Warframe: Armistice Era
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Warframe: Armistice Era By: Matthew Thomas Vincett (Morec0) V. 2.3.1 Contents CONTENTS 1 INTRODUCTION 9 CHAPTER 1: BACKGROUND 10 CHAPTER 2: FACTIONS AND GROUPS 12 The Grineer Empire 14 Vorian Armada 17 Frontier Army 18 Arid Constabulary 20 Grustrag Reconditioning 22 Elite Forces 24 Drekar Marines 26 Nightwatch Corps 27 Kwuim’Rus 29 The Corpus Corporation 32 Chilton Manufacturing 35 Pinnacle Incorporated 37 Marvel Security Systems 38 Luksor Nano Composites 40 Beecloud Hivemind Development 42 Black Seed 44 Material Packing Solutions 46 Union Security 48 The Syndicates 50 Steel Meridian 52 Arbiters of Hexis 53 Cephalon Suda 55 Perrin Sequence 57 Red Veil 59 New Loka 61 Smuggler Coalitions 63 Omniform Secta 65 The Colonists 68 CHAPTER 3: CLASSES AND ABILITIES 71 Caster 72 Grineer Inquisitor 72 Corpus Scrambus 76 Syndicate Oracle 80 [1] Diplomat 85 Grineer Magistrate 85 Corpus Accountant 88 Syndicate Recruiter 90 Engineer 94 Grineer Seeker 94 Corpus Tech 100 Syndicate Rigger 106 Healer 112 Grineer Mephite 112 Corpus Auxiliatrix 115 Syndicate Medic 118 Marksman 122 Grineer Huntsman 122 Corpus Ranger 127 Syndicate Assassin 130 Melee 134 Grineer Butcher 134 Corpus Comba 137 Syndicate Zealot 140 Pilot 144 Grineer Hellion 144 Corpus Navigator 147 Syndicate Runner 150 Rogue 154 Grineer Manic 154 Corpus Infiltrator 157 Syndicate Scoundrel 160 Soldier 164 Grineer Elite Lancer 164 Corpus Elite Crewman 167 Syndicate Guerilla 171 Tamer 175 Grineer Beast Master 175 Corpus Wrangler 179 Syndicate Handler 182 Tank 187 Grineer Bailiff 187 Corpus Auditor 190 Syndicate Defender 193 Unique 197 Grineer Exterminator 197 Corpus Dax 202 [2] Syndicate Insurgent 205 CHAPTER 4: STATS AND SKILLS 211 Stats 211 Skills 214 CHAPTER 5: COMPANIONS AND ABILITIES 222 Grineer 223 Drahk 223 Hyekka 225 Corpus 228 Bursa 228 Hyena 230 Locust Drone 233 Syndicate 237 Serberis 237 Skate 239 Janis 242 Kavat 245 Kubrow 247 Companion Stats and Skills 251 Stats 251 Skills 252 Companion Creation 256 CHAPTER 6: VEHICLES AND SHIPS 258 Vehicle and Ship Systems 259 Vehicles 260 Vehicle Classes 260 Grineer 261 Mining Machine: 261 Angrboda: 262 Gymir: 263 Thrym: 265 Ballista: 266 Corpus 268 Bit: 268 Quid: 269 Cargo Rover: 270 Obx 272 Baluster: 273 Syndicate 275 [3] 1L-Mount: 275 Serberis Speeder: 276 Pursuer: 277 Punisher: 278 4L-Cart: 279 Ships 282 Ship Classes 282 Grineer 284 Dargyn: 284 Ogma: 285 Dagda: 286 Wasp: 287 Hornet: 289 Vesper: 290 Dinghy: 291 Ferry: 292 Lug: 293 Slog: 295 Galleon: 296 Corpus 298 Bter: 298 Gox: 299 Puranas: 301 Daric: 302 Siglos: 303 Omx: 305 Dox: 306 Vega: 307 Cantilever: 308 Stanchion: 310 Obelisk: 311 Syndicate 313 Wraith Striker: 313 Lanx Striker: 314 Interceptor: 316 Liberator: 317 Decimator: 318 Revenant: 320 Skate Runner: 321 Janis Schooner: 322 Phoenix Carrier: 324 22L-Fluyt: 325 17L-Koff: 326 CHAPTER 7: CHARACTER CREATION 329 Step 1: Faction and Name 333 Step 2: Group and Class 334 Grineer 334 Corpus 335 [4] Syndicate 337 Classes 338 Step 3: Starting Skills 343 Step 4: Starting Stats 344 Step 5: Permanent Resolve Points 345 Step 6: Starting Experience and Credits 346 Step 7: Starting Equipment 347 Armor and Shields 347 Grineer: 347 Corpus: 348 Syndicate: 348 Weapons 348 Step 8: Backstory and Appearance 350 CHAPTER 8: COMBAT 354 Accuracy Check 355 Combat Actions 357 Full-Actions 357 Half-Actions 358 Free-Actions 358 Detection/Stealth 360 Combat Offense 360 Flanking 360 Point Blank 361 Status Effects 361 Attacks of Opportunity 363 Combat Defense 364 Health 364 Armor 365 Shields 366 Combat Skills 366 CHAPTER 9: SHIP COMBAT 368 Combat Actions 369 Pilot Actions 369 Crew Actions 370 Speed 371 [5] Strain 373 CHAPTER 10: ROLEPLAY SYSTEMS 374 Skill Checks 375 Leveling 378 Resolve Points 379 Bonus Systems 382 Bonds 382 Contribution 384 Conviction 386 Goal 387 Instinct 389 Motivation 390 Belief: 391 Connection: 392 Quest: 393 FINAL THOUGHTS 396 APPENDIX I: EQUIPMENT 397 Inventory 397 Armor 398 Player-character: 398 Vehicle and Ship: 400 Other: 401 Shields 402 Personnel Shields: 402 Vehicle and Ship Shields: 403 Gear 404 Vehicle and Ship Systems 407 Primary Weapons 411 Grineer 411 Rifle: 411 Shotgun: 413 Sniper: 414 Other: 414 Corpus 415 Rifle: 415 Shotgun: 417 Sniper: 417 Other: 417 [6] Syndicate 419 Rifle: 419 Sniper: 420 Shotgun: 420 Other: 421 Secondary Weapons 423 Grineer 423 Pistol: 423 Shotgun: 425 Other: 426 Corpus: 427 Pistol: 427 Shotgun: 427 Other: 428 Syndicate: 429 Pistol: 429 Shotgun: 430 Other: 431 Melee Weapons 433 Grineer 433 Corpus 436 Syndicate 437 Vehicle and Ship Weapons 441 Grineer 441 Light: 441 Medium: 442 Heavy: 443 Corpus 444 Light: 444 Medium: 445 Heavy: 446 Syndicate 447 Light: 447 Medium: 448 Heavy: 449 APPENDIX II: ENEMIES 451 Grineer 451 Corpus 453 Syndicate 455 Infested 457 Wild 459 [7] [8] Introduction Let’s start off with the basics: does this need to exist? Probably not. No one asked for this, I have very little doubt that there’s not even more than a handful of people who’ll read fully through this little manual, much less actually play this game; especially now that I’ve started off my introduction on such a downer note in a piss-poor attempt to me ironically funny. But I don’t particularly mind that. So why DOES this exist, then? Well, because I felt like giving something to the Warframe community and I’ve been getting way to into the ideas behind tabletop RPGs lately. I can’t program, I can’t animate, but I can write, I can imagine, and while I’m not a huge fan of them I kind of fancy myself decent when it comes to working with numbers. So, I thought this up, I slapped this together, I look to improve it, and I’m hoping those that play this enjoy it. Short introductions, I suppose. I suppose I should give a shoutout to Pavelord, even though I didn’t call him in for help on this specific work his help in the previous and sloppier incarnation of this idea definitely helped set the groundwork for what this would become. Props to ya, man. And… that’s all the introduction I have. You’ll find I’m less short with words from this point on, so consider yourself warned. But, moreover, enjoy. ~Morec0 [9] Chapter 1: Background In the far-flung future long-gone are all traces of any modern civilization, for in humanity’s future the great Orokin Empire was founded. This empire spanned the whole of the Solar System – known since those times as Origin – and united all of humanity together under a single banner, new traditions, and a period of scientific progress that resulted in technologies once thought just the stuff of dreams. The Orokin stood unrivaled by any… until the Old War. The Orokin Empire found itself faced with a race of creatures known as the Sentients. The details of the war are sparse, but a few facts are known: the Orokin were unable to hold back the Sentients on their own and were nearly defeated, they unleashed warrior-gods known as the Tenno who turned the tide of battle and brought the Sentient threat to heel, and when the war had reached its culmination the Tenno betrayed the Orokin, destroyed their Empire and then vanished into the void of time. It is from the wake of this Betrayal and the Collapse of the Orokin Empire that the Origin System slowly became what it is today. Technology fell into a dark age, the scattered remains of the Orokin people gave up on their traditions and even their name, and between the march of time and the Great Plague that ravaged the colonies before its sudden disappearance, Origin no longer even resembles what it once was. From the smoldering embers of the Collapse two factions have risen to rule the System: the Grineer Empire and the Corpus Corporation. But they do not enjoy the other’s company. The Grineer barely tolerate the Corpus because of their need for the Corporation’s expertise in long-forgotten-and-lost Orokin technology, and the Corpus are resentful of the Grineer for the history of atrocities the Empire has committed in the pasts of those who founded their organization. It is only through the faintest but most-dire of needs that the Corpus have been allowed to become what they are, and through the fear of retaliation that the Grineer stand widely unopposed by them. In an era of fragile coexistence between the oppressive Empire and covetous Corporation, tensions run high, conflicts between the two factions happen and are quickly ignored in favor of maintaining mutual trade and assistance, and each side is wary of its supposed ally. [10] Complicating this twisted political maelstrom further are the multitudes of terrorist groups collectively known as Syndicates. Bound together by a loose affiliation similar to that of the one between the greater Corpus and Grineer, these groups struggle and strive to bring down the Corporation and Empire, each fighting in their own way and seeking to heal Origin through the institution of their personal beliefs. They are not always friendly with one another, they are not of the same mind on many things, but they do stand opposed to the same enemies – an alliance of convenience binds them, for now at least. This, long before the Tenno begin to make their return to fight for Origin once more, is known as the Armistice Era, a lone period of collaboration after one of brutal attempts at genocide and enslavement. This is where your story begins… [11] Chapter 2: Factions and Groups As the Armistice Era dawned, Origin found itself divided up between the two superpowers that now rule over it: the Grineer Empire and the Corpus Corporation.