Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Namah, the Summoner, the Witch Doctor.


NaetoVas
 Share

Recommended Posts

Warframe concept: Namah, the summoner, the Witch Doctor.

This is my first concept, and feedback is 100% welcome and encouraged! I hope you enjoy!

 

Appearance: A petite female frame wrapped in black and white, similar-ish in dress to limbo. She is wreathed in floating green and purple ribbons. Sickly energy flows about her. Her abilities are cast in the manner of a charlatan, by waving a wand or playing with cards made of energy. 


 

Acquisition: unique quest titled “Whispers from the Other Side”

 

Quest details: must have War Within complete to begin. Synopsis of the quest below.

 

 

Signature Weapons: 

 

-Primary: N/A

 

-Secondary: Krill. An elegant semi-automatic pistol, that can charge a shot of strange energy if the fire button is held. 

Fire Rate: 5.0 rounds / sec

Accuracy: 16

Magazine size: 14 rounds per mag

Reload time: 1.5 sec

Damage: 61 total

Impact b 15.5

Puncture b 15.5

Slash b 30

Polarities: Madurai PolNaramon Pol

Charge shot - full charge deals 75 radiation damage and 75 toxin damage.

3 seconds to full charge

 

-Melee: Tam. A set of refined war fans, with fast attack speed. On charge attack, releases a wave of unnatural energy similar to Excalibur’s exalted blade waves. 

Attack Speed: 1.17

Channeling damage: x 1.5

Block Resist: 60%

Damage: 50 total

Impact b 7.15

Puncture b7.15

Slash b 35.7

Crit chance: 15%

Crit multiplier: 2%

Status chance: 23%

Polarities: Madurai PolMadurai Pol

Stace Polarity: Naramon Pol (matches Slicing Feathers)

 

Charge attack:

75 radiation + 75 Toxin in a wave 3 meters wide that passes through enemies with a 25-meter travel range. It is affected by cover.

 

Note: in Namah’s hands, both her weapons have increased handling speed, and Tam generates small Soul pickups on channeled kills. 


 

Stats: 

Health: 300

Sheild: 250

Armor: 70

Energy: 300

Sprint Speed: 1.17

Polarities: Madurai PolMadurai Pol

Aura Polarity: Madurai Pol

Exilus Polarity: N/A

 

Abilities: 

 

Note:

 Namah has a unique resource, souls, which are required to utilize most of her abilities, similar to Nidus’s mutation stacks or Atlas’s rubble armor. Souls are gained in numerous ways and appear as glowing white pickups. If an ally touches a soul pickup, they gain a health buff. Souls drop in pickups of varying sizes, smalls rewarding 25 points and larges giving 100. The gauge caps out at 300 souls.

Namah also has a unique proc, Terrify, where weak-willed enemies (trash mobs such as Lancers and Crewmen) drop their weapons and run. When Terrify runs out, they must first retrieve their weapons to fight again. Infested enemies are immune to Terrify’s effects. 

 

-PASSIVE: Demonic Visage. 

Namah’s appearance becomes increasingly fearsome the more she uses her abilities. Weak enemies (ie: Lancers, Crewmen, etc.) become Terrified in a radius around her, dropping their weapons and running. Infested enemies are not affected, being just as grotesque as she. Both the radius that enemies become terrified and the duration they run for increases as she uses her abilities. Terrified enemies will drop small soul pickups on death, which can be picked up to fill Namah’s soul vial. Her appearance begins to return to normal after a period of no ability use. 

 

-FIRST ABILITY: Sacrifice

A dual-use ability. 

On tap, costs 25 energy. 

Namah casts a demonic circle under an enemy, and they are slowly dragged down into the circle by grasping, clawing demon hands, taking continuous damage until they are killed. If the enemy is not killed outright, they are immobilized and take continuous slash damage, draining 5 energy/sec until the enemy is killed. Namah can assist by damaging the sacrificed enemy. When the enemy is killed, they are dragged to the other side and drop a large soul pickup, and occasionally a health orb. Multiple enemies can be sacrificed simultaneously, but this will drain a large amount of energy if they are not killed quickly. 

 

On Hold: No energy cost, drains souls at a rate of 5/sec. 

Namah takes out her soul vial and starts chugging it, restoring health and energy. Namah is rewarded three points of health and three points of energy per soul point consumed.

 

Augment: The Hunger of the Other Side

Namah can now only place a single circle at a time, but a sacrifice circle is much larger in radius, and drags additional enemies in, similar to Nidus’s larvae. Be warned, additional sacrifices greatly increase the energy drain. 


 

-SECOND ABILITY: Friends on the Other Side

 

Namah gains access to an Ivara-like selection wheel, with four summonable minor demons. Tap the ability key to cycle, hold to summon. Summoning costs different amounts of energy and soul points depending on the demon. When a demon is summoned, crazed laughter fills the space, Terrifying weak enemies in a 10-meter radius around the demon for a short duration. Up four demons can be summoned simultaneously. If a fifth demon is summoned, the oldest returns to the Other Side. Holding the key on a summoned demon will return them to the Other Side, refunding half the resources needed to summon them. If a Carnage Demon has been unleashed, minor demons may seek it out to bolster its health and damage. 

 

-Imp: 10 energy, 10 soul

A weak but fast creature that draws a large amount of aggro. Can pounce on enemies, holding its hands over their eyes, blinding them and causing them to fire (or swing if a melee unit) randomly in a panic.  Lasts indefinitely until killed or returned. 

 

-Wysp: 25 energy, 30 soul

An incorporeal creature that flies at high speed towards the nearest entity, possessing them. If an enemy is possessed, they are forced to attack their former allies. If an ally is possessed, they gain a significant health and shield buff. The duration of a Wysp itself is significantly cut if possessing an ally. If a possessed entity is killed or downed by any means, the wysp leaves the host and possesses the next nearest entity. Lasts for X duration or until returned. 

 

-Sagga: 15 energy, 30 soul

Summons a large, fast serpent with a tormented face to aid in battle. The snake has two attacks: Constrict, which immobilizes an enemy and drains health slowly, and Bite, which deals low initial damage but applies a powerful toxin proc. Lasts indefinitely unless killed or returned. 

 

-Beness: 50 energy, 100 soul

Summons a benevolent spirit that heals allies. She will fly towards the nearest ally and hover around them, healing in a large aura. If a nearby ally is killed or downed, the Beness flies to them and lets out a grieving wail, Terrifying nearby weak enemies and, if possible, revives the downed ally. The effort required forces the Beness back to the Other Side. Lasts indefinitely unless killed, returned, or revives an ally. 

 

Augment: More Friends

The capacity for summoned demons is increased to five, and Namah gains access to a fifth demon; the Lantern. Cost: 5 energy and 50 souls. A small lizard with an enchanting, glowing crystal on its back. Distracts enemies and forces them to follow it in an enchanted stupor. Affected enemies drop soul pickups on death. 


 

-THIRD ABILITY: Carnage Demon

Cost: 100 energy, 125 souls

 

Summons a large being from the Other Side, that lives off carnage and bloodshed. The creature has a large health pool that drains passively. The creature only heals by defeating enemies. It is limited to melee attacks and a Gas damage breath weapon similar to Chroma. The Carnage demon will consume lesser demons it crosses with, healing it, increasing damage, and refunding some energy and soul. The demon lasts until killed or returned. 

 

Augment: Airborn Carnage

Summons two smaller flying carnage demons, which still deal the same damage as the original. 


 

-FOURTH ABILITY: Mad House

Costs 50 energy, + an increasing energy/sec drain similar to Valkyr. Starts at 3 energy/sec and caps at 30 energy/sec at 100%

 

Several effects:

 

Cosmetic: the entire tileset darkens with a sickly green and purple tint. Objects throughout the mission become animated, laughing faces. Crazed laughter and haunting, disturbingly fun music echos through the halls. 

 

Gameplay: Activation drains all souls, and weak enemies become Terrified in a range based on the soul drain until the ability ends. Imps and Saggas spawn randomly near Namah, wreaking havoc. Allies, summoned demons included, gain movement speed, armor, and damage buffs within that range. Casting this ability instantly heals all demons and refreshes Wysp timers. 

 

Namah: Gains access to her Exalted weapon, two comically large scythes named Dalia and Thalia. They are wielded with their own unique stance, Crazed Laughter. Every kill heals her and can spawn soul pickups while channeling. 

 

Augment: Unbound Madness

Namah’s health begins to fluctuate in the same manner as her Carnage demons, draining at a rate of 5% / sec. Kills heal for 15% of total health. Her scythes gain double damage and her bullet jump velocity triples.


 

Whispers from the Other Side:

 

When the quest is begun, the player will revive a message from a new NPC named Den. He claims he is a wandering charlatan and asks that the player visit him in Cetus where he has stopped for a time, claiming to have a gift for them. Upon visiting him, he presents a strange amulet, carved from ancient wood in the shape of a grinning tribal mask. Upon returning to the ship, the amulet will be draped across the codex console and can be interacted with, similar to the Ancient Vessel in the Inaros quest. Upon interacting with it, there is shown a diorama of the player's warframe holding it draped across their hand. 

Ordis will mention that perhaps interaction with the infestation will prompt a response from the amulet, and encourages the player to equip the amulet in the gear wheel. When they do, it visually appears hanging on the frame’s neck. At this time, the amulet can still be unequipped. Ordis will have the player complete a hive mission on Eris. Once the mission is complete, near extraction a group of infested enemies has become enthralled with a seemingly blank spot on a wall. Listening closely, strange, chanting music can be heard. The infested enemies will pay no mind to anything but the wall, even if they are attacked. Once the enemies are killed, the player will be prompted to interact with a small crack in the wall. The strange music and chanting will grow louder, and the crack will grow, seeping with violent green and purple energies. The chanting and the music grow louder and louder before a flash of green blinds the player. When their vision clears, the hole has gone and the chanting has grown faint. The amulet on the warframe’s neck is now glowing green and purple. Ordis begs the player to quickly return to the ship. 

The amulet has attached itself to the Warframe and no longer appears in the great wheel, and thus cannot be unequipped for the duration of the quest. Even if the player swaps warframes, the amulet is still there. The chanting music can still be heard faintly in the background. 

The player will be prompted to question Den, and upon returning to Cetus find him gone. Speaking to Konzu about it will have him tell the player that Den left a message for them. They are to meet in a certain cave in the plains at night. Ordis thinks this is a bad idea and advises against going, but the player’s operator disagrees. 

When the cave is reached at the right time of day, it is glowing faintly a sickly green and purple, and the same chanting and music echoes out of the mouth of the cave. Entering the cave causes the music to grow louder and the light stronger. Faces begin appearing in the walls, on consoles, etc, chanting along with the music. A young girl’s scream cuts through the music, and when the player reaches the location, they are just in time to see Nakak being sucked into a glowing circle. As she disappears, the light and music whirl about like water down a drain and it all disappears. Ordis begs the player to return to the ship, which is waiting to pick them up just outside the cave. Upon returning to orbit, the player will find the Namah Systems Blueprint in their foundry, apparently placed there as a gift from Den.

Ordis now has the unnatural energy’s signature and scans the system for traces. He finds more coming from a cave on Venus, and asks the player to hurry. Reaching the cave, the player is impeded by chanting corpus enemies wearing strange tribal masks. The player must defeat them to be allowed forward. A boy’s scream cuts through the chanting, and the player arrives to see a vent kid; Boon, being pulled through another portal. Returning to the ship, the player finds the Namah Chassis Blueprint in their foundry.

The player receives an inbox message from Den, inviting them to a “celebration.” The location is on earth. Landing in the mission, it is immediately obvious that something is very wrong. The map is shrouded in sickly green and purple mist, and there is chanting and music coming from all directions. A man’s crazed laughter can be heard and followed. The map is filled with terrified Grineer soldiers who do nothing but cower and flee when attacked. Chanting spirits wearing tribal wooden masks attack the player with fast melee strikes. When they eventually reach the laughter’s origin point, it is revealed to be (surprise surprise) Den, dancing about a roaring green and purple fire. He wears a cow skull as a mask, and unnatural energy flows about him. Spotting the player, a small cutscene plays where demons grab the amulet off the warframe’s neck and hand it to him. He then reveals Nakak and Boon, tied back to back and hanging suspended over the unnatural fire. A three-stage boss fight ensues.

Stage one has the player fighting Den as himself. He teleports about the arena, firing slow-moving eldritch projectiles at the player and attempting to slice them with war fans. 

Stage two occurs when Den reaches ½ health. He retreats to a platform above the arena and continues firing projectiles as the player must defeat four waves of enemies. First, there is a swarm of spirits in masks, who are weak but can overwhelm a player. Next a group of imps attacks, then Saggas, and finally, the player must face off against the giant horned Carnage Demon. When the demon is defeated, the final phase begins where Den possesses the demon before it can Return, empowering its attacks.

When Den is defeated, the player receives Namah’s neuroptics blueprint. Nakak now sells a voodoo operator mask, and the vent kids will gift you Namah’s blueprint in thanks for helping Boon.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...