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Mirage Mods ([personal profile] miragemodage) wrote2022-10-03 09:55 pm
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Upgrades




UPGRADES


By generating substantial in-game activity, characters can earn XP to spend on upgrading their characters. From new Techs 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 Mirage 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 Mirage, 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. Where a path offers alternate choices at a given step level, you may only purchase one. Beyond that you may purchase as many paths as you wish, absent specific limitations spelled out below.

Each character will begin with 30 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 the monthly information post in the appropriate area. Once mod approval has been granted you will be able to use your newfound ability.


Acquiring a Mech


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)

Mech Improvements


Mechs of Carita or Varita class can purchase the following:

Launch Thrusters (30 XP): Your Mech gains the ability to launch itself off the ground to about ninety feet in height. It can hover at any height it attains so long as it has Fuel. Use of these thrusters is extremely Fuel-hungry, though!

Air Thrusters (30/60 XP): The first breakthrough in Mech flight technology, your Mech now has a flight time of 1 hour with a ceiling of 1000 ft. This is a full tank of Fuel, so if you're going to do anything else, maybe don't use the entire duration! (XP spent on Launch Thrusters counts as XP spent on Air Thrusters, thus the two costs.)

Varita-class only:

??????????? (90/60/30): ?????? (XP spent on Air or Launch Thrusters counts as XP spent on ??????)

Alternate Form (60 XP): Your Mech is more than meets the eye; it has a second form it can assume, with a separate suite of Techs it can access in this form.

Additional Tech (10/20/30/40/50/60/etc): Your Mech gains access to an additional Tech. This typically represents the installation of a new weapon or system.

Unleash (30 XP): Your Mech gains access to its own Unleash, with proportional power and effects. This Unleash can take any form and is not bound by the pilot's access to or type of Unleash. This typically represents either the installation of a new weapon or system, or sudden access to hitherto-unknown black-box technology within the Mech.

??????? (90 XP): ??????

Character Improvements


Path of Advancement

Additional Tech(10/20/30/40/50/60/etc): You learn one additional Tech. Each new Tech you learn costs an additional 10XP. This advancement can represent deliberate training, a sudden development, or a cross-canon power in Tech form. You can still only have six Techs available at once, though you can swap them with a few minutes' effort.

Path of Dollar Sign Eyes

Step 1 (10 XP): Trader. Investing in 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 investments 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): ???????

Untouched


Path of Development

Additional Unleash (30/60/90XP): You develop and can set one additional Unleash. Note that unlike Techs, you may have multiple Unleashes set. Each new Unleash you learn costs an additional 30XP. This advancement can represent deliberate training, a sudden development, or a cross-canon power in Unleash form.

Path of Eternity

With immense versatility, you have immense potential to make war. This path amplifies your ability to do so.

Step 1 (10 XP): Resist Techs. You gain resistance to all non-Mech Techs, 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 Techs.

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 a Tech 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-A (90 XP): ???????

Step 3-J (100XP): ???????

Step 3-P (100XP): ???????

Step 4 (150 XP): ???????

Path of Ascension

What truly makes a Mirage different from an ordinary human? What, particularly, makes an Untouched different from other Mirages? 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 Techs as if you had it set.

Step 2 (30 XP): Mirage Synch II. When working with another Mirage, you may use their Unleash as if you possessed it.

Step 3-U (100 XP): ???????

Step 3-E (90 XP): ???????

Step 3-R (90 XP): ???????

Step 4 (150 XP): ???????

Upload


Path of Modding

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 4-C (150 XP): ???????

Step 4-M (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. You may buy the Untouched Path of Development to acquire additional Unleashes as if an Untouched. You, however, are still very much a machine.

Step 2-E (30 XP): Animus Manipulation. You gain the power to manipulate the animus field. You gain one Tech which is suited to an Evoker rather than tied to your weapons or body as Upload Techs are. You may purchase additional Techs from the Path of Advancement that function this way.

Step 2-R (30 XP): Animus Internalization. You gain the power to internalize the animus field and release it. You gain the Releaser ability to manifest a weapon out of energy. You may purchase additional Techs from the Path of Advancement that use or enhance this weapon as if you were a Releaser.

Step 3 (90 XP): ???????

Step 4-DC(I) (150 XP): ???????

Step 4-DC(S) (150 XP): ???????

Path of Harmonization

Rather than perfect your body or try to overcome its machine nature, why not just add some useful parts? Animus engines and other artificial developments might improve an Upload greatly...

Step 1 (10 XP): Animus Engine Boosters. Your Overdrive charges faster and lasts longer.

Step 2 (30 XP): Animus Ascension Jets. 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 long-range transport, but can be useful in combat or for short bursts before recharging.

Step 3-SOAR (90 XP): ???????

Step 3-DFLC (90 XP): ???????

Step 4-UNL (150 XP): ???????

Step 4-IOP (150 XP): ???????


Evoker


Path of Amplification

Passive (30/60/90/etc CP): You learn one Tech that does not need to be set and is always active. Examples are a slow healing field, a protective barrier, lighter footsteps for increased speed, etc.

Path of Being

As spiritual as the animus field is, those who used it can focus on the physical world and the changes they can wreak in it.

Step 1 (10 XP): Moment of Perfect Mind. You may use your Techs without moving or speaking, activating them purely by thought.

Step 2 (30 XP): Doublecast. You may use two Techs simultaneously, and with practice and creativity combine them to greater effect.

Step 3-A (90 XP): ???????

Step 3-J (100 XP): ???????

Step 3-P (100 XP): ???????

Step 4 (150 XP): ???????

Path of Cognition

Evokers who wish to pursue knowledge and develop their connection to the power of animus advance along this path.

Step 1 (10 XP): Tech Mastery. Your Techs recharge more quickly and are more potent, each by a small but noticeable amount.

Step 2 (30 XP): Analysis. You gain the ability to study and identify weaknesses by experimenting with the flow of the animus field in relation to the ogre. 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 Essence

If animus is spiritual energy, and ogre are spiritual matter, what is your own spirit, and how does it relate?

Step 1 (10 XP): Passive. You gain a Passive as per the Path of Amplification. This Passive does not count for purposes of additional costs in the Path of Amplification.

Step 2 (30 XP): Dual Element. Tapping into some untouched part of your psyche, you gain casual mastery over a second element, and can use your Techs and Unleash to invoke either without difficulty or lessened effect.

Step 3 (90 XP): ???????

Step 4 (150 XP): ???????

Releaser


Path of Flexibility

New Weapon Form (10/20/30/40/etc. XP): You may manifest your weapon in an additional way.

Path of Mastery

Master your released power. Pour as much as you can into them.

Step 1 (10 XP): Your Techs become stronger than baseline, increasing your combat strength noticeably. This does not improve your physical capabilities at all, instead representing your weapon gaining greater strength.

Step 2 (30 XP): In addition to its normal emanations, your weapon also emits kinetic energy. Your attacks with it are strong enough to knock over a human-sized foe, launch them into the air, or blast them backwards. The effect becomes weaker proportional to the size of your foe, as one might expect.

Step 3 (90 XP): ???????

Step 4 (150 XP): ???????

Path of Devotion

Your weapon is not just a tool -- it represents a part of you, an extension of your will and thus your psyche. Rather than 'master' it, you seek to embrace it.

Step 1 (10 XP): Additional Unleash. You may utilize one of the two Releaser Unleashes you do not already possess.

Step 2 (30 XP): Shield Release. In addition to your weapon, you may also manifest a shield, either instead of it or at the same time. You need not hold this shield; it propels itself through midair to intercept attacks, serving as an extra layer of protection.

Step 3-A (90 XP): ???????

Step 3-R (90 XP): ???????

Step 4 (150 XP): ???????

Path of Connection

What is a Releaser? What is the nature of the connection between them and the animus field? One who wishes to understand their power thoroughly versatility of these beings should study here.

Step 1 (10 XP): Malleable Manifestation. Your manifested weapon may change shape somewhat. A sword might bend around a defense, or a spear might develop a point on both sides.

Step 2 (30 XP): Dual-Wielding. You may Release two weapons simultaneously. Normally, they are each identical, although they will always manifest in a useful way (for example, an animus cannon could simply have a second barrel). If you have followed the Path of Flexibility, you may manifest your weapons in any combination. This does effectively double your combat strength.

Step 3 (90 XP): ???????

Step 4 (150 XP): ???????

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