Data on Drive Phenomena

Drive: At present, the Drive Phenomena is largly misunderstood, however some data has been gathered. Drive is currently understood as the ability to tap into one's own spirit and reach out into one's surroundings to do various things. The limits of this power are currently unknown. At present, this has been observed to be anything from a simple increase of awareness to sending powerful waves of energy at foes. While some genetically enhanced humans have stronger abilities to use Drive, it's pure humans that have the highest capacity. It should be noted, however, that most people don't know how to use this latent power, which seems to be contained within each spirit to some degree.

Types of Drive: It should be noted that the more powerful the Drive, the more difficult to obtain. Some Drives are gained at specific levels, others through story events and still others through different methods such as joining with another or using a certain mecha.
Attack: There are two forms of attack drive, Melee+ and Energy. Energy Drives are akin to the classical view of casting magic, but usually don't have an elemental connection. Melee+ Drives are basically an energy component added to a melee attack. Many stronger melee attacks have some energy components added in them as well.
Defense: These are Drives that enhance your defensive abilities. This can be anything from shielding attacks to increasing resistances.
Enhancement: These Drives temporarily enhance your natural abilities. This can be an increase in NNTH, Drive power, Strength, Armor, HP, or most anything else. Unless stated otherwise, Enhancement Drives only affect characters, not mecha.
Other: These are Drives which don't fit into the aforementioned catagories. They are rare to find and usually give off tremendous energy and power, not so much due to the initial effect, but rather what the effect of the Drive is.

Combination: At present, this is an empty catagory. It has been suggested that it's possible for high level Drive users to be able to combine their powers. It has been rumored that this has occured, however these rumors have not yet been documented or even recorded. Laboratory data suggests it is possible, but as any possible test subjects would need to be very powerful, none have yet to be captured and contained, and the few that do exist have not been found within our ranks, so any possible data regarding the reqired combat level, SP units, or minimum Drive level have not become available due to lack of subjects for experimentation.

Currently, there have been limited documented drives. The following list describes those currently known and recorded, as well as the minimum Level needed to obtain them and the required Spirit Points needed to use them.

Brief list: Note on Level, this lists the level required for Pure Humans to atain the listed Drive, followed by the level required for Mechanics, Genetics, and Genetic+Mechanics (in that order). If this is confusing, see the more detailed listing below which states levels differently for that. :)

Attack:
Level 2,3,3,3: 2 SP: Energy Pierce: A beam of energy, can pierce armors.
Level 4,5,6,6: 5 SP: Energy Wave: A wave of energy.
Level 5,5,6,5: 5 SP: Punch, Punch, Pierce: An attack that hits twice and then launches a beam of energy.
Level 10,11,11,12: 10 SP: Energy Arc: An arc blade of energy.
Level 11,12,13,12: 12 SP: Arc Blade: Attacks physically and adds an Energy Arc strike (think anime, those glowing trails left behind in the wake of a sword, ect.)
Level 12,13,14,14: 10 SP: Quad Pierce: Fires off four beams of energy.
Level 15,15,15,15: 15 SP: Tripple Attack: Use a phisical attack three times.
Level 20,22,24,25: 20 SP: Energy Blast: A powerful burst of energy.
Level 25,27,29,30: 30 SP: Delta Attack: Fires off an Energy Pierce, Wave, Arch, and finishes with a Blast.

Defense:
Level 7,6,8,7: 15 SP: Physical Buffer: Doubles Defense for three turns.
Level 14,16,16,16: 25 SP: Defense Drive: Doubles Drive Defense for three turns.
Level 21,21,21,21: 20 SP: Energy Shield: Energy damage only does 50% of normal damage (after armor).
Level 28,30,34,34: 40 SP: Super Defense: Doubles Defense and Drive Defense for three turns.
Level 35,37,38,40: 60 SP: Ultima Cover: Defense and Drive Defense x5 for five turns.
Level 42,44,46,47: 80 SP: Shield of the Aeons: All damage down to 25% for five turns.
Level 49,54,57,58: 120 SP: Shield of the Archons: All damage down to 10% for seven turns.

Enhancement:
Level 3,3,4,4: 4 SP: Iron Fists: Strength +1 for five turns (cumulative)
Level 6,6,7,7: 8 SP: Iron Will: Defense +1 for five turns (cumulative)
Level 10,11,11,11: 15 SP: Light Shield: NNTH +1 for three turns (cumulative)
Level 15,15,15,15: 15 SP: OverDrive: Drive +1 for five turns (cumulative)
Level 30,33,34,34: 40 SP: UltraDrive: Drive x2 for three turns
Level 40,44,46,50: 75 SP: MegaDrive: Str, Def, Dex +12, NNTH +4, Agility +10, Drive x2, Drive Def x2, for five turns.

Other:
Level ?: ? SP: Call of the Ages: Allows pure humans to use their Spirit Attacks irregardless of health
Level ?: ? SP: Genetics' Plea: Doubles Genetic's Key and Secondary Stats
Level ?: ? SP: Mechanic Driver: Doubles Mechanic's enhancements' power
Level ?: ? SP: Spirit Call: Revives someone who's HP has reached 0. Their HP is restored 20% of max.

Detailed list: Contains descriptive information on the above listed Drives.

Attack:

Energy Pierce: A beam of energy, can pierce armors. This is usually acomplished by the person holding out their hand and an energy forming there, then quickly shooting away in a thin beam. Some use the palm of their hand, a finger or two fingers pointed forward, some even shoot the beam from their eyes. This is the most common and most documented Drive to date, it is also the fastest launched. Although weak compared to more powerful drives, against enemies not specifically shielded against Drive or Energy attacks, this is most always deal more damage than a simple physical attack.
Pure Humans have shown the ability to use this Drive at Combat Level 2 or above, Mechanics, Genetics, and Genetic/Mechanic hybrids upon reaching Combat Level 3. This attack drains 2 SP units upon completion.

Energy Wave: A wave of energy. Unlike an Energy Pierce, this sends a wave of energy from the person to the target. This wave can travel along the ground or through air, although it seems to be weaker and has a shorter range when traveling through air than on ground, at least when used by most Drive users. The damage is greater than that of the Energy Pierce in air or on ground, but it is also more draining to the person casting it. Upon charging, the wave is released immediately.
Pure Humans can use this Drive from level 4. Mechanics have been known to use it from level 5 onward, while Genetics and Genetic/Mechan hybrids gain it by their 6th level. It drains 5 SP when used.

Punch, Punch, Pierce: An attack that hits twice and then launches a beam of energy. This is the designation for when a Drive user does two quick physical attacks followed by an Energy Pierce without delay. The energy is somehow charged internally as the person launches their two pysical attacks, and then it is released at the end of the physical attack chain. It can be released from the palm, fingers, or eyes, just as a normal Energy Pierce, though it is also common for it to be released in a flash as the last pysical blow falls from whatever implement was used in the attack.
This attack is used by Pure Humans, Mechanics, and Genetic/Mechanic hybrids from level 5 onward, though oddly, Genetics themselves haven't been documented to use this attack until combat level 6. It is assumed that their weaker Spiritual power requires a greater combat level before it becomes capable of generating the energy while simultaneously attacking. Irregardless, it drains 5 SP from anyone using it.

Energy Arc: An arc blade of energy. The Drive user generates energy, usually on the tip of their hand or weapon, and then swings their arm/weapon. The energy trail in the wake of the swing forms an arc which is then cut loose when the swing ends to fly at an enemy. Arcs travel just as well through the air as on the ground and can also cut through the ground. Although rare, some more powerful Drive users can launch an Energy Arc that can cut through mountains. Even over most other Drives, this one can become extremely powerful when used by a person with Spirit power, especially the more imense of Spirit power contained within those of the highest combat levels.
Pure Humans gain the ability to use this attack at level 10, while Genetics and Mechanics gain the ability at level 11. Genetic/Mechanic hybirds gain the ability to use it at level 12. It costs 10 SP for anyone to use it.

Arc Blade: This is a hybrid phisical/energy attack that combines the Energy Arc with a melee attack. The Drive user launches a standard physical attack and ends it by swinging their weapon (or fist, usually if using a barehanded strike, the user points their fingers, but this is not always the case.) During the attack, energy is quickly built, and at the culmination of the attack, it is released as an Energy Arc that trails the final swing (which is why this attack is almost always ended with a swing.) The Energy Arc is released at close range and usually passes through the victom, causing a much higher degree of damage than a normal Energy Arc.
Pure humans gain this attack the next level after gaining the Energy Arc, combat level 11. Mechanics and Mechanic/Genetic hybirds gain this attack at level 12. As with the Punch, Punch, Pierce, Genetics gain it a level later, combat level 13. This attack drains 12 SP

Quad Pierce: Fires off four beams of energy. The Drive user charges just as with an Energy Pierce, but instead of one, launches four beams of energy. Some launch them one at a time, some all at once, and again from a variety of places, palms, fingers, and eyes are common launch points. This attack is quick, and can hit up to four targets, however it is usually not as potent as the Energy Arc against a single target.
Pure Humans have been observed using this attack as low as level 12, while Mechanics haven't been seen using it until combat level 13. Genetics and Genetic/Mechanic hybirds gain this ability typically around combat level 14. This attack drains 10 SP.

Tripple Attack: Use a phisical attack three times. The user generates energy, but instead of forming it into an energy attack, charges into their enemy with increased speed. This allows the Drive user to get off three physical attacks at once instead of the normal one. This can be used to hit one enemy three times, two enemies a combination of three times, or three enemies once each. Depending on the method, weapon, and physical attack ability of the user, this can either be anything from very weak to incredably damaging.
All human Drive users gain this attack at combat level 15 or above, and each use expends 15 SP units.

Energy Blast: A powerful burst of energy. The Drive user charges up and unleashes the most powerful single energy attack documented. The Energy Blast is sometimes fired by extending a palm forward, both palms with the heals of the hands touching or almost touching, a wave of the arm or arms with the blast then rushing out, throwing back one's head and arms and the blast expanding out of them like a dome or explosion, or any number of other methods. Generally, an Energy Blast is very powerful. This is a combination of the attack itself as well as the fact that anyone using it is of a relatively high combat level and as such, has a strong Spirit and Drive factor. Energy Blasts strike multiple targets, in front of and around the Drive user, depending on how they aim the attack, although it can be more damaging if focussed on fewer or only one target. Irregardless, it is a powerful attack.
Pure Humans gain use of the Energy Blast as early as level 20, while combat level 22 is required for Mechaincs to gain access to it. Genetics have been recorded using it at level 24, and Genetic/Mechanic hybirds at level 25. It drains 20 SP from anyone using it.

Delta Attack: Fires off an Energy Pierce, Wave, Arc, and finishes with a Blast. The Drive user charges his or her energy and then quickly launches an Energy Pierce, Wave, and Arc, charges a few seconds longer, and then fires the finishing touch, an Energy Blast. This attack can be devistating against anything not shielded against energy, and can still be devistating against things with large energy blocking capabilities as well. To date, this is the most powerful energy Drive attack documented. Although rumors suggest the existance of more powerful attacks, these have yet to be recorded.
This attack is gained by Pure Humans at level 25, by Mechanics at level 27, by Genetics at level 29, and by Genetic/Mechanic hybirds at combat level 30. It drains 30 SP with each use, which is remarkable considering how much energy is actually being expended.

Defense:

Physical Buffer: Doubles Defense for three turns. The Physical Buffer is an energy field that surrounds the target for a short time. After the initial energy buildup, it requires no further energy or SP units to maintain. After the brief flash in the air surrounding the target, the field fades to a dull off-white glow that dims until it runs out.
Pure Humans and Genetic/Mechanic hybrids gain this Drive at level 7, Mechanics at level 6, and Genetics at level 8. It requires 15 SP for each use.

Defense Drive: Doubles Drive Defense for three turns. Similar to the Physical Buffer, Defense Drive creates an energy field around the target, but this one softens the burn of energy attacks and increases the Spirit's resistance to direct damage, defending from Drive specific attacks. The shield shimmers blue and then fades to a thin haze that continues to thin until it fades. Like other Drives in the Defense catagory, it doesn't require any energy to support after the initial expendature.
Pure Humans gain this ability at level 14, all others at level 16. It expends 25 SP to use.

Energy Shield: Energy damage only does 50% of normal damage (after armor). The Energy Shield creates a thick barrier around the target that glows orange. This barrier will cut the sting of energy burns in half, making it quite useful when going up against people that use Drive attacks as well as when going up against people with energy weapons. This barrier can even be used to protect Mecha.
All humans that use Drive gain this at combat level 21, and it expends 20 SP units for each use.

Super Defense: Doubles Defense and Drive Defense for three turns. A powerful shield, this combines Physical Buffer with Defense Drive for a powerful protection against many kinds of attacks. Although powerful, the shield itself is invisible, only shimmering bronze in a sphere around the target every now and then until it is completely expended, at which time it physically shatters like glass, leaving bits of an unknown material behind. Scientists are still studying this material to try and discover the nature of the Drive and of its protection.
Pure Humains gain the ability to use this Drive at level 28, Mechanics at 30, and Genetics and Genetic/Mechanic hybirds at level 34. It drains 40 SP when used but after the initial expenditure, requires no effort to maintain.

Ultima Cover: Defense and Drive Defense x5 for five turns. A shimmering silver shield, it otherwise appears and acts exactly like Super Defense. The effect is much more powerful and lasts longer, however. When it shatters, it leaves silver shards.
Pure Humans cain this ability at level 35, Mechanics at 37, Genetics at 38, and Genetic/Mechanic hybirds at combat level 40. This Drive requires 60 SP to use.

Shield of the Aeons: All damage down to 25% for five turns. A golden version of Ultima Cover, this can be more or less powerful, depending on what is attacking and what the Drive user's natural defense is. The large multiplier of Ultima Cover could make it stronger protection, but Shield of the Aeons will protect from any type of damage, whether physical, Drive, or otherwise. Like the last several shields, it shatters when it ends, leaving a spray of gold shards. Unlike other Drives, this one isn't merely learned upon reachint the required level, it is gained in some other way...
Pure Humans get this at level 42, 44 for Mechanics, 46 for Genetics, and Genetic/Mechanic hybirds get it at level 47. It expends 80 SP when used.

Shield of the Archons: All damage down to 10% for seven turns. A glowing, shimmering shield, Shield of the Archons is the more powerful version of Shield of the Aeons, it shimmers of all the colors of the rainbow. It lasts longer and protects even more, definately an ancient Drive. Although it has minimum levels, like Shield of the Aeons, one doesn't merely gain it upon reaching that combat level, it must be learned in another way. When it shatters, it breaks into rainbow colored shards that then coalesce into a rainbow colored sphere about an inch in diameter.
The required level to learn this skill as indicated by documentation is 49 for Pure Humans, 54 for Mechanics, 57 for Genetics, and 58 for Genetic/Mechanic hybrids. It requires 120 SP units to initiate, but no further SP to maintain.

Enhancement:

Iron Fists: Strength +1 for five turns (cumulative). A brief flash of color around the body is all that signals this Drive activated, but the persons next several blows are enhanced with the addition of force from his or her very spirit.
This Drive is gained at level 3 for Pure Humans and Mechanics, level 4 for Genetics and Genetic/Mechanic hybirds, and requires 4 SP to use.

Iron Will: Defense +1 for five turns (cumulative). A shimmer of dark, iron colored energy flashes around the enhanced person, the only mark of this Drive's effect. It slightly enhances the defense of the person, making it useful early on, but less and less useful later. Although it should be noted that if any Defense Drives that use the person's natural defense factor are active at the same time, this adds to those effects.
Iron Will is gained by Pure Humans and Mechanics at level 6. Genetics and Genetic/Mechanics can use it by level 7. To use it requires 8 SP.

Light Shield: NNTH +1 for three turns (cumulative). A strange wave of light engulfs the target of the Light Shield, which then shatters into small white shards. After it's activated, the Light Shield blurs the space around the person, making them more difficult to hit with weapons. Up to three can be on a person at any given time, making it quite a bit more difficult to hit them. When it expires, it shatters in clear shards. Although some believe they fade out of existance, some have been recoverd to prove otherwise.
This Drive is availiable from level 10 onward for Pure Humans, level 11 and up for all others. An expenditure of 15 SP units is required to initiate the shield.

OverDrive: Drive +1 for five turns (cumulative). A blue glow around the body is the only indication this Drive is active. It increases one's Drive power for a short time, allowing more potent Drive effects. This effect affects Mecha Drive+ calculations as well as any other enhancement Drive or anything else that uses base drive as a factor of its effects.
Available at level 15 for everyone, this Drive requires a 15 SP expenditure to initiate.

UltraDrive: Drive x2 for three turns. A brief red glow surrounds the person, then shimmers three times. The shimmers corispond to the timing of the Drive's effect, with the last shimmer being when the UltraDrive fades and looses its effect. While in effect, it doubles the direct output of the Spirit in terms of Drive capability. This effectively doubles the potency of any Drive effects that are based on the person's base Drive statistic.
This powerful boosting Drive comes for Pure Humans at level 30, 33 for Mechanics, and both Genetics and Genetic/Mechanic hybirds gain it at level 34. It uses 40 SP to activate.

MegaDrive: Str, Def, Dex +12, NNTH +4, Agility +10, Drive x2, Drive Def x2, for five turns. A shimmering, green haze surrounds the limbs and body of the MegaDrive recipient, causing a large increase in most of their base abilities. The NNTH increase only affects the character, but the Agility increas effectively adds 2 to the NNTH of any Mech the person happens to be piloting. Along with the Drive increase and Drive Defense increase, this makes MegaDrive useful whether in personal combat or piloting a Mech.
Pure Humans aquire this Dive from level 40 onward, Mechanics can lear it from level 44 on, Genetics can atain it from level 46 up, and Genetic/Mechanic hybirds can gain it starting at level 50. It requires an expenditure of 75 SP to use, and does require something to learn as opposed to simply gaining it at the required level.