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[Warframe Concept] Syrme, the Void Mage, the Cursed


Gashabae
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Short Disclaimer

A theme as vague as a Mage would not work considering a majority of frames could be described as such, regardless the concept was flushed out because the interactions between abilities are interesting. Emitted: no longer applicable

Syrme was originally a mage themed frame but due to a change in direction lore wise he is no long described as simply a mage.

Possible themes

- Void mage?

- Void Guardian?

- (insert suggestion)

 

Void mage will be used for the time being but is subject to change in the future

 

Canonical Lore

Paraphrased from a reply by Cobalt found below

Spoiler

Once a trusted acolyte of the Orokin nobility who volunteered to be remade into a Warframe to his master's specifications in the name of his master's promised path, the path to ascension. This Warframe acted as a figurehead for the noble's emergent cult and an enforcer for his ever-growing ambitions, though unfortunately for all involved he did not understand the power he claimed to wield as much as he thought he did. The rituals enchantments he offered to his flock and his Warframe in particular were all empty theatrics, sometimes with dangerous consequences when they were successful in channeling the might of the Void.

His downfall at last came when he partook in a ritual ascension before his congregation, in reality an attempt to use his Warframe as a vessel by which he could attain even greater power and immortality. Though the crowd were overjoyed to witness this spectacular invocation of their leader's power over the void the ritual itself was an ultimate failure that left both him and his Warframe forever ruined- the Warframe cursed with an irreparable flaw that impacted it's ability to channel the Void, and the noble rendered catatonic.

And so the two remained there, for a time venerated as idols by what few faithful remained after the final disaster before they too forsook the noble's teaching and abandoned him and his Warframe. At last during the fall of the Orokin Empire, the Warframe stirred one last time to deliver a devastating blow to his former master, ending his quasi-life forever, before himself returning to his immobile vigil. Whether this was in accordance with the Tenno's rebellion against the Orokin, or perhaps one final conscious act of mercy or revenge by the noble's former apprentice, remains to be seen, if ever it may be.

Non-Canonical Lore & Quest

Emitted: no longer applicable

Spoiler

Lore

There was a creation who was made by a maker. This maker loved his creation and imbued some of the maker's strength into it. The creation was among the most powerful entities in the universe. Seeing as how the creation shared his strength the maker gave this creation his surname, Syrme, to keep as its own. For many years Syrme stayed at his maker's side living a solitary life, yet the maker would occasionally leave for weeks on end without explanation. One day the maker brought Syrme with him and showed him what he had been doing while away from him. The maker would go to neighbouring worlds and force his oppressive cruelty onto the inhabitants. Syrme seemingly unfazed by this soon joined the maker on these occasional trips. There was no collection of forces who could face the pair and survive and so they continued the maker's campaign for some time. With the passage of time Syrme grew bored with these excursions because none of these worlds possessed an entity of equal footing to him.  Syrme decided to leave his maker in search for something worthy to be called his adversary. The maker pleaded his creation to stay as the maker explained the true reason for the creations existence was to heal the maker's loneliness. This only caused Syrme's decision to leave to come more easily. With that Syrme left in haste to find the one. Through nearly forty years of travel Syrme would never find what he had sought for but this was not due to the absence of such a thing but the places he had been searching. At the end of his travels Syrme came back to the maker and the maker welcomed his creation with open arms, however the maker had mistaken the creation's return with intentions of good will. Syrme demanded they fight to decide who was more powerful, but the maker refused this request saying he would never hurt something he loved. Enraged at this Syrme attacked his maker mortally wounding him with no resistance. As the moments passed leading to the maker's death the realization that nothing would cause happiness for his creation overflowed the maker's mind saddening him. The maker's final action as his faded into everlasting slumber was to curse the creation yet this was not done out of spite but as a final gift to his creation. Through this act Syrme's strength was brought down to that of a common creation and he continued his travels renouncing the name his maker had given him.

This is pretty basic as far as storylines go but fitting with the theme. I'm aware it does not fit into the existing lore and there isn't much I can personally do since I'm not familiar with Warframe lore.

Quest

The quest takes place where the lore leaves off (with Syrme searching for the one... spoiler alert... it's you). It would be activated by successfully mercying a Lich with all three requiems and choosing to vanquish it. Before you get the chance Syrme would jump into frame kicking you aside. There would be a very short cutscene/animation showing Syrme beheading the Lich while you are on the ground (you still get the weapon) then he points at you and he disappears. Once back on your ship Ordis/fake Lotus have dialogue explaining that this was a challenge of some sort. Syrme would have a number of Lichs already in his control (other entities he tried fighting which lead up to you) acting as mini bosses before the final fight against Syrme (his way of testing to see if you're worth his time). These Lichs would increase in levels and numbers with each mission however they do not require a requiem order and do not drop their kuva weapons. With each mission a little bit of lore about Syrme is revealed to you. Once defeating him you receive Syrme's blueprint. Syrme's part blueprints come from Lich's with an equal 33.33% chance at dropping. The same part cannot be dropped back to back (since Lichs are already time consuming), so really a 33% chance on the first Lich then 50% for the remaining until all three parts are found (100% of getting one you don't have on first then 50% on the remaining).

 

Anything highlighted in purple is part of Syrme's curse briefly referenced to in the lore section

 

Stats

Health - Above Average

Shields - Average

Armour - Below Average

Sprint - Above Average

Energy - Below Average 

 

Passive

Warlock's Burden 

-Inspired by a card under the same name from the game Paragon (R.I.P)-

When energy is fully depleted health can be used in its stead. While this does bypass shields the damage cannot be lethal. Syrme receives passive health regeneration of 10 health per second while reducing all healing from more traditional sources by 75% (% heals are 99.9% less effective; this includes Penance, Amalgam Daikyu, Hirrudo, etc.). Siphon prevents health from regenerating passively.

 

Abilities

One's Fate (1) 

-Inspired by the ability Domino from the Dishonored franchise-

Syrme links 3/3/4/4 enemies in an area where he is looking from a maximum of 17/28/39/50 meters away. Enemies that are linked are bound to the same fate for 6/8/10/12 seconds. Damaging any one of these enemies will damage all others by 15/20/25/30 % of the initial damage dealt. Recasting will link an additional 4 enemies while dispelling the effect of the previous link. While Siphon is in its looting form any cast of One's Fate will be mimicked by Pillar of Creation (his speargun) linking enemies inside the loot radius to it. If one of the linked enemies moves outside of the radius, another enemy inside will inherit the link.

Cost - 25 energy

Modding

Spoiler

Strength

  • 3/3/4/4 enemies (number of --- linked)

Range

  • 17/28/39/50 m (cast range)

Duration

  • 6/8/10/12 s

Misc

  • 15/20/25/30 % (shared damage)
  • 8/10/12/15 m (initial link radius)

---

Exact same stats for the mimicked cast on Pillar of Creation (with an exception to range).

 

Nameless Curse (2) 

-Renamed-

Syrme curses all enemies in a 5/7/9/12 meter radius around him causing a 5% reduction of armour and movement/attack speed. This curse gradually grows in potency at a rate of 4.25/5.5/6.75/8.0 % per second as time passes. The movement/attack reduction caps out at 70%. The curse will remain for 1.12/1.24/1.36/1.5x the time it takes for full armour strip (additional 50% after strip). While Siphon is in its looting form any cast of Nameless Curse will be mimicked by Pillar of Creation (his speargun) cursing all enemies within the loot radius.

Cost - 50 energy

Modding

Spoiler

Strength

  • 4.25/5.5/6.75/8.0 %/s (curse growth rate)

Range

  • 5/7/9/12 m (radius of curse)

Duration

  • 1.12/1.25/1.38/1.5x (duration of curse)

Misc

  • 70% (speed debuff cap)
  • 5% (initial curse on cast)

---

Exact same stats for the mimicked cast on Pillar of Creation (with an exception to range).

Both strength and duration effect the duration of the ability. The duration is based off of the time it takes for the armour to be fully stripped.

Higher Strength = quicker armour strip = shorter duration

Higher duration = higher multiplier for the armour strip time = longer duration

If armour strips in ~10 seconds and duration is at 100% the full duration of the ability is 15 seconds (+50% w/o duration mods).

If armour strips in ~8 seconds and duration is at 200% the full duration of the ability is 21 seconds (+200% w/ duration mods).

 

Eye of the Magi (3)

-Renamed w/ Minor Rework-

An orb of pure energy forms above Syrme providing 20/30/40/50% damage reduction to a max of 80%. This orb absorbs all the damage it prevents for the duration of the ability. Upon expiration, the orb detonates using up all the stored damage, however, this does not directly damage the surrounding enemies. The residual energy primes enemies to take more damage from Syrme's abilities. If Siphon is in its looting form Eye of the Magi will automatically move and be placed hovering above Pillar of Creation (his speargun). This applies the 80% damage reduction from Eye of the Magi to all allies around Pillar of Creation but the damage reduction diminishes with distance from the exalted weapon.

Cost - all energy

Modding

Spoiler

Strength

  • 30/40/50/60 % (damage reduction)
  • 0.1x (damage multiplier per 250 damage)

Range

  • Siphon range (damage reduction radius if Pillar of Creation is siphoning)
  • 8/12/15/18 m (detonation radius)

Duration

  • 2.5/3.5/4.5/5.5 s (duration per 25 energy used)

Misc

  • 80% (damage reduction cap)
  • 180 s (duration cap)
  • 8x (damage multiplier cap)

---

The diminishing damage reduction is applied in this way -> half of the dr at the edge and full dr within a 30% radius of the centre, anything within the remaining 70% is a gradient between max and half as it works its way to the edge.

As the ability description states, the damage Syrme receives during the damage reduction will be converted into a damage multiplier that will be applied upon detonation. The same applies when the damage reduction is shared between him and his allies (the damage they all receive is added to the multiplier).

 

Siphon (4) 

-Reworked-

Syrme summons his exalted speargun (visually a staff but preforms as a speargun), Pillar of Creation, replacing the equipped primary and secondary weapons. The cast time is ~5 seconds as he slowly pulls the staff out of a portal. During this cast animation electricity arcs from Syrme shocking all enemies within a 3/5/7/9 meter radius of him for the full duration of the animation. Primary fire is a charge containing a beam primarily inflicting electricity damage. When fired in rapid succession the bolts of electricity arch to 1/2/3/4 nearby enemies. When fully charged the staff will begin to fire a focused beam of electricity briefly stunning enemies for 0.25/0.33/0.5/0.67 seconds upon first contact. The alternate fire of Pillar of Creation throws the staff and upon contact with a surface (must be the ground not wall or ceiling) the staff will immediately orientate itself upwards hovering in place. A loot enhancing field of 5/7/12/15 meters with a 38.5/48/58.5/70% drop table chance is created around the staff's position.

Cost - 25 energy + 5 energy/second

Modding

Spoiler

Strength

  • 111/222/333/444 (uncharged shot damage)
  • 55.5/111/166.5/222 (charged shot damage)

Range

  • 3/5/7/9 m (radius of shock during 5s cast)
  • 5/7/12/15 m (loot field on spear throw)

Duration

  • 0.25/0.33/0.5/0.67 s (stun on charged shot)

Misc

  • 1/2/3/4 enemies (additional enemies uncharged arches to)
  • 38.5/48/58.5/70% (additional loot drop chance)

Speargun (Pillar of Creation) Stats

Spoiler

Slot - Primary and Secondary

Type - Speargun

Trigger Type - Charge/Beam

 

Noise Level - Alarming

Fire Rate - 4.48

Magazine Size - 100

Reload - 80 rounds per second (1.25 seconds total)

Reload Delay - 0.25 seconds

Uncharged Shot

Total Damage - 444 (electricity 50%) 222 electricity 222 puncture

Critical Chance - 25%

Critical Multiplier - 2.2x

Status Chance - 50%

Ammo Cost - 5 ammo per shot

Charged Shot

Total Damage - 222 electricity

Charge Time - 1.5 seconds

Critical Chance - 35%

Critical Multiplier - 2.4x

Status Chance - 35%

Ammo Cost - 2 ammo per shot

Spear Throw

Total Damage - 60 (electricity 50%) 30 electricity 30 impact

Critical Chance - 1%

Critical Multiplier - 5x

Status Chance - 1%

Charge Time - 2.0 seconds

---

If charged shot beam is turned off for less than 3 seconds the charge time is reduced by 50% (from 1.5s to 0.75s).

Charged shot beam can be shot for - 100 (magazine size) / [2 (ammo cost) * 4.48 (fire rate)] = 11.16 seconds - before running out of ammo.

 

Possible Augments

Help: fourth augment needed

Spoiler

Gaea's Connection or Providence Link (1)

All status effects inflicted onto linked enemies are shared among each other, the duration of these status procs are extended by 20%.

Duration

  • 20% (proc duration buff)

Contagious Infliction (2)

Cursed enemies can spread the infliction in a 5m radius upon death. This weakens the curse reducing the speed at which it builds up by ~20% with each new iteration. Enemies with a weaker variation of the curse cannot be cursed again. The energy cost of Nameless Curse is increased by 100%. Hold cast removes all current curses from enemies costing 50 energy.

Cost

  • 50 energy (hold cast)

Range

  • 5m (spreading radius of curse)

Misc

  • 20% (reduction to curse growth rate)
  • 100% (energy cost increase)

Thief's Eye (3)

While Eye of the Magi is active it will pick a single target within detonation radius (closest) and will attempt to siphon an energy orb from them with a 50% chance of success (cannot attempt twice on the same enemy). Upon expiration, the ball will collapse on itself after detonation dragging all loot within a 25 meter radius to the orb's location- whether above Syrme or Pillar of Creation (works like Greedy Pull so only Syrme gets the loot).

Range

  • 25 m (radius of loot collection)

Misc

  • 100% (chance at pulling loot)
  • 3s (steal time)
  • 50% (energy orb loot chance)

 

How I imagine building the frame-

Spoiler

Modding made on warframe-builder.com shown here https://ibb.co/XDZ5ByT


Results in: 135 Strength - 130 Efficiency - 183 Duration - 235 Range

135% Str w/ growing power proc to receive the maximum 80% dr from Eye of the magi

pFlow mostly for Eye of the magi but generally because Syrme is a caster

High range for basically all the abilities but mostly Siphon/Curse.

Umbral Int/Vit to reach that 135 str and for some more backup energy/survivability.

w/ 135 str full strip would take ~9s and 183 duration 2.745 mult so

24.75s duration on curse with 15.75s of full strip.

Constitution could be replaced with Adaptation/Natural talent/etc.

This would result in a 20.925s duration on curse with 11.925s of full strip.

 

This is an all around build but obviously there are different builds for specializing in specific abilities and/or augments.

 

A special thank you to @Cobalt313 for revamping the lore into something that works within the existing Warframe universe! (Let me know if you want me to change any parts of it)

A special thank you to @xGryphus who reworked the original idea into something much better! Check out the original post if you are curious as to what exactly has changed.

Original post found here: https://forums.warframe.com/topic/1165139-mage-themed-frame-rough-draft/

 

Thank you for reading 🙂 

 

- Good Luck, Have Fun -

Edited by Be_Stupid
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I could still see this Frame being a tailor-made guardian to an Orokin noble obsessed with the occult or some kind of Void mysticism, perhaps even having once been a trusting acolyte who volunteered to be remade into a Warframe to his master's specifications in the name of his master's promised path to some sort of ascension. In both cases the Frame would simply wind up being a figurehead for the noble's emergent cult and an enforcer for his ever-growing ambitions, though unfortunately for all involved he did not understand the power he claimed to wield as much as he thought he did, and the rituals and enchantments he offered to his flock and his Warframe in particular were all empty theatrics, sometimes with dangerous consequences when they were successful in channeling the might of the Void.

His downfall at last came when he partook in a ritual ascension before his congregation, in reality an attempt to use his Warframe as a vessel by which he could attain even greater power and immortality. Though the crowd were overjoyed to witness this spectacular invocation of their leader's power over the Void, the ritual itself was an ultimate failure that left both him and his Warframe forever ruined- the Warframe cursed with an irreparable flaw that impacted its ability to channel the Void, and the noble rendered catatonic.

And so the two remained there, for a time venerated as idols by what few faithful remained after the final disaster, before they too forsook the noble's teachings and abandoned him and his Warframe. At last during the fall of the Orokin Empire, the Warframe stirred one last time to deliver a devastating blow to his former master, ending his quasi-life forever, before himself returning to his immobile vigil. Whether this was in accordance with the Tenno's rebellion against the Orokin, or perhaps one final conscious act of mercy or revenge by the noble's former apprentice, remains to be seen, if ever it may be.

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@Cobalt313 Awesome! I can't speak to the validity lore wise but it retains basically the only thing I wanted which was the curse. The quest will have to be discarded out right which I'm fine with. I do have some follow up questions:

What would the actual theme be? Do the abilities still make sense within this theme?

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9 hours ago, Be_Stupid said:

@Cobalt313 Awesome! I can't speak to the validity lore wise but it retains basically the only thing I wanted which was the curse. The quest will have to be discarded out right which I'm fine with. I do have some follow up questions:

What would the actual theme be? Do the abilities still make sense within this theme?

Ability-wise, yes, they do have a pretty decent warlock-y magician feel with its curses and "Eldritch Blast" staff.

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