Update 1.1


Hello Again!

Good Evening Everyone, Apologise for not being too communicative in recent month, I have been BUSY!!! as you will soon see.

This is the long awaited 1.1 update to the Fan Made Warframe Tabletop RPG that I have been developing for the fun of it. this update is to address the most pressing concerns that people have brought to my attention by those of the community.

Design Goals:

Firstly Lets talk about the design goals of this project and outline them going forward.

  1. I want the base gameplay to be easy to understand and play, where anyone can look at it and understand how to play with minimal reading
  2. I want the combat to be action filled and fast paced. I don't want players to disengage with the game when it is not their turn in combat
  3. The power fantasy of being a space ninja above regular soldiers must remain intact.
  4. It should be FUN! I want players to feel like their having fun at the table both with the game system and the GM! 

With all this in mind, lets go over the changes that are in hopes of meeting that design goal.

Handbook:

  • Combat refinement rules for tabletop players, to change the d100 to d10's to make it easier to read.
  • Removed Riven Mods and made them into their own separate side content.
  • Removed Helminth and made them their own separate side content.
  • Made the crafting system easier. now rather than collecting resources to build your weapons and Warframes, you will now just collect the parts and then build it.
  • Critical and Status chance are now just a single roll and affects all attacks on the turn.
  • Added a little more detail to the factions.
  • Removed Shield gating, as it gets in the way of flowing combat.
  • Introduced Forma, which halves the mod cost of any slot.
  • Changed all things to work off Orokin Reactors, which double your mod capacity.
  • Fixing Up Empyrean Crew members to work properly.
  • Explained how to prepare encounters within the system in the GM Section.
  • Changed Air Support.
  • Removed Standing as a currency, now all syndicate things can be purchased with credits.
  • Movement Speed has been adjusted for simplicities sake.
  • Armor has been revamped, to be easier to work out. All Warframes armor values have changed significantly.
  • Changed How decrees work to make them easier to apply and use.
  • Updated Mining, Fishing, and conservation to now only give out Credits upon completion.
  • Tweeked the numbers or Changed the following warframes:
    • Banshee. (Small Numbers Tweak)
    • Oberon. (Small Numbers Tweak/Rework will be coming soon)
    • Koumei. (Redone abilities to make them more gambler focused)
  • Changed Status effects into major and minor categories.
  • Added a damage section that describes each of the damage types, and some of their unique effects.
  • Added A section that discusses character
  • Redid some abilities on Warframes
  • Changed the formatting for Focus Schools and changed some of them up.
  • Combat recourse tracking now works on a start of your turn basis rather than an every turn basis, since it makes it easier.
  • Turned down the Brightness of the background to make the text easier to read.
  • Made it so that Intrinsic's now cost affinity

Modbook:

  • Removed Endo as a resources, replacing it Credits.
  • Changed Arcanes to now scale off credits rather than more Arcanes.
  • Removed mod polarity in general.
  • REDID. EVERY. MOD. To make their effects editable for the future and to remove the polarity.
  • Removed Multiplier mods (For the most part, Might have missed some) to make it easier for mods.
  • Changed how damage mods interact with the base damage of a weapon.
  • Elemental damage combinations have been removed and changed to being single mods.
  • New Elemental Damage Mods Added
    • Rash Cuts
    • Explosive Rounds
    • Zeta Burn
    • Disruptive Wave
    • Noxious Vapours
    • Eroding Bite
    • Azurite Alteration
    • Lohk’s Damnation
    • Epidemic Breach
    • Dragons Breath
    • Alpha Exposure
    • Electrolysis
    • Chemical Disperse
    • Acidic Slugs
    • Devar Growths
    • Fass Madness
    • Organic Degradation
    • Early Detonation
    • Beta Discharge
    • Reactive Vapours
    • Stinging Burn
    • Veridos Conversion
    • Khra Reversal
    • Biochemical Coating
    • Ignition strike
    • Gamma Smite
    • Battery Depletion
    • Bellowing Miasma
    • Abrasive Mordant
    • Crimzian Compression
    • Vome Commandment
    • Growing Boils
    • Flare Blitz
    • Uranium Rounds
    • Electronic Haze
    • Condensed Fumes
    • Caustic Rounds
    • Sentirum Liquidation
    • Xata’s Revelation
    • Vigourous Disease
    • Erupting Contact
    • Radium Decay
    • Data Deletion
    • Delusional Haze
    • Acerbic Crunch
    • Nyth Warping
    • Jahu’s Corruption
  • New Parazon Mods
    • Enemy Education
    • Predictable Actions
    • Breath of Knowledge
    • Rippling Physique
    • Rolling Landing
    • Perfect Carapace
    • Life Detector
    • Detective
    • Weakness Exploit
    • Oppressing Presence
    • Frightening Aura
    • Pier Pressure
    • Trap Finder
    • Background Check
    • Loot Finder
    • Emergency Surgery
    • Cause of death
    • Doctor's Orders
    • Natural Selection
    • Toxic Concoction
    • Bountiful Harvest
    • Keeping Tabs
    • Trail Finder
    • Target Spotted
    • Attention Seeker
    • Interpretive Dance
    • Inspiring Speech
    • Master Disguise
    • Negotiation Tactics
    • Art of the Deal
    • Gear Maintenance
    • Mechanic's Flourish
    • Patch Work
    • Thief's Stock
    • Healthcare Tax
    • Income Tax
    • Quick Escape
    • Thief's Intuition
    • Bad Apples
    • Predictable Moves
    • Calculated Fire
    • Costly Mistake
    • Drift
    • Augmented Turrets
    • Corrective Steering
    • Auto Translator
    • No Secrets
    • Encouraging Speech

Arsenal:

  • Changed the formatting of weapons, to remove unnecessary clutter and give them a little more of a simplistic look.
  • Removed Ammo Maximum as a mechanic, it just got in the way of the fun.
  • Reloading as a mechanic has been revamped to make it faster and easier.
  • Condensed damage into a single type for all weapons.
  • Fixed Glaives bounce.
  • Changed Combo Count to being based on how many attacks you block or hit in a turn, makes it more fun and streamlined.
  • Fixed weapons with a skill check that didn’t exist (Yeah I genuinely don't know how that happened).
  • Changed blocking so that players aren't blocking every attack unless they are wielding a Sword and Shield Weapon

Sanctuary:

  • Simplified the scaling math for the enemies, significantly.
  • Removed Narmer and The Murmur placed them in their own separate side content.
  • Added the following enemies to the book.
  • Added Sizes to enemies, to denote how much space they take up
  • Added The Following Enemies:
    • All Demolisher Enemies.
    • All Power Carrier Enemies.

New Content:

I did state that I would be coming out with some new content and I like to deliver on my promises. The first is the 1999 Expansion content is ready to go with Technocyte coda included. I have revamped some of the content and expanded on the timeline leading up to the game events of 1999, specifically with how much of the city has been taken by the Techrot, I have also create a new layout for the city (despite how ugly it is) that goes into detail. I will be expanding on this in the future, both on location info and enemy variety (Specifically I want to add Infested Zoo Animals cause that sounds fun). I will also be adding a mini adventure at the end of the book to round it up to 99 pages, cause I have the space and once again it seems fun.

The second bit of new content is the Last Call Before Void Bound. A mini adventure that will allow your players to test the new system  with 4 prebuild characters. your goal is simple, hijack the train before it gets to its destination, though this might be harder than it seems... :). this might get improved upon over time though we will have to see.

The next one is the Riven Mods, Helminth Books, and Narmer and Murmur Expansion content. they are "technically" new content but I don't class them as new cause they were in previous books. they have gotten some updates, with the riven mods getting some new items, the Helminth getting some ability revisions, and the Narmer and Murmur book getting an updated history and new enemy.

A Brief Thank you!

Finally to all those who have given feedback and genuinely helpful advice, THANK YOU! from the bottom of my heart, your support is so appreciated. Initially when I released this I was really upset by the Initial reception and comments, even though some of them were very justified, but for those who gave their feedback, those who are interested in this and want it to succeed Thank you!

I am also thinking of starting a discord chatroom, where people can give their feedback and talk to me directly rather than over a comment section. if you would be interested in such a thing please voice your opinions down below!

The Next Update

It is really funny cause the next update to content was going to be based on the old war, specifically focusing on the collapse of the Orokin...however Warframe is going to be showing that in their next major update so ill need to wait until that comes out to get my story straight. all I can tell you just now is that it will be an adventure module with a BIG storyline focusing on the fall of the Orokin. I want specifically for this update to include a massive amount of members of the community. though I now want to be confident in the base system before I pitch my ideas to anyone. 

additionally if you would like to be included in the next book or previous ones, whether it be a Warframe Idea.

Get Warframe Tabletop RPG, All Books and Sheets

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