My Narmer update concept: Children of Sol
I’ve been working on this on and off for more than a year. And while some of this is outdated, I am still proud of the chaos of some of it.
First I have the new section of the star chart, the Sol Cluster:
Narmer's new primary base of operations is the massive ship graveyard of Murrexs within a habitable distance of the sun, all of it converted into individual fortresses and factories. Missions in the Sol Cluster are hosted by Little Duck for Disruption. Lotus for Defense, Mobile Defense and Exterminate. Hunhow for Narmer Sabotage, Survival and Sacrifice.
Sol Cluster Nodes:
Niras Gaze: Defense
Amars Bite: Exterminate
Boreals Screech: Mobile Defense
Praghasas Echo: Disruption
Nile: Sacrifice
Styx: Narmer Survival
Agamemnon: Narmer Sabotage
Second I have the unique mission types:
Narmer Sabotage: Hosted by Hunhow. Break into a Narmer veil factory, halt production and wreak their supply. First destroy the two computers processing production data before moving detonate a large bomb on their stock pile, then finally make the base into a tomb by destroying its reactor.
Narmer Survival: A standard survival hosted by Hunhow but with an additional feature. Every 3 minutes a Sol Instigator spawns and upon death they grant a device called a Blessed Boon that can be plugged into life support pods. Life support pods with this device plugged in will lure more enemies to it, and those enemies will drop more resources, but it will take 30 seconds to actually grant the life support and in those 30 seconds enemies lured to it have a chance to destroy it.
Sacrifice: An endless mission type hosted by Hunhow, Sacrifice requires you to activate different Altars strewn throughout the level. Upon activation, more enemies will come to attack you around the Altar, and you must kill the enemies in the Altars radius before it expires to charge it. If an Altar is fully charged within 1 minute and 30 seconds of its activation then your team is granted a buff for the duration of that round. You must charge 4 Altars a round, and at the end of the round you get the rewards that were sealed behind the Altars.
After the missions there are the three unique Narmer enemies:
Monothist: Custom low ground hover drones with a weak turret, but the ability to attach Itself to Deacons or certain other Narmer units to grant increased movement speed and health to its host. Monothist’s can be killed separately from their hosts, and doing so will temporarily stun the host.
Inquisitors: Melee units made from the enhanced remains of traitor cultists, Inquisitors wield the Extintor have a telegraphed short ranged teleport that ends with a wide slash, after which they are slowed and winded.
Sol Instigators: Unique automatons designed to combat the Tenno, Sol Instigators fire large shots of energy that explode large areas of fire. Once reaching low health there is a short duration where a unique finisher can be performed on a Sol Instigator. If the unique finisher is not performed then upon death Sol instigators will create a small anti-transference field around their corpse for a few seconds. Sol Instigators act as Demolyst on Narmer disruption.
Next are the weapon concepts I had, all unique to Narmer:
Portador: Designed by veiled engineers from all factions in mourning of their martyr, the Portador primary semi-auto rifle has a secondary fire that releases a shotgun like energy that temporarily converts enemies to your side
Puksiik: Veiled Grineer languished in their foundries until out came this formidable secondary auto shotgun. Taking damage charges a secondary fire that creates a lingering area of corrosive energy where you aim at the cost of a full clip.
Extintor: Made from destroyed Narmer veils and built around a sliver of Murrex hull, this Narmer blade is a grim mockery of the Tenno Nikana. Finishers performed with this weapon grant it a temporary 25% Radiation damage buff for 15 seconds.
And how do you get these new weapons? Well the new syndicate!
New Syndicate: The Convergents
Hosted by a repentant but still wary Hunhow and named by an indignant Pazuul. This faction finds its home in Hunhow himself, who has left his murky prison in the depths of Uranus to fix his mistakes. You gain standing with the Convergents by collecting Idols which are strewn about Sol cluster missions or are mission rewards for bounties.
Members of the The Convergents:
Hunhow: Reluctant to form a permanent partnership with “bios”, Hunhow still acknowledges that there is work to be done and thus he grants the Tenno bounties (think holdfast bounties) from his projection inside his own ship body.
Tyl Regor: The attack on Uranus by Narmer having driven Tyl Regor to abandon his duties to the queens in favor of his tube men. Tyl Regor is still wildly amoral but now sells blueprints for weapons and other items in return for standing.
Quill Pratoo: The Quill who got Little Duck involved with the Tenno had somehow snuck onto the fortress that is Hunhow, though the Sentient in question seems either uncaring or unwilling to discuss his presence among Tenno company. Quill Pratoo collects and melts down idols for the Tenno to gain standing.
Convergents ranks:
Rank 1, Separated: Tensions are high, but the work must be done.
Rank 2, Roadhouse: Perhaps they have more in common than they thought?
Rank 3, Encampment: Synthetic and biological, perhaps there Doesn’t even need to be a divide?
Rank 4, Hamlet: Bridges have been built; peace and kindness begin to roam.
Rank 5, Kingdom: You have united the two worlds of life in a way once thought impossible.
That’s not all of the update but thats all the stuff that’s completed lol. I still need to write the quest but that’s besides the point.
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