XP): ??????? Step 3a (100XP): ??????? Step 3b (100XP): ??????? Step 4 (150 XP): ??????? Path of Ascension What truly makes a Mirage different from an ordinary human? This path is the key to unlocking their true potential. Step 1 (10 XP): Mirage Synch. When working with another Mirage, you may use one of their Arts as if you had it set. Step 2 (30 XP): Mirage Synch II. When working with another Mirage, you may use their Special as if you possessed it. Step 3a (90 XP): ??????? Step 3b (90 XP): ??????? Step 4 (150 XP): ??????? Upload Path of Improvement Physical Upgrade (10/20/30/40/50/60/etc): Your body develops or changes in a way that provides two small or one moderate benefit. For example, you may acquire cat ears (slightly improved hearing) and a tail (slightly improved balance), or retractable claws (unremovable weapon). Path of Perfection Machinery is the ideal state of being. Those who wish to develop their machine bodies further pursue this path. Step 1 (10 XP): Augmentation. Your body increases slightly above baseline flattened potential in all aspects. Step 2 (30 XP): Nanite Augmentation. Your body is host to a small colony of nanomachines which circulate through it, repairing damage. You slowly repair damage in all circumstances, even if you would be killed, provide your body is sufficiently whole enough to be repaired. Step 3 (90 XP): ??????? Step 4a (150 XP): ??????? Step 4b (150 XP): ??????? Path of Synthesis Uploads who try to regain their humanity pursue this Path. Step 1 (10 XP): Full Biomechanical Body. Your body is now fully biomechanical and functionally identical to a human’s for almost all purposes. It is, however, still very much a machine. Step 2 (30 XP): Talent Regain. In addition to Overdrive, you now possess a Talent which you may use as if you were a human. Step 3 (90 XP): ??????? Step 4a (150 XP): ??????? Step 4b (150 XP): ??????? Path of Harmonization Ether engines and other artificial developments might improve an Upload greatly... Step 1 (10 XP): Ether Engine Boosters. Your Overdrive charges faster and lasts longer. Step 2 (30 XP): Ether Rockets. You can fly or hover using rockets mounted on your back, in your feet, or so forth. This flight does not last long enough to be viable transport, but can be useful in combat or for short bursts before recharging. Step 3a (90 XP): ??????? Step 3b (90 XP): ??????? Step 4a (150 XP): ??????? Step 4b (150 XP): ??????? Blade Path of Development Additional Support Art (30/60/90/etc CP): You learn one additional Support Art. Each new Art you learn costs an additional 30XP. This advancement can represent deliberate training, a sudden development, or a cross-canon power in Art form. Special Characteristic (10/20/30/etc XP): You develop a special characteristic that benefits you and your Driver. This is a catch-all for numerous different possibilities: greater chance of a critical hit, healing when using a given ability or Special, or increased evasion are just three conventional choices. Path of Malos Blades focused on the physical world pursue this path. Step 1 (10 XP): Unique Weapon. Your weapon takes a unique form, explicitly shared by no other Blade. Your Driver will possess new Arts to use with this weapon, allowing for greater versatility in combat. Step 2 (30 XP): Improved Self-Wield. You develop four Arts to use with your own weapon. You are essentially a Driver for only yourself. Step 3 (90 XP): ??????? Step 3a (100 XP): ??????? Step 3b (100 XP): ??????? Step 4 (150 XP): ??????? Path of Logos Blades who wish to pursue knowledge and mental ability pursue this path. Step 1 (10 XP): Maintenance through Rebirth. By maintaining an artificial Driver connection, you do not return to your Core Crystal when your Driver is killed. You do fall into a slumber, which can only be broken when a new Driver resonates with you, but you do not lose your memories. Step 2 (30 XP): Analysis. You gain the ability to study and identify weaknesses. This may be used simply, such as seeing where to best strike a door, or in highly complex ways, such as studying the security of a building to figure out where it is most vulnerable to infiltration. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Path of Pneuma Spirit, to complete the trio. Step 1 (10 XP): Improved Support Arts. One of your Support Arts becomes more substantially more effective than baseline. Step 2 (30 XP): Dual Element. You gain a second Element. You may switch between your two Elements at will. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Driver Path of Advancement New Common Blade (10/20/30/40/etc. XP): You resonate with a new Blade, either assigned from Tyrus or found during an adventure. New Rare Blade (60/90/120 XP): You resonate with a new rare Blade that possesses a unique weapon. Path of Mastery Master the Blade. Draw as much power as possible from them. Become the ultimate Driver. Step 1 (10 XP): Your Arts become stronger than baseline, increasing your combat strength noticeably with all Blade weapons. Step 2 (30 XP): Your Arts knock over your foe, launch them into the air, and smash them back down to the ground. You must use each of your equipped Blade’s Arts, one after the other, to accomplish this -- reusing an Art, not striking an opponent in time, or switching Blades will allow your opponent to escape. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Path of Devotion More than a tool, your Blade is your friend and ally. The greatest Drivers come from the greatest bonds with their Blade. Step 1 (10 XP): Augment Connection. Your sync with your Blade becomes greater and operates over a longer distance. Your Specials charge faster. Step 2 (30 XP): Shared Bond. You may sense your Blade’s presence. If they are within five miles, you may speak with them mentally and share each other’s senses. Effects that disrupt syncing with your Blade also disrupt this effect. Step 3a (90 XP): ??????? Step 3b (90 XP): ??????? Step 3c (90 XP): ??????? Step 4 (150 XP): ??????? Path of Connection What are Blades? What is the nature of the connection between them? One who wishes to resonate with numerous Blades to learn the power and versatility of these beings should study here. Step 1 (10 XP): Faster Switch. Your Blades are ready to switch more quickly. Step 2 (30 XP): Dual-Wielding. You may equip and use two Blades simultaneously. If one or both weapons require both hands to wield, you may still gain all the benefits of having both Blades equipped. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Nopon Path of Fullybanks Step 1 (10 XP): Trader. A profitable side business keeps you comfortable with little effort on your part. You own a house in the city of your choice, eat well, and generally have resources to spend as you see fit on minor to moderate purchases. Step 2 (30 XP): Caravan Master. Your business makes you wealthy. You own a fine manor, have substantial liquid funds to spend as you will, and can acquire most anything that is not restricted or rare. Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Path of the Heropon As human paths, but any individual purchase qualifies the Nopon to purchase the next step in any Path. However, Steps 3 and above were never meant to be taken by Nopon... Flesh Eater Flesh Eaters may purchase from any Blade Path, and from any Human/Driver Path to Step 2. In addition, Step 2 in any path qualifies the Flesh Eater for the following purchases: Step 3 (90 XP): ??????? Step 4 (150 XP): ??????? Artificial Blades Artificial Blades may pursue the Blade Paths of Malos and Pneuma and the Upload Path of Perfection. |

