Like any creatures, Nomads grow. While the Morph is whimsical, agile and able to escape from almost any detrimental situation with relative ease, it lacks the durability or stamina of the Adad, or the tenacity of the Irra. Evolution is born from necessity, and your Vagrant characters will learn this the hard way to keep up with the ever growing machineries of the Darklings. Resources are scarce, though, and patience rare, thus the Advisors need to be convinced to allow an ambitious youngling to mature and maybe one day supersede them when their consciousness has grown enough within the Vagrant Mindshare to take responsibilities of those under their care.
This is the Vagrant Evolution system. Each character upon creation needs to make up their mind about which of the two set paths to take. To progress, the character needs to observe battles between humans, other Nomads and humans, other Vagrants and humans, or participate themselves. Additionally, each ship tier necessitates the completion of certain trials, which are preset tasks whose purpose is to ascertain a healthy mix between PvE, PvP and RP.
The Vagrant Evolutionary Paths — The Path of Agility
The Path of Agility teaches the way to evolve to the more agile forms, that rather remain fast and maneuverable to survive longer in battles, as they can dodge enemy spitfire.
Labraid to Rabisu
--- Requirement: 10 Evolution Points
The Rabisu is a killing machine and the best warform the Slomon K'Hara can offer to counter snubs. It has a few more guns than the Labraid, which makes a crucial difference when fighting snubs. The Rabisu however is a form new to the Vagrants, as the K’Hara have invented this warform after the Vagrants got banished and it will therefore take time to appropriate.
Rabisu to Anzu
--- Requirement: 75 Evolution Points
--- Trial of Bravery
--- Trial of Exploration
The Anzu is a beast. It is a Super Heavy Fighter of gunship size, though its armor is able to withstand quite a bit of a beating. Able to mount a CAU8, 8 fighter guns and able to reverse thrust with 40m/s, the Anzu is deadly in duels. However, its size makes it very vulnerable to groups of snubs. Use with caution. It requires skill to pilot.
Anzu to Siris
--- Requirement: 125 Evolution Points
--- Trial of Knowledge
--- Trial of Terror
Heavier than any human cruiser and with firepower to match, the Siris is a formidable opponent in group engagements. Equipped with a lot of secondary turrets, the Siris is able to suppress large areas for enemy snubcraft while being a threat to capital ships as well.
Siris to Marduk
--- Requirement: 225 Evolution Points
--- Trial of Patience
--- Trial of Superiority
Smaller than the Ishtar, the Marduk is not as destructive, but still a formidable opponent on the field.
Marduk to...
--- Requirement: Unknown
The sky is the limit. Within reason.
The Vagrant Evolutionary Paths — The Path of Power
The Path of Power teaches the way of using sheer force to overwhelm the darkness. Vagrants choosing this path will experience a significant lack of maneuverability, however, they will be able to take more enemy fire than the agile Vagrants can. This, coupled with an increased potential to deal devastating amounts of damage to enemy ships, the powerful shells are supposed to be scarcely distrubuted and difficult to obtain. Still, our aim is to make it possible to anyone who puts their mind to it while still ensuring a healthy mix of snubcraft and heavier ships used. Powerful ships should not leave the ZoI unaccompanied by agile ships after the Irra.
Labraid to Adad
--- Requirement: 10 Evolution Points
The Voidrunner learns by watching ongoing battles. Consult the internal Vagrant guide for instructions on how to gather points. It is an easy task, as we don't want to restrict people too long to a Labraid.
Adad to Nammu
--- Requirement: 50 Evolution Points
--- Trial of Power
--- Trial of Speech
--- Trial of Hate
The Nammu is not only a powerful gunboat-equivalent of the nomads, but also a Mininode. This means, the Nammu has a more RP-focused role than the smaller ships. It serves as coordination unit for nearby smaller, agile vessels, which means nearby Vagrants that fit the aforementioned have to listen to its orders. However, that means you have a responsibility to your smaller Vagrants once you are a Nammu. They have to protect you, you have to be more careful and we expect an acceptable roleplay behavior of you. Being a Nammu requires you to have learned the way of playing a Vagrant.
Nammu to Irra
--- Requirement: 100 Evolution Points
--- Trial of Patience
--- Trial of Infection OR Trial of Manipulation
--- Trial of Knowledge
The Irra is our equivalent of a cruiser. Playing an Irra requires you to have become one with the mentality of the Vagrants. You need to know the names we have given the human factions. You need to know the names we use for the systems. You need to know our nomenclature. The Irra has even more responsibilities than the Nammu and we expect the player of an Irra to be convincingly good at roleplay. We also wish to have a player that wishes to use an Irra to have a positive-ish reputation within the community.
Irra to Ishtar
--- Requirement: 250 Evolution Points
--- Trial of Creation
--- Trial of Superiority
--- Trial of Terror
--- Trial of Specialisation
The Ishtar is our strongest weapon so far. When you have mastered the Irra, our expectations on the handling of a Ishtar are not less. We expect you to be an outstanding player that contributed to the Vagrants inRP and ooRP. When we allow you to play as an Ishtar, you have earned our trust and we are proud of you.
Ishtar to...
--- Requirement: Unknown
The sky is the limit. Within reason.