Progression
There are three ways to get more capable in FallMOO.
- Skills — what you know. Earned through play, paced by a learn-by-doing system, and bounded by a lifetime XP cap that forces you to specialise.
- Augmentation — what you are. Permanent body modification through mutations and cyberware: stat bonuses, damage soak, and abilities that training alone can't reach.
- Ascensions — how far you can go. A remort track: reset your character to come back with a permanent bonus and a higher XP cap, climbing higher with every run.
| Skills | Augmentation | Ascensions | |
|---|---|---|---|
| What it is | What you know | What you are | How far you can go |
| How you grow | Learn by doing | Install mutations / cyberware | Reset and run it again |
| What it costs | Earned XP | A permanent slot or commitment | Your accumulated progress |
| What it does | Raises trained skill | Lifts effective stats, soak, abilities | Permanent bonus + higher XP cap |
A trained-but-baseline specialist and a moderately-skilled, heavily-augmented operator can end up equally dangerous by different routes. Most characters blend all three.
See also: Skill Checks, where it all ultimately gets felt.