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Hypermode

Hypermode is primarily an exclusive Hunter technology that grants Maverick Hunters incredible power.

Origins

Testing for hypermode capabilities began after 2170 (around the time New Generation reploids were starting to be produced). Hypermode technology was a byproduct of New Generation reploid development and was undertaken by Maverick Hunter R&D groups. The early hypermodes were unstable and had tendency to disable easily. They also consumed a tremendous amount of energy which meant they were highly limited. It took years for them to be able to stabilise Hypermode enough to last for more than a very short span (from seconds to a few minutes). This technology was then pressed into service in 2175 (Chaos Advent).

Although this technology gained greater focus from Force Metal discovery which allowed for more power than traditionally possible. Many residents of Giga City (a chief producer of Force Metals) were outfitted with Hypermode capabilities to aid them in work. Though this was eventually deemed unnecessary and hypermode was relegated to back Maverick Hunters only.

Force Metals were eventually abandoned for hypermodes given their possibility to increase maverick tendencies. Hunter researchers looked for other ways to power hypermodes. They eventually found that by sacrificing all 8 maverick moves stored in the Variable Weapon System they could extend hypermode's duration and even capabilities even further at the cost of using all those move's energy.

Capabilities

Hypermode in it's perfected state grants a reploid a tremendous increase in power. All of their core abilities are increased. They also gain access to new powers and abilities they may not have had before. Though every user's hypermode is different.

With sufficient power (requires a full 8 maverick moves in order to function) Hypermode can be expanded even further. By sacrificing all the energy from those moves, the user gains an extended Hypermode state. They may also unlock further special abilities and capabilities depending on what moves they channelled into their hypermode. (This form doesn't truly last forever, but it lasts much longer… basically until that reploid chooses to power down.)

Drawbacks

Hypermode still consumes an enormous amount of energy even after all these years of using it and researching it. ( Hypermode can only be sustained for a short time because of the draw.) Though the use of 8 maverick's moves for energy makes it possible to use hypermode for much longer. However, a full 8 must be used in order to power the hypermode less than that will not power it fully or for very long so as a safety precaution it is limited to all 8 or not at all.

Still even with hypermode enabled, that hunter is not invincible. They can still be overwhelmed and/or killed. Should they get knocked out/shut down then their hypermode will disengage. (If they used maverick moves to fuel it then they lose all those weapon's energy.)

Mavericks and Hypermode

Mavericks are largely unable to access hypermode technology. Hypermode is an extremely controlled technology available only to hunters. Hypermode technology has several safeguards to prevent mavericks from being able to access and use this technology. (Hypermode requires an active hunter ID signature to work as well as special modifications to the hunter's armour.)

The maverick virus also causes massive problems and malfunctions with the hypermode unit and will cause severe drawbacks ranging from powering down to simply refusing to enable. Mavericks were never able to solve these issues and mostly abandoned hypermodes as a viable option for combating hunters. (This happened in Chaos Advent.)

The only time a maverick has successfully managed hypermode is the case of Merge Silkworm. (And that was due to Merge having absorbed a hunter capable of using Hypermode.) Though successful activation is debatable given using hypermode caused Merge to become a berserker.

New Generations and Hypermode

While hypermode technology is an offshoot of New Generation reploid development, the two technologies are largely incompatible. Both require a tremendous amount of energy to function simultaneously. (Although this was possible with Force Metals, having abandoned them for hypermode use makes this impossible.)

Behind the Scenes

Hypermodes gave each character +1 to all their stats, gave them a unique “ultimate move” only accessible when in hypermode. Plus 4 slots to either give new moves, increase stats (but only up to 5 in AR:0, 9 in AR2) or add other abilities (ex- flight). They only last for 3 posts (unless users give up all their maverick move energy then hypermode lasts for as long as they want.) But if users post 3 more times without hypermode then they can use it again. (It regenerates over time, unlike in Command Mission where it was demoed.)

While it is theoretically possible for New Generation reploids to have hypermode capabilities (demonstrated by Megaman X: Command Mission) I chose not to allow that in these roleplays to give a differentiation between New Generation and Old Generation reploids.

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