Arknights Campaign Setting

 

Campaign Setting

 

Introduction

What is Arknights

Arknights(Chinese: 明日方舟) is a Chinese mobile tower defense gacha video game. Developed by Hypergryph and Studio Montagne while published by Yostar, it was released in China in 2019 and worldwide in January 2020 for iOS and Android devices.[1]

 

In the game’s dystopian, post-apocalyptic future setting of the planet Terra where magic exists and Ancients, humans with animal or mythological races features live, Terra is plagued by natural disasters that leave behind a mineral, Originium. This metal’s properties allowed civilization to rapidly progress, but also infected people with a disease, oripathy. Due to the disease’s 100% mortality rate, and its high infectivity at the time of death, hostility towards the infected became widespread, leading to their mass quarantine and expulsion by governments worldwide.

The player takes the role of the masked and amnesiac “Doctor”, recently recovered from cryonic sleep. The Doctor commands a team of “operators” belonging to Rhodes Island Pharmaceuticals, a medical and self-defense organization. As oripathy spreads, the team must search for a cure while defending themselves against the Reunion Movement, an Infected anarchist military force bent on overthrowing the governments of Terra in revenge for persecuting oripathy victims.[2]

 

Why This Exists

I like playing tabletop rpgs and the lore and settings of Arknights is really inspiring to me. Arknights reminds me of another series that I like called Utawarerumono. I also enjoy creating campaign settings based on my favorite series and it gives the opportunity to explore the world outside of the source material and it’s just good fun for me and people who might also enjoy the series.

 

Systems

This is designed for Dungeons and Dragons 5th Edition. While there might be better systems out there this is the most accessible and the easiest way to convince people to play it. I also implement systems and mechanics that I find would find interesting and immersive to have but not required if it detracts from the fun. These mechanics are usually borrowed from another TRPG and I will thank them for the inspiration.

 

Key Terms

Terms that are relevant to the setting as well as abbreviations used in the document.

 

D&D – Dungeons and Dragons 5th Edition or 5e.

 

Oripathy – A fatal disease that is the central focus of the setting. It is caused by prolonged or hazardous exposure to the material Originium. It is most found in people who work with the material. Currently there is no cure but only one faction, Rhodes Island is actively pursuing a cure. It is spread via contact, blood, and contaminated objects. Society’s dependence on Originium has made the disease a global pandemic. Those infected are referred to as “The Infected” There is a strong social divide between the infected and uninfected and is the core theme of many conflicts across Terra.

 

[Image] Girl Infected with Oripathy. Symptoms include crystalline growths visible on skin.

 

Originium – A commonly found mineral on Terra, most are black semi-transparent crystals. Originium contains large amounts of energy, enough to trigger Catastrophes. They are used in the field of magic and used to manufacture casting tools and spell props. Spell efficiency is reduced without it and it is used as a primary power source globally.

[Image] A sample of raw Originium

 

Originium Art – The catch all term for magic in Arknights. Relies on Originium to be efficient. It is very ubiquitous as most people are able to operate Originium devices. Spell like effects used by non casters are classified as an Art.

 

Catastrophe – The umbrella term for natural disasters in Terra. Natural disasters of many types, from earthquakes to meteor impacts, occur much more frequently on Terra and are referred to as “Catastrophes” since such occurrences are cataclysmic in scale under the Terrans’ perspective. As such, the majority of Terrans opt to embrace a nomadic lifestyle by living on mobile settlements instead of a sedentary one. Terra’s technology and Catastrophe Messengers at least allow a more-or-less accurate prediction of when and where a Catastrophe will occur, giving the nomadic settlements an opportunity to relocate before the Catastrophe strikes, lessening the damage it causes. Errors do occur from time to time, however, which could have devastating consequences as seen with Chernobog in Episode 01 and Wolumonde during the events of Twilight of Wolumonde. Catastrophes are seen as both a blessing and a curse; a crystalline mineral named Originium is often left behind in the aftermath of a Catastrophe, which is extensively used as a source of energy – including the magic-like Originium Arts – but can cause the deadly Oripathy disease when exposed to organic matter.

 

Nomadic City – Basically an entire city that can be moved as if it was a colossal vehicle, nomadic cities are used by the Terrans to lessen, if not avoid, the destruction caused by Catastrophes, which could be devastating if one is to occur on sedentary settlements where the inhabitants may not have enough time to evacuate; by using Catastrophe prediction systems, a more-or-less accurate estimate of when a Catastrophe would occur will allow nomadic cities to relocate into a safe area in time. Nomadic cities utilize Originium reactors to both power its engines and provide electricity to the city itself. Just how nomadic cities can remain above ground and not affected by Terra’s gravity while still capable of moving (albeit at a very slow pace) with several billion, or even trillion tons of structures over it remains unexplained, though it can be implied that nomadic cities’ Originium reactors also provides artificial gravity or some sort of anti-gravity mechanism to counteract its ungodly weight.

 

General Rule Changes

These are some quality of life changes to the base game that makes the game more enjoyable in my opinion.

 

    • Stronger Operators – At levels where characters gain an Ability Score Increase, players may choose a Feat to add to their character as well. They cannot forego the Ability Score Increase to get two Feats.

    • New Proficiencies – Modern societies have newer modern specializations of labor and the generic proficiencies in 5e don’t do it justice. Esoteric objects may require downtime specialization in order to be able to operate proficiently.

  • Land Vehicles

    • Automobiles (Default)

    • Military Vehicles

    • Heavy Machinery

  • Sea Vehicles

    • Boats (Default)

    • Military Vessels

  • Air Vehicles

    • Civilian Aircraft (Default)

    • Military Aircraft

 

Differences From 5th Edition

 

The setting of Arknights is different from DnD and a good amount of mechanics should be adjusted to accommodate these changes. Here are a few listed that I can point out but more will pop out as people try new and different 5e character builds.

 

  • Long range teleportation is not confirmed to exist or is believed to be possible. There has been no official observed instance where characters travel between far locations instantly (town to town). Short range teleportation can be explained as a speed Art.

  • Resurrecting the dead is not possible. Raising zombies might be possible as seen with Mephisto’s Art but those guys were still technically alive. Manipulating corpses using animate objects might be more accurate but for the sake of necromancy being viable it should be allowed. Revivify is allowed.

  • Magic is called Arts and is very common. Originium technology is their version of magitech and access to magic is similar to the Eberron setting.

  • The technology in the world mirrors our own where some places have 21st century technology while others remain tribal. Modern electronics and other devices exist in the world thus allowing access to non magical means to do what magic does in 5e. Alternatively everything is powered by Arts.

 

Character Creation

Creating a character in the world of Arknights should be simple, the streamlined process is outlined below.

  1. Select Background from Player’s Handbook and other official sources.

  2. Select Class

  3. Select an Ability Score Increase either +2 to one ability score and +1 to another. This determines your character’s ability scores.

  4. Determine ability scores. Use any prefered method from the Player’s Handbook.

  5. Select Race from DnD.

  6. Reflavor your DnD race to the Arknights Race you want to be.

  7. Select Operator Role (Optional/Campaign Dependent)

Playable Races

There are many races among the people who live on Terra as they are basically humans with partial or full animal features; these features are usually cosmetic.

All races officially published for 5e are allowed however they will be reflavored to fit their animal counterpart. Well it’s your game, use whatever race you want for stats.

 

Known Races

Source on Races: https://mrfz.fandom.com/wiki/Race

The races here are listed based on current operators and their profiles.

Great Video Explaining Races

https://www.youtube.com/watch?v=fmneLq5ZBZI

 

The majority of Terra’s civilization consists of the Ancients: a conglomeration of sapient bipedal races that resembles Homo sapiens of our world but with the traits of various animals, legendary creatures, and mythological beings in our world; most are humanoid (human-like, better known as kemonomimi) but some are anthropomorphic (animal-like, better known as furry). This means that despite sharing a superficially similar appearance, the Ancients of Terra are different to the Homo sapiens of our world.

 

Certain humanoid Ancients have two pairs of ears, one human and one animal, and both are functional. Furthermore, the Ancients’ humanoidism and anthropomorphism are apparently not tied into their bloodline, which can be explained by the anthropomorphic Rat King having a humanoid daughter (Lin Yuhsia).

 

The term human and its derivatives are typically used to refer to the Ancients as a whole; “Ancient” itself is only used in technical circumstances by the Terrans.

 

Cross the furry line for your cat girls at your discretion.

 

[Image] Two different flavors of Feline.

 

Aslan (Lion)

Archosauria (Crocodile)

Anura (Frog)

Anaty (Ferrets & Weasels)

Aegir (Ocean Creatures)

Chimaera

Cautus (Rabbit)

Caprinae (Sheep)

Cerato (Rhino)

Drake (Western Dragon)

Durin (Dwarf)

Elafia (Elk or Deer)

Feline (Cat)

Forte (Bovine)

Itra (Musk Deer)

Kirin

Kuranta (Horse)

Liberi (Bird)

Lung (Eastern Dragon)

Lupo (Wolf)

Manticore

Oni (Japanese Demon)

Perro (Dog)

Petram (Turtle)

Pythia (Snake)

Rebbah (Hyena)

Sankta (Angel)

Sarkaz (Devil)

Savra (Lizard)

Undisclosed  ()

Ursus (Bear)

Vouivre (Wyvern)

Vulpo (Fox)

Zalak (Rodent)

Others

Languages

Languages in Arknights are based on the country of Origin rather than a creature’s race. However a creature of a specific race may culturally know the language given by the RAW. Typically a person knows Common, the language of their nation, and the language of their culture or people.

 

During character creation you may replace any languages your character knows with another if it suits their background.

 

Compiled is a list of languages, the races that commonly speak it and which nation uses it primarily.

 

Language

Typical Speakers

National Language

Real Life Counterpart

Common

Everyone

All

Whatever the players speaks

Dwarvish

Durin, Ursus

Ursus, Kjerag

Russian

Elvish

Kuranta

Kazimierz, Sami

Polish

Giant

Various

Columbia

American

Gnomish

Lupo

Siracusa

Italian

Goblin

Varies

Victoria

Welsh

Halfling

Cautus, Feline

Rim Billiton

Australian

Orc

Archosaurs, Aslans, Felines, Liberi

Sargon, Minos

African

 

Abyssal

Aegirians

Aegir

Sumerian

Celestial

Sankta

Laterano

Latin

Draconic

Lung, Draco

Yen

Chinese

Deep Speech

Abyssals, Eldritch Horrors

Aegir

Noises

Infernal

Sarkaz

Kazdel

German

Primordial

Various

Iberia

Spanish

Sylvan

Oni, Various

Higashi

Japanese

Undercommon

Perro, Various

Bolivar

Portuguese

Druidic

Caprinae, Varies

Leithanien

Romania

 

Class Revisions

 

Classes shall remain as is for simplicity. Most of the classes and abilities in D&D 5th edition are very likely to exist in the world of Terra. Although lore wise magic comes from Originium and it would be best to ignore D&D’s flavor text and use the Arknights one.

 

Artificer

Barbarian

Path of the Berserker Rework

 

    • Frenzy – Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a melee weapon attack as a bonus action on each of your turns after this one. If this attack hits you may make another with a -5 cumulative penalty on the attack roll. You can repeat this until you miss.

    • Critical Effects – Your critical hits leave enemies reeling. When you critically hit you can choose one from the following effects.

  • Knockdown – Creature is knocked prone and may be pushed 5ft away from you.

  • Lingering Wound – Creature takes damage equal to your proficiency bonus at the start of their turn until healed by a spell or with a DC 15 medicine check as an action. This effect stacks.

  • Stun (Starting at Level 6) – Creature must make a (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of its next turn.

  • Critical Injury (Starting at Level 11) – Creature gains a permanent wound. This could be a severed limb, broken legs, etc.

  • Mindless Rage – Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

  • Retaliation – Beginning at 6th level while raging when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

  • Intimidating Presence – Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose any creatures that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. The rage bonus damage against creatures frightened by this ability is doubled.

  • Retaliation Frenzy – Starting at 14th level, you no longer need to be raging to retaliate. When raging if your retaliation attack hits you may attack again.

Bard

Cleric

Features that affect Undead/Fiend/Fey/Celestial will now affect creatures infected with Oripathy.

Cleric Domains: The Gun Domain

Druid

Fighter

Champion Rework

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. 

 

    • Improved Critical

  • Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

    • Critical Focus

  • At 3rd level your critical hits have a stronger effect on your opponents. When you score a critical hit you may choose one of the following options.

    • The creature hit has disadvantage on their attack rolls until the end of their next turn.

    • The creature hit has their speed reduced to 0 until the end of their next turn.

    • The creature hit has their AC reduced by 2 until the end of your next turn.

    • Remarkable Athlete

  • Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

    • Additional Fighting Style

  • At 7th level, you can choose a second option from the Fighting Style class feature.

    • Fighting Style Specialization

  • At 11th level one of your fighting styles becomes stronger. Talk to your DM on how because I’m not going to write enhancements for all the existing fighting styles here.

  • In addition your weapon attacks have an additional damage die when you have more than half of your hit points.

    • Superior Critical

  • Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

  • When you score a critical hit you gain additional options.

    • Creature must make a Constitution saving throw, DC = 8 + Proficiency Bonus + Strength or Dexterity Modifier. On failure they are stunned until the end of your next turn.

    • Creatures gain vulnerability to your attacks until the end of your next turn.

    • Survivor 

  • At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

  • Your weapon attacks have an additional damage die when you have less than half of your hit points.

Eldritch Knight Rework

The Eldritch knight falls behind other classes at being a spell blade and since the PHB is old and newer content generally power creeps the base archetypes I decided to rework the EK. EK’s serve the role of Arts Guards or regular fighters who supplement their martial prowess with Arts to deal with dangerous foes. 

 

    • Spellcasting 

  • When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

    • Cantrips 

  • You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

    • Spell Slots

  • The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

    • Spells Known of 1st Level and Higher

  • You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Select two schools of magic. Each of these spells must be from the schools of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from the schools you chose, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

 

    • Spellcasting Ability

  • Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

    • Weapon Bond

  • At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

    • Arcane Recovery 

  •  At the end of every short rest you can recover spell slots equal to your proficiency bonus + Intelligence modifier.

    • War Magic

  • Beginning at 7th level, when you use your action to take the Attack action you may cast one of your cantrips in place of one of those attacks.

    •  Eldritch Strike

  • At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against spells before the end of your next turn.

    •  Arcane Charge

  • At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

    • Improved War Magic

  • Starting at 18th level, you can concentrate on two spells at the same time. You make concentration checks for both of them when taking damage.

Monk

Paladin

Features that affect Undead/Fiend/Fey/Celestial will now affect creatures infected with Oripathy.

Sacred Oath: Oath of the Apostolic Knight

This Oath is taken only by the best of the best from Laterano’s finest service members. Only the most exceptional members of the Notarial Hall or Laterano Guard are selected to take the Oath of the Apostle. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. All who swear this oath are devoted to upholding the 13 rights of Laterano citizens. They alone are allowed the privilege of wielding the highest tiers of firearms developed by Laterano such as heavy machine guns.

 

Tenets are the same as Oath of Devotion with the inclusion of the 13 Laterano laws. Violating these tenets will cause the sworn to become fallen.

 

Gameplay: Heavily armored and packing serious firepower the Apostolic Knight is an oppressive ranged damage dealer. Their oath spells provide protection in a firefight as well as help them become a commanding presence for their allies. Their main weakness is that the bulk of their firepower relies on their channel divinity. Extended battles and attrition will burn through their resources and ammo isn’t cheap.

 

Role Playing: Apostolic Knights embody their oaths to their very core. Their mission is more important than their life or personal feelings. They’ve experienced many battles, hardships, and are the most elite forces Laterano has to offer. Knights found outside Laterano are usually fallen or on an important mission for the state.

 

Oath Spells

 

Paladin Level

Spells

3rd

Command, Guiding Bolt

5th

Warding Wind, Mind Spike

9th

Wind Wall, Fear

13th

Aura of Life, Fire Shield

17th

Conjure Volley, Antilife Shell

Channel Divinity

 

Unlock Armament. You call for authorization to unseal your divine armament. For 1 minute while you are not unconscious, your divine armament is unsealed and you may use it. The divine armament is a special firearm such as flamethrowers, light machine guns, or multi rocket launchers etc.

 

Guns Akimbo. You can use your Channel Divinity to unlock the true potential of your firearms, for one minute you gain the following effects as long as you are not incapacitated.

  • You may add your proficiency bonus to your firearm damage.

  • Firearms gain the light property.

 

Firearm Mastery

Starting at 3rd level you are proficient with all firearms. You are also proficient in Arcana if you were not already and can double your proficiency bonus when doing Arcana checks related to firearms.

You can use divine smite and other smites with firearms but they must be declared before the attack hits or misses and the spell slot is spent regardless. Your firearm is also a holy symbol.

 

Aura of Grit

Starting at 7th level, you and friendly creatures within 10 feet of you ignore the loading property of ranged weapons while you are conscious. Also, when you or a creature within 10 feet of you takes damage less than or equal to half your paladin level (round down for both), you can reduce this damage to 0.. At 18th level, the range of this aura increases to 30 feet.

 

Ranger

Rogue

Rogue Archetype: Ronin

Masterless warriors from the far east; they are masters of prodigious sword arts; they live on the edge of life and death. Former Samurai turned rogue, these elite warriors who are unneeded turn to various means to support themselves. They rely on high risk high return counterstrikes as they are no longer allowed to wear their armor. 

 

  • Quick Draw – Starting at 3rd level, you can perform a high risk high return draw cut. As a reaction whenever a creature within 5ft of you attacks you may make a weapon attack. This attack benefits from sneak attack. This attack requires a sword held with two hands that is sheathed and always resolves first even if other reactions are used. If you miss the attack, the next attack against you; roll half of your sneak attack(rounded up) dice as bonus damage until the end of the turn. This can also be used as a part of an attack of opportunity.

 

  • Kenjutsu – When you choose this archetype at 3rd level, you gain proficiency with Longswords if you don’t already have it and Longswords are considered finesse weapons. Most of Ronin’s abilities rely on wielding a sword with both hands as drawing and sheathing longswords can be done in the same turn.

 

    • Superior Quick Draw – At 9th level, as an action you can prepare a deadlier quick draw. You can apply one of the following effects to your quick draw attack. At level 13 you can apply 2 at level 17 you can apply 3.

  • Double the sneak attack dice rolled.

  • On hit the creature must make a Constitution save DC = Half of Damage dealt, on failure the creature is stunned until the start of its next turn.

  • You gain advantage on the attack roll for quick draw.

    • Supreme Quick Draw – Starting at 13th level, you become extremely alert to your surroundings and thus can no longer be surprised while conscious. You also gain the following quick draw options when preparing as an action.

  • The attack has a -10 to the attack roll and disadvantage. If it hits it is considered a critical hit / natural 20.

  • You can move up to half of your speed after the attack without provoking an attack of opportunity.

  • You can target another creature within 5ft of you. Damage from the attack is divided amongst both creatures but only the initial target can be afflicted with conditions.

    • Ultimate Quick Draw – Starting at 17th level, you have achieved true mastery of iaijutsu. Before the start of your turn you may quick draw if it has not been provoked. You also gain the following quick draw options as an action.

  • Vorpal Blade – The attack decapitates the target if possible or else does 6d8 bonus damage on a critical hit.

  • Sever Limb – Creature must make a constitution save DC = Half of Damage dealt on failure loses an appendage.

  • Bleed Out – Creature must make a constitution save DC = Half of Damage or take the roll of half of your sneak attack dice(rounded up) in damage at the start of each of its turn until healed.

Sorcerer

Warlock

Wizard

Other

Martial Archetype: Gunslinger

Few outside the Sankta of Laterano take the time, effort, and resources to learn how to use a firearm but those that do find their efforts rewarding. This archetype focuses on maximizing the effectiveness of handguns alongside other Originium based weapons such as explosives, cannons, and grenade launchers which do not require the strict requirements as firearms. Any martial class can take this archetype as a replacement for their own.

 

  • Handgun Training – Starting at 3rd level, you are proficient with handguns, pistols, revolvers, etc.

  • Quick Draw – Starting at 3rd level, you can stow or draw up to 2 handguns a turn.

  • Trick Shots – Starting at 3rd level, you gain 4 superiority dice (d8) and can learn 4 combat maneuvers from the Battlemaster’s maneuvers list. Superiority dice upgrade at level 11 and 15.

  • Explosive Criticals – Starting at 7th level, you become adept at shooting enemies weak spots. Critical range for handguns is now 19 and explosives do twice as many dice when rolling for damage.

  • Snapshot – Starting at 11th level, you can attack twice when using the bonus action to attack with your off hand hand gun. You can also make attacks of opportunity with handguns.

  • Jackpot – Starting at 17th level, you can target up to

 

Operator Roles

Operators in Arknights have 8 roles as well as archetypes within those roles. This is a good place to implement a new class system but there is a lot to think about in making balanced classes.

 

Operator Roles are not exclusive to Rhodes Island but other factions probably have their own military structure.

Roles provide a minor buff to a character. If a character becomes too overpowered throw stronger challenges or nerf the ability.

 

Promotions and Training

 

Characters can gain promotions to Elite 1 and Elite 2 which can enhance their training in their given roles. This is given through meritorious service at the discretion of the DM. Promoted features override the previous feature.

 

Using the Xanathar’s Guide to Everything rules for downtime and training. Training in an operator role gives the benefits of that role. Training takes a certain number of weeks to complete which can be reduced by having a high intelligence. Training also costs 2500 LMD per week on average but may cost more.

 

Features for operator roles will be separated by promotion levels. The specific implementation of features is up to DM discretion but there are a few general guidelines to qualify to be a specific type of operator.

 

Hot take: Instead of relying on official published books like Tasha’s Cauldron of Everything why don’t you be creative and talk to your players on what powers they want their characters to have.

 

Vanguard

Vanguards are fast attack skirmishers who are the first to enter battle.

 

Sniper

The Sniper is a combatant that specializes in long range physical attacks. They are the most common type of fighters and are responsible for destroying the opposition in a timely manner. They however are not equipped to fight melee duels though so positioning is key.

 

Because in D&D you can just have a short sword/rapier with high DEX and be a competent vanguard/sniper. In the spirit of good roleplaying Snipers are expected to use exclusively ranged weapons.

 

Sniper Archetypes

    • Anti Air Sniper

  • Precision targeting against aerial targets.

  • Strong against unarmored foes.

  • Capable of rapid fire and mobile.

    • Area of Effect Sniper

  • Trained in the use of explosives and launchers.

  • Deals damage to multiple enemies and objects.

  • Provides utility options for explosives.

    • Burst Damage Sniper

  • Effective at short to mid range.

  • Penetrates armor and objects.

    • Long Range Sniper

  • Increased effective and maximum range.

  • Increased perception.

  • Capable of performing artillery fire.

 

Guard

The main offensive melee role. Guards are responsible for obstructing and defeating high priority targets. They have a wide variety of abilities best suited for different types of enemies.

 

Guard Archetypes

 

    • Duelist Guard

  • Excels in melee combat. Unsurpassed by all other roles/archetypes.

  • Limited ranged options.

    • Ranged Guard

  • Capable of attacking a variety of targets.

  • Softens enemies at mid range before finishing in melee.

  • Stronger in melee than ranged unless your name is Silverash.

    • Arts Guard

  • Uses Arts to supplement their melee abilities.

  • Strong against enemies not resistant to Arts.

  • Arts also provide utility.

Defender

The archetypical tank class. Tanking in D&D is very different from tanking in a video game sense so there will be only a few specialized builds that can actually qualify as a Defender. But here are the valued traits that a Defender has.

 

There are no strict taunt mechanics or abilities in D&D but effects that punish attacking one’s allies thus the only logical option is to attack you.

 

Defender Archetype

    • Normal Defender

  • Draws attention away from allies.

  • High defenses ensure high survival rates.

  • Large variety of techniques available.

    • Medic Defender

  • Sustains allies with in combat healing.

  • Licensed medical professional.

    • Arts Defender

  • Uses Arts to increase offensive/defensive ability.

  • Survivability is very Arts dependent.

Caster

Basically any offensive mage will qualify into this role. Generally their primary attack is ranged offensive Arts. Training as a Caster generally will provide enhancements to offensive Arts such as damage, range, accuracy, uses per long rest, or special effects.

 

Caster Archetypes

    • Standard

  • Capable of powerful ranged offensive Arts against one target.

    • Area of Effect

  • Capable of casting powerful areas of effect offensive Arts.

Medic

Self explanatory. Any class that can cast a healing spell is qualified to be a medic. Also non magical doctors are the ones that stand out the most. Surgeons and pharmacists are always welcome at any time.

 

Medic Archetypes

    • Standard Medic

  • Capable of healing critical wounds focused on one target.

    • Area of Effect Medic

  • Capable of healing many allies but efficacy is lowered.

 

Supporter

Casters that use their spells to empower their allies or weaken their enemies. Spell lists are limited to spells that do not inflict direct damage.

 

Supporter Archetypes

    • Buffer/Debuffer

  • Enhance ally abilities or debilitate enemies.

    • Summoner

  • Conjures or commands creatures and constructs for various purposes.

Specialist

This role is for those who don’t fit within the other 7. Generally reserved for those with unique skill sets.

 

Backgrounds

Backgrounds in 5th edition translate well into Arknights as it is still a swords and magic based society. For more diverse backgrounds use the custom background rules.

Training and Other Downtime

AKA Pay to win power gaming. Using rules from Downtime Revisited from Xanathar. Investing money in training between sessions allows players to unlock their character’s hidden talents.

 

Training can result in some of the following.

  • Enhanced Class Features

  • Ability Score Improvement

  • Unique Arts

  • Skill or Tool proficiency

 

Downtime has diminishing returns as one reaches the height of mortal achievement. Training also costs exponentially more if done too often or at character creation.

Equipment

 

The world of Arknights is a mashup of modern technology and aesthetics with swords and magic approach to combat. All the equipment from the base game of 5e shall be included. This section will cover what new material shall be added.

 

The currency used in Terra is Lungmen Dollars or LMD for short. The conversion rates are as follows.

1 Copper Piece = 1 LMD

1 Silver Piece = 10 LMD

1 Electrum Piece = 50 LMD

1 Gold Piece = 100 LMD

1 Platinum Piece = 1000 LMD

 

At some point Terra entered an economic depression which it managed to recover when many countries used the relatively stable Lungmen’s currency, LMD, in their economic activities. Eventually LMD gains a similar status to US dollars in our world; it is accepted as a legal tender everywhere in Terra and widely used in international transactions.

 

[Image] Cold hard cash, the true common language.

Weapons

The Operators in Arknights use a wide variety of cool and wacky weapons because of the rule of cool. Most people use very realistic and conventional weapons if not a natural part of their body they weaponize. Most people in the world of Arknights use medieval melee weapons and archery augmented with some magic unique to the individual.

 

Optional/Alternative rules: All weapons are generally capable of inflicting bludgeoning, piercing, and slashing damage so the damage types are consolidated into Physical damage. Players can declare what damage type they want to use to help them roleplay their attacks. For weapons that are incapable of performing a physical damage type the player should roleplay how they go about attacking with the weapon in such a way.

 

Simple Melee Weapons

 

Knuckle/Claw – For those fist fighters. Allows unarmed attacks as a bonus action when equipped in both hands.

Weapon

Damage

Cost

Weight

Properties

Knuckle/Claw

1d4 Bludgeoning/Slash

2000 LMD

1 lb

Finesse, Light, Special

 

Martial Melee Weapons

 

Chainsaw – Requires 15 STR to wield. Deals 1 additional damage die on incapacitated, restrained, grappled targets, objects and structures.

Weapon

Damage

Cost

Weight

Properties

Chainsaw

1d12 Slashing

3500 LMD

10 lb

Two Handed, Heavy, Special

 

Simple Ranged Weapons

Repeating Crossbows – Less powerful than their loading counterparts but can be fired rapidly without training.

Weapon

Damage

Cost

Weight

Properties

Repeating Crossbow

1d6 Piercing

7500 LMD

10 lb

Ammunition (range 80/320), Two Handed, Heavy

 

[Image] The crossbows in Arknights are Tacticool.

Firearms

Firearms are used mostly by Laterano as they require a complex series of Arts to use. Thus mostly the Sankta race with their innate aptitude for Arts are capable of operating such complex machines. Arts users can be trained to use firearms, primarily handguns. Very few non Sankta are capable of using a long gun and Sankta are required to acquire a license before being able to use one.

In universe, firearms are used mostly by Sankta due to the high requirements needed to make them effective in battle. They are also prohibitively expensive. Characters that plan to use firearms should roleplay the hole it burns in their wallets. DMs should also adjust the price of ammo or make the maintenance cost of using a gun in battle expensive.

 

Using downtime training rules a character can spend 2500 LMD per week for approximately 10 weeks to train in the use of handguns.

Training in the use of long guns is more expensive (DM discretion) and only gives proficiency with one type of long gun per training.

 

  • Training costs for Sankta are halved.

  • Firearms can only be used by licensed individuals.

  • Firearms use Dexterity for attack rolls and Damage modifiers.

  • Proficiency with firearms is only attainable ingame through training. Only Sankta characters can start with proficiency at character creation.

  • Ammunition is expensive and cannot be shared between gun types. They cannot be recovered like arrows too.

  • Damage from firearms is non-magical piercing.

  • Firearms are classified as a Martial Ranged weapon.

  • Firearms jam on a critical miss requiring an action to clear.

Firearm Properties

Close – Can be fired in melee without disadvantage.

 

Spread(X) – Attacks X creatures within a 5ft square around the target. Make 1 attack roll. Any creatures who are targeted and whose Armor Class (AC) is equal to or below the attack roll are hit. Use the same damage roll for all creatures.

 

Special

 

Silencers can be purchased. A silenced firearm costs twice as much as its base price and has a smaller damage die. Example a 1d10 becomes a 1d8. 1d4 becomes 1.

 

Weapon

Damage

Cost

Weight

Properties

Handgun

1d6 Pierce

25,000 LMD

2lb

Ammunition (range 30/120), Light, Close

Rifle

1d10 Pierce

50,000 LMD

9lb

Ammunition (range 100/300)

Two-Handed

Loading

Shotgun

1d8 Pierce

75,000 LMD

7lb

Ammunition (range 30/60) Spread (2),

Two-Handed

Loading

SMG

2d4 Pierce

75,000 LMD

6lb

Ammunition (range 60/120)

Two-Handed

Assault Rifle

1d10 Pierce

100,000 LMD

9lb

Ammunition (range 100/400)

Two-Handed

Sniper Rifle

1d12 Pierce

150,000 LMD

12lb

Ammunition (range 150/600) Heavy

Two-Handed

Loading

Ammunition

Bullets represent how many times a character can effectively attack with their firearm, not an exact count of how many rounds they have in their possession. Access to ammunition is limited as only a small minority of people use firearms and thus the price is expensive.

 

Bullets cost 1,000 per unit.

 

Special Firearms

Special firearms exclusive to Apostolic Knights. Even if someone looted one off a corpse they wouldn’t be able to use it as these divine armaments require extensive mastery over precise arts to use.

 

Light Machine Gun

A rapid fire weapon normally required to be mounted in a stationary position.

Damage: 1d12 piercing

Weight: 25lb

Range: 100ft/600ft

Properties: Heavy, Two Handed,  Ammunition

Special

  • Suppressing Fire. As an action target an area within a 60ft cone. Creatures in the area must make a Dexterity Saving throw or take 8d8 piercing damage and half as much on success. This cannot be used if used on the previous round.

  • Barrage. As an action make 2 + Proficiency bonus attacks against one creature.

 

Flamethrower

It’s more of a glorified flame staff than any sort of fuel spewing weapon of area destruction. Mass production model: Ifrit.

Damage: 5d6 fire

Weight: 72lb

Range: 30ft/60ft

Properties: Heavy, Two Handed, Special

Special

  • Dragon’s Breath. As an action the flame thrower belches fire in a 30-foot cone. Each creature in the area must succeed on a Dexterity saving throw against a DC of 8 + the wielder’s proficiency bonus + the wielder’s Dexterity modifier. A target takes 5d6 fire damage on a failed saving throw or half as much damage on a successful one.

  • Ifrit’s Rage. As an action you focus the flamethrower’s output into a 60ft line. The first creature in the line must make a Dexterity saving throw taking 10d6 +40 on failure. A creature whose hp is reduced to 0 by this is reduced to ash and this disintegrates a 10ft cube of matter when used against objects/terrain. Roll 1d6 on a 6 this ability recharges at the start of your next turn.

 

Armor

Armor is the same except that it is flavored to be more modern like riot gear and kevlar. Shields are flavored as ballistic shields. Plate armor is military grade body armor.

 

[Image] W, infamous Sarkaz mercenary in full gear.

 

[Image] Plate armor is always in style.

Other Equipment

Grenades

Grenades have a 20/60 throwing range and provide various effects. Most grenades are not sold to the general public for obvious reasons but if you have a source they become valuable assets. When throwing a grenade outside the optimal range, make an attack roll with disadvantage against the target AC = 15. If it misses then the grenade lands somewhere unexpected at DMs discretion.

 

Fragmentation Grenade – 5000 LMD

  • Classic boom boom. Deals 2d4 piercing damage to all creatures not in cover within 15ft from the origin of the blast on a failed DC 12 Dexterity Saving throw.

  • Draw a line from the blast center to the creature to determine cover. Diagonals require two sides to be considered covered.

 

Flashbang Grenade – 5000 LMD

  • Creatures within 15ft radius of the blast must make a DC 12 constitution saving throw or be blinded and deafened until the end of their next turn.

  • Creatures that are aware of the flashbang may use their reaction to blind themselves until the start of their next turn. They automatically succeed the saving throw this way.

 

EMP Grenade – 5000 LMD

  • Disables originium devices within a 15ft radius of the blast for 1d4 turns.

  • Creatures inside the blast make a DC 13 Dexterity saving throw taking 1d4 lightning damage on failure.

 

Smoke Grenade – 5000 LMD

  • Creates a heavily obscured cloud of smoke in a 5ft radius from the center.

  • Creates a lightly obscured cloud of smoke in a 15ft radius from the center.

  • Smoke is dispersed by wind.

 

Arts (Magic) and Oripathy

Arts

Information taken from the wiki.

Overview

The source of Arts is currently unknown and unexplained by the game, except that Originium is the basic material and catalyst of all kinds of Arts and Arts items. Without Originium, the efficiency of Arts would, without a doubt, drop dramatically.

 

To cast complex Arts requires one to chant an incantation, therefore the user must be able to speak, and the Arts will be cancelled if the user stops chanting. In the case of FrostNova, the incantation is in the form of a song. Whether two people can use the same Arts by using the same incantation is unknown, but it’s implied not to be the case.

 

Simpler Arts can be casted with willpower alone, but is usually short ranged and is not combat-ready. To use it in battle, the user employs it to enhance the weapon (e.g. Blaze’s superheating Arts being used on her chainsaw) or channels it into a special device (e.g. Skullshatterer’s Originium-enhanced grenade launcher). It is shown that two people with similar Arts characteristics can use the latter device in exactly the same manner with only a short tutorial. Additionally, not everyone can cast Arts (mostly limited to Caster and Medic, with exceptions), or at least not in a functional form. Whether one has to be born with the potential or whether it can be learned or studied is unknown.

Manifestation

Arts manifest as various physics manipulations, ranging from moderate-sized energy shots, to the capacity of destroying wide areas. Arts can also be used for healing wounds and other health issues, as well as to imbue weapons, making them essentially stronger. Each Arts user is limited to one particular type of Arts, e.g. Talulah’s fire Arts and FrostNova’s ice Arts, implied to be determined by the state and working of their inner mind and emotion. The strength of the Arts is apparently determined by the user’s willpower. It’s highly likely to be influenced by their blood Originium-crystal density as well, however a non-Infected can cast Arts of comparable magnitude. The strongest Arts user known to date canonically is Talulah, however it is shown that there is one person who is able to block Talulah’s Arts attack, albeit uncontrollably.

 

[Image] Talulah’s Roaring Flare, the flames burn so hot enemies are deprived of oxygen.

Gameplay and Mechanical Limitations

 

Based on the description of arts it would appear that casters must limit themselves in the range of spells that they can possess and cast. For example a character like Frost Nova would limit their spell choices to Ice spells exclusively and would not be able to learn other spells except for very general ones. This for roleplay purposes.

 

There are no hard rules in the base game to enforce a lore friendly arts user but it’s up to the DM and players on how they want to play their characters.

Generally a lore friendly arts caster should fit the following description.

  • Limit their spells to 1 school and 1 damage type. Damage types can be modified if desired.

  • Rely on Originium Devices to manifest their arts. Sorcerors being the exception.

 

DMs can incentivise sticking to the theme but carrot and stick methodology probably won’t motivate your players from picking the most optimal spell loadout anyways.

 

Arts Units

 

Arts units are the Dungeon and Dragons equivalent of a spellcasting focus. These are mechanical, electrical, technological, or ancient devices used as a medium to cast Arts from. They come in various forms such as trinkets to weapons and can be tailored to their user.

 

Magic in the world of Arknights is powered by Originium and thus the most powerful casters are generally infected with Oripathy. Non-infected people can train to those levels but there is a strong difference between the haves and the have nots.

 

Those infected with Oripathy can perform powerful Arts and use the Originium in their bodies as a substitute for an arts unit. In exchange the infection increases until the victim is deceased.

 

Oripathy

Symptoms

 

The infected will have some hardened skin on the site of infection and eventually will darken and scab. After a few days the patient will experience internal burns followed by crystallization of the infection site. The crystals will spread until the patient’s body can no longer respirate and other bodily functions begin to shut down.

 

An upside is that the infected may use Arts without a spellcasting focus but this accelerates the disease.

Tracking Infection

Infection is determined using Blood Origindium Crystal Density and Cell Originium Merging Rate.

https://docs.google.com/spreadsheets/d/e/2PACX-1vR068aJQZj8pZuYtNY50YrBtRdzUKf-9pI2YSRcWGKPHK9y7P-IrUdyfO5iowYCDt47frFoOSN1Mzo3/pubhtml

Thanks to ak-lore on the Arknights Discord.

 

According to the spreadsheet it seems there is a high correlation between Cell Originium Merging Rate and infection status. Having a high Blood Originium Crystal Density does not make you infected however cell merging might be inevitable at that point.

 

Blood Origindium Crystal Density is measured in u/L or units per liter. Cell Originium Merging is a percentage. Highest recorded blood crystal density is with Eyjafjalla. Highest cell merging is with Amiya and Ifrit. Lethal infection probably occurs when both values exceed a threshold but it is difficult to determine which threshold has which effect exactly.

 

Getting Infected

Your characters have two trackers: Blood Originium Crystal Density or BOCD and Cell Originium Merging Rate or COMR. For now I’ll rule that BOCD won’t kill you but when cell merging begins is when things hit the fan.

 

BOCD will rise and fall over time from exposure to Originium. Cell merging starts at 0% for the uninfected and can only increase until it reaches lethal levels. Cell merging is also likely when the crystals start forming externally.

 

For blood crystal density most characters have hundreths of a unit/Liter before dying so for convenience it will be tracked using a whole number. Each unit of BOCD represents 1/100 of a u/L. Cell Merging is tracked using a number from 0 to 100 where 100 obviously kills you but you start dying at much lower percentages.

 

At the beginning of each long rest cell merge rate is calculated. Roll a Constitution Saving Throw. The DC for this Save is 20 + your BOCD modifier. BOCD modifier is calculated the same as ability scores like STR or CON. Upon failing your COMR increases by 1%. You do not need to make this saving throw if your BOCD modifier is 0.

 

At the end of each long rest your BOCD increases or decreases based on several factors.

  • Natural recovery lowers BOCD by your Constitution modifier minimum of 1.

  • Medicines reduce BOCD or prevent build up.

  • Exposure to the environment causes BOCD increase.

  • Other external or internal factors at DM discretion.

 

Melantha, a Rhodes Island operator, is considered infected at a Cell Originium Merge Rate of 2% and a Blood Originium Crystal Density of .25 u/L or 25 BOCD for this system. She has to roll a Con Save at DC 27 to prevent gaining another percentage.

 

Once infected your character must find ways of slowing or halting the disease’s progression there is no cure currently even with Wish. Finding a cure might be a campaign goal.

Exposure

Exposure to Originium without proper protective gear will gradually increase your BOCD. Prolonged exposure is just as dangerous as a hazardous one so watch yourself.

 

LV

Exposure Level

BOCD Gain/Rate

Examples

0

None

0

Sterile or clean areas. Generally inside maintained buildings or city scapes.

1

Minimal

1 per Day

Most environments are minimal due to how Originium is basically everywhere.

2

Light

2 per Day

Laboratory work involving Originium.

3

Moderate

4 per Day

Originium mines are a good example.

4

Heavy

8 u/L per Day

Heavily contaminated areas, Originium dust is everywhere and there are crystals found in the general area.

5

Extreme

10 u/L per Day

Hostile Environments dangerous to all life. Catastrophe zones fit into this category.

 

Protection

The game doesn’t actually show most of our operators wear hazmats or anything to prevent Oripathy. Because the art demands we see their faces and curves. But seriously if you’re not gonna wear a gas mask or something you’re gonna die. This equipment is not considered armor for features that require you to wear armor or not.

 

You cannot wear additional armor when wearing a hazmat suit. Gas masks and rebreathers can be worn with armor made for combat.

[Image] Kaltsit with her rebreather.

 

Hazmat Suits are compromised if struck with an attack. When taking damage in a hazmat suit it will lose its protection against Exposure. Light suits can take 1 hit before being worthless, medium 2, and heavy 3.

Equipment

Cost

AC

Strength

Stealth

Weight

Protection

Gas Mask

500 LMD

2 lb

Protects against minimum exposure.

Light Hazmat Suit

60 LMD

11 + DEX (Max 2)

10lb

Protects up to Moderate Exposure

Medium Hazmat Suit

500 LMD

14 + DEX (Max 1)

Disadvantage

45lb

Protects up to Heavy Exposure

Heavy Hazmat Suit

750 LMD

16

13

Disadvantage

55lb

Protects up to Extreme Exposure

Rebreather

(Backpack)

5000 LMD

8lb

Protects up to Moderate Exposure.

 

[Image] An infected patrolman, his gear protects him from Oripathy as he hunts the infected.

Effects

Once infected, roll on the table to determine infection location.

 

Value

Location

1

Brain

2-5

Eye

5-9

Mouth

10-13

Arms

13-17

Legs

18-19

Abdomen

20

Heart

 

Stage 1 (2-10%) – Nothing out of the ordinary. Dark spots located internally as cells merge with originium.

Stage 2 (11-20%) – Crystallization has begun and spreading. With medical care it is possible for this to be a minor inconvenience otherwise it will begin causing serious health complications.

Stage 3 (>20%)- Invasive period. Crystallization spreads to other parts of the body. Infections in vital areas are immediately lethal except in exceptional circumstances. More than 20% of your cells are crystals now there is no hope.

 

Stage 3 infected creatures must make a Death Saving throw once per day.

 

After 3 cumulative failures, the creature succumbs to Oripathy, their body becoming a mass of Originium crystals shattering and spreading to its surroundings. The area around 5ft of the body is considered a Heavy Exposure and the area around 15ft of the body is considered Moderate. This persists until the corpse is destroyed and its remains scattered as dust in the wind. This counter does not reset ever.

Treatment

So far no cure has been found for any stage of the infection, but Rhodes Island is actively working on one. Some of the treatment developed by Rhodes Island can slow or impede the progress of active Oripathy, and only active Oripathy. Regular treatment known commonly around the world can also be applied to damaged parts of the body.

 

No cases of Oripathy have been completely cured, with most of the patients dying. The remaining patients have had their Oripathy progress either slowed or stopped, but the condition itself still remains with them.

 

Optional Mechanics

This section will describe optional rules that may provide a more interesting experience.

 

Great Success Cannot Exist Without Great Failure

If your players feel entitled to success on skill checks when they roll at natural 20 use this rule. Natural 20s automatically succeed skill checks and saving throws unless they are physically impossible. However natural 1s automatically fail skill checks and they must be mechanically punished for doing so.

 

Oripathy is Just for Flavor

If the Oripathy rules makes gameplay unfun or too difficult to stand just remove it along with a lot of the changes in this document. If it’s not fun don’t use it. You should also remove the oripathy feats though so players don’t intentionally infect themselves for power.

 

The World of Terra

 

A world map of Terra. The areas without hexagons are bodies of water, the dark blue areas represent the ocean, and the blank areas represent unknown/uncharted territories (Terra incognita).

 

Information taken from the wiki

 

While similar, if not identical, to Earth (including having an oxygen atmosphere, a more-or-less same gravity and atmospheric pressure, and carbon-based lifeforms) – to the point that humans from our world have no issues if they are somehow brought into Terra, it is ravaged by Catastrophes; various cataclysmic natural disasters that force much of Terra’s inhabitants to adopt a nomadic way of life through nomadic cities instead of a sedentary one, with few exceptions. A crystalline substance known as Originium is left behind at the site of Catastrophes and is widely used as a source of energy and the catalyst for magic-like Originium Arts, but at the same time it is capable of causing a terminal disease known as Oripathy from direct or prolonged exposure, which is responsible for much of Arknights’ rather bleak tone.

Terra is predominantly inhabited by various Ancient races, both humanoid and anthropomorphic.

The technology level of Terra is similar to that of our own world, but noticeably more advanced though not too far-fetched. In regards to warfare, however, cold weaponry (e.g. swords, spears, shields, bows, crossbows, etc.) are used most of the time; firearms and explosives do exist, but both are Originium-based (e.g. firearms use Originium Arts as the operating mechanism and fires Originium projectiles, while explosives use compounds derived from Originium) unlike in our world, thus making firearms a rare sight in Terra with handguns being more common than long guns, the latter of which are exclusively used by the Sankta.

Terra uses a dating system that is identical to the Gregorian calendar in our world – even sharing the same month names (January, February, etc.), but have a different year count – Arknights take place in Terran Year 1097.

As of the events of Arknights, not every corner of Terra has been charted and explored. The charted areas encompass various continents with different biomes. So far little, if any, information is available about Terra’s “great beyond”, especially the vast ocean where Aegir is likely located.

 

Common Knowledge

Infected

The Infected are ostracized and persecuted by much of Terran society because they pose a health risk to the non-Infected. The risk itself has been highly exaggerated in many areas thanks to various misinformation spread about Oripathy – mostly due to political motivations. This is especially prominent in countries such as Ursus where the Infected are subject to forced labor in gulag-like Originium mines which only worsens their Oripathy, and in Leithania where an Infected whose Oripathy reaches a certain limit is euthanized. As a result, a seemingly endless cycle of hatred between the Infected and the non-Infected has dominated Terra for centuries and continues to this day. Many have attempted to break the cycle through both peaceful and violent means. The most recent dichotomy of peaceful and violent activism is between R.I. who seek a more rational, moderate approach to mitigating the Infected’s suffering and Reunion who adopt a radical method: delivering retribution for the Infected’s plight on the non-infected in Terran society instead.

 

The only exceptions to the infected discrimination are tribal societies, wasteland dwellers, or those who do not partake in the luxuries of modern civilization as those people have other things killing them before Oripathy takes them.

 

Originium

Everyone knows what it is, and the health effects related to long term exposure to it.

 

Factions

 

In Arknights, there are several factions. Each faction has its own interests and goals. Factions can be organizations or nations.

 

As with our world, Terra is divided into many nation-states with most of them being parallels to those in our world.

 

Life on Terra

Information is compiled from the wiki, official sites, and other wikis. Along with some original thoughts and inputs.

 

The living conditions of the average person is comparable to living in 21st century Earth. Obviously there is a wide variety in the standard of living around the world from remote villages to metropolitan cities.

 

What This Means For You

As a denizen of Terra there are many things you can be, these are some questions you can ask yourself to help to decide your life story.

 

  • Are you born and raised in a Nomad City free from the worries of Catastrophe but bound by society’s laws?

  • Do you live outside the cities braving the harsh environment enduring Catastrophes whenever they may occur?

  • Are you from a static settlement in a remote land where Catastrophes are few and far between?

  • Are you infected?

  • What makes you special?

  • Can you use Arts?

  • Are you aligned with any faction?

 

Campaign Suggestions

There are no guidelines on how to run a campaign or which type of adventure best fits this setting but here are some suggestions to get started.

 

Regardless, always make sure your players make characters that inexplicably have gathered together in one place and their personal goals can be achieved by working together.

 

Regarding death and canon. Everything is non-canon, even the deaths of important characters in Arknights. It’s up to you to follow canon or not either way the goal is to have fun.

 

Also the male to female ratio in Arknights is horribly skewed because it’s a gacha game targeting men. Most named NPCs are 90% likely to be female. As of writing this there are 17 male operators out of the 100+ roster of playable operators.

 

DM Section

Vehicle Combat

 

Vehicles can be classified based on their size. They are considered objects and not creatures for the purpose of features and spells. They have HP, AC, and a Damage Threshold which is how much minimum damage is required to damage a vehicle. I will be drawing on inspiration from the official material from Baldur’s Gate module’s infernal war machines.

 

Manufacturing and Magic Items

Because Arknights is more of a science fantasy, magic items for the most part are manufactured products of technology. The more powerful the item the more complex the creation process is and more expensive. Of course some items simply cannot be created through this method either due to the methods being lost, the creators are not skilled enough, or some other reason.

 

Custom Weapon

This is a weapon specially made for a single person. They are proficient with this weapon and this weapon only, even if they would not normally be. Discuss with your DM what kind of special abilities would be appropriate to have on it.

 

Materials

Materials can be acquired during the campaign or purchased from the market at these prices. With the facilities it is possible to refine materials following the recipes in the Arknights mobile game.

Material formulas are here.

https://mrfz.fandom.com/wiki/Workshop/Formula

 

Prices below do not include the LMD cost in the formula but the base cost in material value.

Orirock – 33 LMD

Rich in organics, it is commonly seen in regions where Originium has completely volatilized. Compared to Originium, it is easier to exploit. A rock mined from the ground. Can be used for a variety of upgrades and for production in the Factory.

 

Orirock Cube – 100 LMD

With numerous micropores, it is often used in the interlayer of armors as an adsorbent of the breakdown product of Originium gas. A rock cube mined from the ground. Can be used for a variety of upgrades and for production in the Factory.

 

Orirock Cluster – 500 LMD

Compressed from Orirock Cubes, it can be formed naturally. It is a fragile material, but industrial technology has made it possible to produce complete Orirock Clusters now. People often mistake it for an ordinary cluster of rocks. A conglomerate rock mined from the ground. Can be used for a variety of upgrades and for production in the Factory.

 

Orirock Concentration – 2000 LMD

This Orirock looks different from the raw material after the refinement process. It costs much more than other processing methods. Anyone who has seen the smooth cutting surface will be amazed. That must be the charm of combining nature with industry. A refined matter produced with Orirock Cluster. Can be used for a variety of upgrades and the synthesis of Polymerization Preparation.

 

Sugar Substitute – 33 LMD

It’s slightly sweet and possibly edible. It is also commonly used in chemical manufacturing. Cheap sugar substitute produced by assembly line. Can be used for a variety of upgrades and for production in the Factory.

 

Sugar – 100 LMD

A more expensive sugar made from natural materials. Ahh, this taste… will surely put one in a great mood. However, it’s not for casual snacking. A small amount of sugar produced by assembly line. Can be used for a variety of upgrades and for production in the Factory.

 

Sugar Pack – 400 LMD

A calorie-rich sugar pack that’s highly sought after. Its weight never seems to meet the standards set for chemical manufacturing. The production line employees may have something to do with it. A decent amount of sugar produced by assembly line. Can be used for a variety of upgrades and for production in the Factory.

 

Sugar Lump – 1600 LMD

A nice, finely processed sugar lump commonly used for potion production. Do not taste test it! This is not food and is not to be sold as food! EVER! A large amount of sugar produced by assembly line. Can be used for a variety of upgrades and for production in the Factory.

 

Pure Gold – 500 LMD

How much ore does it take to make such valuable gold bars? It doesn’t matter. What matters is that they’re yours. A refined gold bar. Can be exchanged for a lot of LMD. 1x Pure Gold = 500 LMD (RIIC Trading Post).

 

Ester – 33 LMD

One of the most important materials in modern industry. Its appearance has lead to the development of many modern products. This one, of course, is only a raw material that has practical application. Ester used in industrial production. Can be used for a variety of upgrades and for production in the Factory.

 

Polyester – 100 LMD

Although it is lacking in potency, it can still be used to produce some basic materials we need. It is also a common ingredient in some sustained-release drugs. A small amount of polyester used in industrial production. Can be used for a variety of upgrades and for production in the Factory.

 

Polyester Pack – 400 LMD

After a series of processes, it meets the standards and general needs of most products on the market. It can also be used to process some special materials. A pack of polyester used in industrial production. Can be used for a variety of upgrades and for production in the Factory.

 

Polyester Lump – 1600 LMD

A refined material. As a product, it is mostly sold to organizations and research institutions that have extremely high raw material needs. It may become the basis of the next generation of materials. A lump of polyester used in industrial production. Can be used for a variety of upgrades and for production in the Factory.

 

Oriron Shard – 33 LMD

A byproduct of massive metal processing. Its high plasticity and oxidation resistance make it a common material of smelting and phased processing. A common industrial material. Can be used for a variety of upgrades and for production in the Factory.

 

Oriron – 100 LMD

In a small number of inerting processes, Oriron Shards may have phase changed and polymerized into Oriron. It is generally thought that Oriron is relatively stable when it reaches this level.A rare industrial material. Can be used for a variety of upgrades and for production in the Factory.

 

Oriron Cluster – 400 LMD

During the processing, influenced by very few unartificial factors, multiple Orirons may merge into this form by chance. Its hardness has decreased but its purity has increased. A precious industrial material. Can be used for a variety of upgrades and for production in the Factory.

 

Oriron Block – 1600 LMD

An Oriron block fused with multiple Oriron Clusters under extremely harsh conditions. As the most stable and rarest form of Oriron, it can be used in all manners of industrial production. An expensive industrial material. Can be used for a variety of upgrades and the synthesis of Polymerization Preparation.

 

Diketon – 33 LMD

A very small amount of Diketon. After reprocessing, Engineer Operators use solidification during chemical combination to bond other stable structures. A very small amount of industrial organic compound. Can be used for a variety of upgrades and for production in the Factory.

 

Polyketon – 100 LMD

A small amount of Polyketon preparation produced through a special process. Its closed molecular structure has changed much complicated processing into simple chemical reactions. Of course, certain technical support is still needed. A small amount of industrial organic compound. Can be used for a variety of upgrades and for production in the Factory.

 

Aketon – 400 LMD

A modest amount of Aketon preparation produced through further dehydrocarbon processing. The preparation reacts with the non-oxygen molecules in the air, so Engineer Operators must be careful during processing to avoid waste. A modest amount of industrial organic compound. Can be used for a variety of upgrades and for production in the Factory.

 

Keton Colloid – 1600 LMD

A large amount of unstable Keton preparation. As one of the advanced industrial materials, it is closely monitored by our Engineer Operators. Please be careful when handling. A large amount of industrial organic compound. Can be used for a variety of upgrades and the synthesis of Polymerization Preparation.

 

Damaged Device – 33 LMD

A broken device that was embedded in the enemy’s weapons and armor. It got damaged during a fierce fight, but the components inside are still valuable. A damaged mechanical device captured from Reunion. Can be used for a variety of upgrades and for production in the Factory.

 

Device – 100 LMD

A set of devices that are relatively complete with numerous valuable components. To make it portable and practical, almost every bit of space around the motherboard is in use. An ordinary mechanical device captured from Reunion. Can be used for a variety of upgrades and for production in the Factory.

 

Integrated Device – 400 LMD

A set of brand new devices. By reproducing the structure of devices of the same type, the lack of space around the motherboard has been solved. The energy consumption, of course, has also become higher. A brand new mechanical device captured from Reunion. Can be used for a variety of upgrades and for production in the Factory.

 

Optimized Device – 1600 LMD

After undergoing a large number of private modifications, these devices have greatly expanded capacity, which improves performance at the cost of stability. From this, one can feel the dedication and perseverance from the makers. An advanced mechanical device captured from Reunion. Can be used for a variety of upgrades and the synthesis of Bipolar Nanoflake.

 

Loxic Kohl – 400 LMD

An outstanding chemical mediator. When in use, it often changes between two forms to store and release other materials. When it becomes liquid, some of its properties are the same as those of alcohol, which often leaves our Engineer Operators tipsy. A flaky organic compound. Can be used for a variety of upgrades and for production in the Factory.

 

White Horse Kohl – 1200 LMD

A product made from Loxic Kohl after fine processing. It was named after the company that discovered its production method. Experiments show that it tends to transform to a higher structure in abnormal environments. A flaky organic compound. Can be used for a variety of upgrades and the synthesis of Bipolar Nanoflake.

 

Manganese Ore – 400 LMD

A metal that is used to produce a catalyst widely used in industries. As the reprocessing is complicated, accidents caused by nonstandard techniques do happen from time to time. A metal ore used for metallurgy. Can be used for a variety of upgrades and for production in the Factory.

 

Manganese Trihydrate – 1200 LMD

A precious metal which few companies are willing to use to produce industrial catalysts. The catalyst made from it, however, has an extremely long service life. It can be used repeatedly and even stripped and recycled, but the complicated processes have forced many companies to give up. A metal ore used for metallurgy. Can be used for a variety of upgrades and the synthesis of D32 Steel.

 

Grindstone – 400 LMD

An important tool in component processing. It has stable properties, and will never explode, powderize, or crack. A grindstone used to process weapon parts. Can be used for a variety of upgrades and for production in the Factory.

 

Grindstone Pentahydrate – 1200 LMD

Compared to normal Grindstone, this tool has an even more stable structure. It is highly non-reactive. An advanced grindstone used in the finish machining of weapon parts. Can be used for a variety of upgrades and the synthesis of D32 Steel.

 

RMA70-12 – 400 LMD

A mineral whose natural form is a complicated polyhedron. Its value for Originium Arts was known long before its industrial value. A sensitive mineral with high conductivity. Can be used for a variety of upgrades and for production in the Factory.

 

RMA70-24 – 1200 LMD

A mineral whose natural form is a complicated polyhedron. Found in 1024, it shows great industrial value that other minerals used for Originium Arts lack. A highly sensitive mineral with outstanding conductivity. Can be used for a variety of upgrades and the synthesis of D32 Steel.

 

Polymerization Preparation – 5200 LMD

A material commonly used as an isolation coating for delicate equipment. Its bonding effect is strong enough to interrupt the volatilization of Originium. A complicated liquid industrial product. Can be used for high level upgrades.

 

Bipolar Nanoflake – 2800 LMD

A device that is sensitive to Originium within a certain range. It can significantly improve the sensitivity of nearby weapons and equipment to Originium, making them near vessels for Originium Arts. The brainchild of modern science and industry. Can be used for high level upgrades.

 

D32 Steel – 4800 LMD

This material can deliver Originium Arts smoothly and its amazing hardness makes it impossible to penetrate. It will set a new standard for weapon materials. An artificial metal that doesn’t exist in nature. Can be used for high level upgrades.

 

Originium Shard – 1000 LMD

An Originium shard collected from heavily contaminated regions. Anyone who touches it has a high chance to get infected and even mutate. Therefore, it is a hazardous material as indicated in the Columbia CDC toxicity database. An Originium shard collected from polluted regions. Can be used to produce Orundum.

 

Creation Process

The characters will need to have access to a factory or well equipped facility to be able to create these wondrous items. It is also a time and labor intensive process using the rules found in the Dungeon Master’s Guide and Xanathar’s Guide to Everything.

 

Specific formulas for items are up to the DM but generally the basic structure requires D32 Steel, Bipolar Nanoflakes are used to imbue the item with Originium arts, and Polymerization Preparation is used to bind the two together.

 

This wiki.

https://mrfz.fandom.com/wiki/Arknights_Wiki

1 thought on “Arknights Campaign Setting”

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