Name: Excalibur
Species: Tenno
Age: Centuries old
Height: 6’0
The Orokin empire was a seemingly perfect intergalactic society, but just like all perfect societies it came with a slew of corruption and unjust laws. The Orokin was incredibly technologically advanced, but their solar system suffered from overpopulation throughout it, many of the planets themselves left terraformed and uninhabitable. Rather than clean up their own mess, the Orokin searched the cosmos for a new star system to start fresh.
Upon their travels they run into an extra-dimensional presence known as “The Void.” They begin studying its properties, learning how to travel throughout space at faster than light speeds, and technology evolves at a rapid rate. The Void itself was a presence of mysterious phenomenon that if tapped into could grant the Orokin empire untold power. Even more successful were they in finding an entirely new star system after crossing the void which was referred to as the Tau system.
The Orokin built self-sustaining robots sent through the portal to begin terraforming this other system. But they needed to send humans to populate it as well, boarding them on a large star ship called the Zariman Ten Zero. However upon the jump through the void, something went wrong and the humans on the ship remained stuck in the void. This made every adult on the ship go insane and even murderous to their own kids. This would leave the children on board alone to defend themselves and hide. With the ship eventually finding its way back to the Orokin empire, the children onboard had been subjected to the energies of the void for so long that they came out of it having supernatural and otherworldly powers, becoming an entirely new race that people would refer to as the Tenno.
Unable to control their powers, the Orokin locked them away out of fear for their abilities, but an elite Orokin scholar under the name of Margulis sought to help these children by adopting them and helping them harness their powers. They could do so through “dreams” in a process called transference. Since the Orokin were still terrified of these void children, they sentenced her to death, calling her attempt to help these children control their power an act of treason.
So, it turns out the robots that the Orokin sent into the Tau system gained sentience, calling themselves the Sentients. Angry at the Orokin army for ruining everything ever, they fought each other. In retaliation, the Orokin would make a parasitic disease strain called the Helminth that would convert humans into Infested-hybrids, acting as a biotechnological enhancement which would sharpen their skin harder than steel and enhance them. These would be the first warframes.
Creating the warframe armor, the Orokin allowed these super powered children to inhabit the warframes to better harness their powers, and Excalibur was the first Warframe. With the Tenno victorious, the Orokin celebrated their victory, except the Tenno were very much pissed at the Orokin for killing their surrogate mother, so they paid back the Orokin in kind by laying waste to their empire.
After succeeding, the Tenno left, leaving their warframe and falling under a deep sleep, content with their work. Centuries pass and the multiple enemy factions would branch off from the destruction of the Orokin Empire such as the clone army Grineer and political Corpus. Sentients would plan a full scale assault on the Tenno, with a sentient by the name of Natah being designated to infiltrate and destroy them. However, just like Margulis before, Natah became fond of these Tenno, helping them to protect themselves and dropping her sentient identity and assuming the role as their new surrogate mother, Lotus. She would awaken our main Tenno and send you on various missions to maintain the balance in the galaxy with other Tenno.
Eventually the physical body of our main Tenno would be threatened, revealing that you are not the Warframe that fight’s, but actually a young adult in a stasis pod controlling the every action of your warframe. The Tenno was actually using the warframe through transference where their consciousness can possess these Warframe’s. The Elder Queen of the Orokin (Who was possessing the body of the Grineer queen) attempts to take over your mind and body to have access to the void powers of the main tenno, with the main tenno fighting against their control and fully realizing their powers outside of their warframe.
Equipment
Excalibur (And all other Tenno/Warframes) are masters of both blade and gun. They do not have a ‘consistent’ arsenal since they’re arsenal is so wide in the game, though Excalibur is shown regularly with 3 basic weapons you get at the start of the game.
Since there are so many, these are the weapons I compiled that have interesting effects/are unique in each weapon type.
Pistols, Kitguns, and throwable weapons.
* = really important
*Lato: An Iconic Pistol Weapon that Excalibur is regularly depicted with
*Nukor: Creates and focuses a high-frequency field of microwaves, literally cooking the target from within.
Acrid: The Acrid fires an acidic-infused needle.
Atomos: This particle cannon generates a condensed beam of super-heated plasma designed to melt rock to ore, and enemies to molten slag.
Azima: This intricate automatic pistol is able to fire its magazine which then spins in the air for a short time, firing lasers at nearby enemies.
Catabolyst: Splatter enemies with a short-range stream of corrosive bile and then toss the ammo bladder as a grenade when reloading. The emptier the pistol’s ammo bladder, the more potent its damage. A fully empty bladder packs the biggest punch.
Cyanex: Sentient tech merges with Corpus design to deliver this lethal sidearm. Fully automatic, it fires ricocheting, homing projectiles that release small clouds of Gas on impact. Alt-fire to release the entire magazine without homing as a single burst.
Dual Tococyst: Brain-strikes excite this bioweapon, causing it to rapidly release toxic munitions.
Hystrix: Heat, cold, electricity, or toxin: choose an element and launch a flurry of deadly quills. This versatile sidearm is Khora’s signature weapon.
Kuva Nukor: A highly-optimized Nukor that allows for the weapon’s microwave field to hit up to two additional targets.
Spore Lacer: Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger. Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.
Zakti: Fires razor-sharp darts that anchor themselves in their target before erupting in a plume of toxic gas.
Zymos: Infect your foes with this spore-scattering pistol. Head shots burrow in and explode, releasing spore clouds that seek out nearby enemies.
Bows, Rifles, Shotguns, Snipers, and Sentinel Weapons.
These are the more important weapons with unique effects and abilities.
* = really important
*Braton: The most iconic rifle Excalibur is interpreted as having on his person
*Glaxion: Fires a photon beam that halts molecular vibrations, causing instant and painful freezing.
*Glaxion Vandal: A cutting-edge, halogen-cooled electron accelerator capable of snap-freezing a target in moments.
*Stropha: A short-blade melee weapon with an ace up its sleeve. Send nearby enemies flying with a short-range shockwave.
*Opticor: Once charged this Corpus laser cannon dispatches a devastating blast of light energy.
*Athodai: Reverse-engineered from propulsion tech to pack a serious kick. Headshot kills trigger Overdrive, locking off secondary functions while maximizing your fire rate and ammo efficiency for a short time.
Arca Plasmor: Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.
Basmu: This Sentient war instrument can either barrage targets with explosive bolts, or draw on its regenerative battery to create twin plasma beams that chain through targets. When fully drained, Health is leached from nearby foes for a short period.
Bubonico: Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.
Ferrox: Discharge a rail of ionized death or throw the Ferrox like a spear and create a localized field of attraction no enemy can escape from.
Hema: A bloodsucker. This symbiotic burst-rifle leeches health to forge its ammo and then restores health with each headshot.
Phantasma: Irradiate enemies with a continuous stream of deadly plasma. Charging secondary fire releases a glob of plasma that erupts with homing bomblets on impact. Increased Magazine Capacity when wielded by Revenant.
Melee Weapons
Excalibur can use Blades and Whips, Claws, Daggers, Duals Daggers, Dual Swords, Fists, Glaives, Gunblades, Hammers, Heavy Blade, Machetes, Nikanas, Nunchaku, Polearms, Rapiers, Scythes, Sparring, Staves, Sword and Shield, Swords, Tonfas, Two-Handed Nikana, Warfans, Whips, and Zaws.
These are the more important weapons with unique effects and abilities.
* = really important
*Skana: A regular blade that Excalibur is interpreted as having on his person. Before all other weapons, Tenno master the Skana. This simple blade becomes immensely powerful in the hands of a master. For Tenno, it is the foundation of their fighting style and a pillar of their culture.
*Skana Prime: A basic blade known as a Skana. It is widely used by the Tenno. Prime model offers slightly increased damage.
*Caustacyst: Heavy attacks from this scythe unleash a wave of acid that mutilates enemies and leaves a trail of corrosive sludge.
*Exalted Prime Blade: Summon a sword of pure light and immense power.
*Exalted Umbra Blade: Summon a sword of pure light and immense power.
*Exalted Blade: Summon a sword of pure light and immense power.
Dual Heat Swords: With a Heat Sword in each hand, enemies reach their fiery demise twice as fast. Can connect with multiple targets at once
Heat Dagger: This short blade weapon has limited range but comes out fast and can inflict fire damage.
Lecta: Half taser, half whip. The Corpus Lecta delivers a deadly shock to anything it touches.
Mire: A relic from the Great Plague, the Mire Infested Sword is a brutal weapon. It not only cuts into the enemy, it infects the wounds of its victim with a toxic nerve poison. Deals 🕱Toxin Damage on Ground Slam attacks.
Nepheri: The dual flaming fang-blades of the Archon Amar. Has a unique Neutral Combo that blasts out four short-range fireballs.
Nikana Prime: An ancient blade predating the fall of the Orokin Empire. Forged using techniques lost over the centuries, the edge remains sharper than that of any modern Nikana.
Obex: The Obex system multiplies the kinetic energy of a Tenno's kicks and punches, delivering devastating blows to any target.
Primsa Dual Cleavers: Blades of energized prisma crystal make these ornamental cleavers cut as sharply as they look.
Sibear: Ice in motion can crush mountains, this frozen hammer is no different.
Archwings
Equipment used to fly + traverse environments that would be difficult/impossible to do so on foot, such as space, open worlds, or underwater. Each one grants several unique abilities, and can be equipped with additional unique weapons on top of that.
Odonata: First Archwing, best used for disrupting and diverting enemy fire.
Energy Shell: Forms a protective energy shell around the Warframe.
Disarray: Drops flare beacons, confusing incoming guided missiles.
Seeking Fire: Fires a large volley of homing missiles.
Repel: The Warframe emits a massive pulse of energy, stunning nearby enemies and sending them flying.
Odonata Prime: Primed version of Odonata, exactly the same but with better stats.
Elytron: Durable Archwing with offensive capabilities in the form of explosives. Good for AoE damage and crowd control.
Bloomer: Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets.
Core Vent: Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to detonate.
Thumper: Creates a localized storm of punishing explosions.
Warhead: Launches a plodding missile capable of unleashing a massive explosion.
Itzal: Fastest Archwing with the best mobility.
Blink: Teleports short distances.
Penumbra: Activates a cloaking field that hides the Warframe and any nearby allies who remain stationary.
Cosmic Crush: Forms a miniature black hole that sucks in all nearby objects before rupturing in a massive shock wave.
Fighter Escort: Deploys drones that fight alongside the Warframe, each detonating in a destructive blast when killed.
Arch Line: Launches a tethered hook that either pulls enemies close, or pulls the Warframe toward any stationary objects it hooks onto.
Amesha: Defensive Archwing which can divert enemy fire and heal allies.
Watchful Swarm: Tiny drones orbit the Warframe or an ally, and intercept enemy fire.
Benevolent Decoy: Creates beacons that draw enemy fire, converting the damage into healing pulses.
Warding Grace: Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby enemies.
Vengeful Rush: All damage taken is transformed into Energy, while abilities gain enhanced range, duration and power. Affects the caster and nearby allies.
Arch Arsenal
Arch-Guns: Heavy long-ranged weapons used in zero-gravity Archwing combat.
Cortege: Can release either a flamethrower-like beam, or a trio of grenades that explode upon impact.
Corvas: Shotgun-like weapon that fires scattered pellets.
Corvas Prime: Upgraded version of Corvas which shoots singular, large projectiles rather than shotgun rounds.
Cyngas: Automatic burst-fire rifle, which inflicts slash, puncture, and impact damage.
Dual Decurion: Twin rifles which have high critical chance, and can be reloaded quickly.
Prisma Dual Decurions: Faster, deadlier, and more accurate variant of Dual Decurion.
Fluctus: Crossbow-like weapon which fires large waves of energy, effective for clearing an area of multiple enemies.
Grattler: Quad-barrel auto-cannon which fires devastating explosive projectiles, albeit with low range and high projectile travel time.
Kuva Grattler: Variant of the grattler with higher critical chance and better ammo limits/regeneration, but lower damage and fire rate.
Imperator: Fully-automatic rifle with high critical chance, fire rate, and magazine size.
Imperator Vandal: Variant of Imperator with higher fire rate, magazine size, and faster ammo regeneration.
Kuva Ayanga: Gun that rapidly fires explosive rounds which travel in an arc.
Larkspur: Gun that fires a devastating radiation beam that can chain between targets to hit multiple enemies at once. It can also charge up to fire an explosive blast round.
Mausolon: Fully-automatic heavy rifle. Has high critical chance, status chance, accuracy, magazine size, and fire rate. Shoots fully automatic explosive rounds, and can also build charges on kills to allow the use of an explosive laser.
Morgha: Grenade launcher. Can build charges on kills to allow the use of an air-burst mortar.
Phaedra: Assault rifle with very high critical potential, very high fire rate that is achieved after a spool-up period, and a large magazine capacity.
Velocitus: Chargeable gauss rifle that inflicts high damage, equally split between impact, puncture, slash, and magnetic damage.
Arch-Melees: Unusually heavy melee weapons used in Archwing combat.
Agkuza: Hook sword which inflicts puncture damage.
Centaur: Slashing weapon which inflicts a powerful six-hit combo, with high attack speed and high critical chance.
Kaszas: Scythe which inflicts puncture damage.
Knux: A pair of metal gauntlets which inflict impact damage.
Onorix: A heavy axe which inflicts slash damage.
Rathbone: A heavy hammer which inflicts impact damage.
Veritux: A massive telescopic sword, which deals high slash damage but has low attack speed.
Prisma Veritux: Variant of Veritux with higher critical chance, critical multiplier, status chance, and attack speed but with a steep reduction to damage.
Abilities
As Excalibur:
Radial Blind: Blinds enemies
Radial Javelin: Shoots energy javelins
Exalted Blade: Creates a blade of pure light energy where he dashes and slashes
Bullet Jump: Allows a warframe to launch in other directions while in mid-air giving a bullet time effect
Aim Glide: Allows a Warframe to glide in a direction after jumping
As the Operator:
Transference: Transference is the Operator’s ability to possess or hop into humanoid objects and control them. Tenno have used transference on living organism’s like the still living Umbra, and avoid possession from foes capable of similar possession abilities. This also allows the Tenno to look into someone's memories and feel what they feel.
Void Beam: A beam of void energy that the Tenno can fire which can completely vaporize enemies.
Void Blast: A blast of void energy meant to push enemies away.
Void Dash: A void ability that allows the Operator to teleport a short distance away
Void Mode: An operator ability where the Tenno goes invisible and intangible on another plane of existence.
Most of the abilities Excalibur has do not directly come from the Warframe. The Warframes are inhabited by Operator’s, Tenno teenagers with powers straight from the extra dimensional presence called “The Void.” Each Tenno follows a specific class to help hone their operator abilities but they are able to switch between classes. There are 5 classes in total and are meant to build upon the operator powers described above.
Madurai: Method of combat focusing on relentless, savage attacks and speed, overwhelming the enemy before they have a chance to defend.
Void Strike: Upon leaving Void Mode, the next 8 attacks deal 12% additional damage for every second spent cloaked.
Void Radiance: Upon leaving Void Mode, consumes energy in order to blind anyone within 10 meters for 5 seconds.
Phoenix Talons: Physical damage increased by 25%.
Phoenix Spirit: Elemental damage increased by 25%.
Flame Blast: Void Blast releases a ball of fire that deals 250% of the Void Blast damage and explodes after 0.6 seconds.
Rising Blast: Increase damage of Void Blast by 100%, and can now be charged to deal additional damage.
Blazing Dash: Void Dash leaves a trail of fire that deals 1000 damage per second over 14 seconds. Will now stun enemies instead of displacing them.
Meteoric Dash: Void Dash deals +400 extra damage to enemies.
Inner Gaze: Increases energy for Amps and Void Beam by 40%.
Eternal Gaze: Increases the regeneration rate of energy for Amps and Void Beam by 60%.
Vazarin: Method of combat focusing on moving with an enemy’s attacks in order to nullify them, defending against all types of attacks.
Mending Soul: The next 4 revives are instantaneous.
Mending Unity: Increases affinity radius by 25 meters.
Enduring Tides: Increases the health of the Operator by 150%.
Rejuvenating Tides: Increases health regeneration of the Operator by 4 per second.
Guardian Shell: Void Blast can be charged to manifest a shield that drains energy for every 400 damage absorbed.
Guardian Blast: Void Blast consumes 25 energy for each ally hit within 8 meters and grants them 160 shields.
Protective Dash: Allies hit by Void Dash are granted immunity from damage for 5 seconds and healed 60% over 5 seconds.
Sonic Dash: Void Dash no longer displaces enemies, instead it emits a shockwave 14 meters wide and travels 8 meters, stunning any enemy it hits.
Void Regen: Void Mode heals +25 health per second at the cost of an additional 2 energy per second.
Void Aegis: Void Mode creates a shield that grows up to 12 meters over 5 seconds.
Naramon: Method of combat focusing on tactics, gaining a greater advantage through a greater understanding of one’s foe.
Void Hunter: Void Mode reveals enemies within 25 meters through walls. This range gradually decreases over 5 seconds when the Operator leaves Void Mode.
Void Stalker: Void Mode increases Critical Chance of melee attacks by up to 50% over 5 seconds. This chance gradually decreases over 20 seconds when the Operator leaves Void Mode.
Affinity Spike: Kills from melee attacks grant 45% more melee affinity.
Power Spike: Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely.
Executing Dash: Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage taken by 35%.
Surging Dash: Creates a wave while dashing, increasing the damage by 30% and the area of effect around the Operator by 12 meters.
Mind Step: Increases the movement speed of the Operator by 30%.
Mind Sprint: Increases the speed of Void Dash by 120%.
Disorienting Blast: Void Blast has a 50% chance of confusing enemies for 16 seconds, causing them to be unable to distinguish friend and foe.
Disarming Blast: Enemies hit by Void Blast have a 50% chance of being disarmed.
Unairu: Method of combat focusing on outlasting an enemy through endurance, withstanding all manner of attacks without retreating.
Void Chrysalis: Void Mode reduces damage taken by invisible allies within 25 meters by 80%.
Void Shadow: Void Mode now renders allies within 25 meters invisible. This ability costs an additional 4 energy per second per ally cloaked.
Void Spines: 100% of damage taken is returned to the attacker.
Stone Skin: Increases armor for Warframe and operator by 60.
Magnetic Blast: Enemies hit by Void Blast are affected by bullet attractor for 10 seconds.
Unairu Wisp: Void Blast has a 100% chance to summon a Wisp when it damages an enemy. The Wisp can be picked up by allies to increase Operator damage by 100% for 12 seconds.
Sundering Dash: Using Void Dash through an enemy will reduce their armor by 75%.
Crippling Dash: Using Void Dash through an enemy will reduce their damage by 50%.
Basilisk Scales: Increases armor for the Operator by 200%.
Basilisk Gaze: Increases the radius of Void Blast by 60%.
Zenurik: Method of combat focusing on erasing any resistance through sheer strength, choking an opponent of all their resources.
Void Flow: Increases Operator energy by 90%.
Void Siphon: Increases Operator energy regeneration by 90%.
Void Static: Void Mode emits a pulse that deals 500 damage per second over 15 meters.
Void Singularity: Void Mode pulls enemies within 20 meters toward the Operator.
Energy Pulse: Energy pickups grant 50% additional energy over 5 seconds.
Inner Might: Increases Heavy Attack efficiency by 60%.
Energizing Dash: Void Dash creates a zone of energy for 8 seconds. Allies passing through the zone gain 5 energy per second for 30 seconds.
Lightning Dash: Manifests ball lightning after a Void Dash that travels slowly and zaps enemies within 16 meters for 800 damage.
Temporal Blast: Void Blast slows enemies by 80% for 15 seconds.
Voltaic Blast: Void Blast creates a surge of electricity, zapping enemies within 10 meters for 200% damage.
Feats
Strength & Destructive Power
Majority of Excalibur’s feats are from scaling to other Warframes. To be fair, the Warframes in the story also fight characters that are far above or are as strong as the toughest of Warframes. The story of Warframe is played with this in mind.
Atlas destroys meteor
The warframe Atlas ends up obliterating a planet destroying asteroid in one punch.
Nova wields anti-matter
The Nova Warframe wields volatile anti-matter in her attacks.
Nova is capable of causing an anti-matter reaction using her body as fuel. Anti-matter reacts with an equivalent mass of normal matter, to produce massive amounts of energy.
Speed & Reactions
Excalibur blocks a beam
Vor fires a beam at Excalibur, who reacts to and blocks it after it is fired. This is confirmed to be a beam in the game in a comment from Lotus. In-game it also burns and fires in a straight line.
Gauss outspeeds bullets
A speed based Warframe by the name of Gauss moves so fast, bullets and explosions around him look almost still.
Durability & Stamina
The Warframes strength should scale to their durability.
Weaknesses
If the Tenno for any reason have to exit their Warframe, the Warframe itself will be vulnerable to attacks with little to no resistance. The Operator’s also are more at risk of getting hurt than from their Warframe bodies, and they can have their Void abilities falter when fighting a foe capable of resisting their mind abilities.
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