Chapter Idea: Whispers in the Dark. New Survivor: Jacob Armstrong. New Killer: THE FIEND
WHISPERS IN THE DARK
What drives a man to fight for his life against the worst kinds of odds. What gives another man the courage to help strangers who he could just leave behind due to the fear of betrayal. But the more important question is how much fear, screams, and bloodshed does it take to drive one individual to complete MADNESS. Entering the Realm of the Entity can take a toll on the minds of most who're brought into this hellish place, but when first entering this realm one might ask themselves why I must put my trust into strangers that I just met unless this was part of the twisted game.
Chapter: Whispers of the Dark
NAME: Jacob Armstrong
Description: A man lost in his own struggle of emotional guilt, over-protective acts and the unconscious acts to get in fights than doing anything productive and helpful Jacob finds himself in bad situations he intentional puts himself in, what he lacks in the ability in fixing things he makes up with breaking the spirits of attackers.
Jacob’s perks are “Armstrong Way”, “Make them Remember” and “Second Chance” are to help become a lasting distraction towards the killer, if anyone dies it’ll be him but the last thing he’d want is to die without making letting others live their lives to see tomorrow, or at least what would have been a tomorrow.
Clothing:
Head: “Jacob Armstrong” –A bruised nose, bleeding lip and a bandage on his forehead from a recent jump he had with “old-friends” since he had to go and put himself into more trouble. Jacob never learned when to quit, some would take that as a curse but Jacob calls it a blessing.
Clothing: “Veteran’s Jacket” –An old soldier’s jacket worn during WWII by his grandfather, passed down to his father and then him. His father always taught him best ways to deal with an antagonist, old family word “You were born an Armstrong, and Armstrong’s don’t take ######### from no-one.”
Legs: “Ripped Jeans and Boots” –Patched up jeans that’s been through a lot and built a character of its own with a patch from his grandpa’s old platoon “Kings of Spades” stitched into the left leg. His boots were made to withstand the elements and still hold up, but Jacob uses them to aid him in a fight if needed.
Perk #1: “Armstrong Way”: You’re granted the ability to fight back against the killer during a chase using pallets putting yourself in a very risky situation, if a pallet drop fails to stun the killer than you can perform an “Armstrong Kick” where you’ll be able to fast vault a pallet feet first into the killer if he stands opposite of it (and is not breaking the pallet), this will temporarily stun the killer and will reveal your aura to the killer for 7 seconds after you successfully perform the action. This is an exhaustion based perk to avoid from this tactic being abused, but this is to prove that you’re not type who only runs and screws everyone else over.
“You’re not going to kill anyone, you’re not a monster. But damn it son, you need to stand up for yourself! Don’t let any bullies tell you that you’re a monster and get away with it, I want you to march over to them and show them who they’re messing with!” –Dante Armstrong (Father)
Perk #2: “Make them Remember”: You’ll be able to see the aura of a survivor in 32 meters away from you if they’re being chased by the killer. If you switch the attention of the killer to you and you get chased for 45 seconds, 30 seconds or 15 seconds you will earn up to 3 tokens to grant haste for up to 3 seconds. The perk will only activate if the killer gets too close to you while you’re undamaged and while you’re still running. Stopping mid-chase (not included to vaulting) will take away all tokens, if an exhaustion perk that grants any form of haste is with this perk, this perk will be deemed useless.
(NOTE: Perk will not work or be compatible with sprint burst, balance landing or lithe!)
“Hey! Want to dance ugly?! Ok then, let’s dance you freakish son of a #########!”–Jacob Armstrong
Perk #3: “Second Chance”: For only 1, 2, to 3 chances will this ability be used before it’s gone permanently. But every pallet that’s been dropped and destroyed, if there is any pallets you want back to help so your teammates don’t have less to fight back with. You alone can choose any pallet that’s been broken and rebuild it to get a second chance. However any pallet dropped onto the killer successfully will break right away and that pallet cannot be fixed again. Any pallet that have been rebuilt and broken CANNOT be rebuilt afterwards by any other survivor who learns from this perk. So you must choose wisely which pallets you rebuild and which you do not.
“It’s still after me and I’m running out of pallets! But none of you should suffer because of me!” –Jacob Armstrong
Chapter: Whispers of the Dark
NAME: THE FIEND
REAL NAME: Joseph Richard. Gilman
Description: In a situation of cat and mouse, survivors would band together to stop the threat that’s at hand so they can make it out alive faster and defeat the Evil that lurks behind every corner. But even those you trust the most can have sinister motives, who knows maybe they were under an influential calling that echoed through their mind or they always planned to betray you from the start.
The Fiends perks are “The Chosen One”, “HEX: Spiritual Realm” and “Limbo” are to make survivors feel alone and helpless, causing slower progression to escape and to suffer far more drastically for failure to progress.
New Status Effect: “PARANOIA” – This effect is like Madness, but instead of slowing down progression it takes progression away from survivors if they just let everything play out as if it was always in their favor. While survivors are paranoid, it has to make the player fight the fear that they’re really alone in all of this, fight the fear that there may just be no true escape from here.
Clothing:
Head: “FIEND” – Four white eyes, grey and purple rubbery skin, tentacles protruding from his around his mouth making a disgusting resemblance to an octopus with facial features like that of a human. What could rip away a man’s humanity and destroy who they were, to this extent?
Body: “UNGODLY” –Concealed in ancient robes with ceremonial appeals, The Fiend’s body can be see through many cuts, holes and aged parts of the robe. His body has become twisted, he bares three fingers and a thumb, his skin appears dark and rough with an orange glow around groves in his muscles.
Weapon: “Ritual Dagger” –A long jagged knife carved from metal and bark not made of any familiar material on Earth, but appear to have been created by something not of our own world as a gift.
Ability: “Spiritually Sinister” – The Fiend will have the Entities spider like fingers protruding from his hand and wrist, when letting go of the activation button these legs will leap out from his arm and have a father reach than regular attacks. This attack can reach over dropped pallets, windows and a survivor trying to get to a cheeky loop. It will act like a primary attack; however you become more susceptible to gaining “Paranoia” faster after feeling the touch of the entity first hand.
Passive: “Evil’s Call” – any survivor’s in a group or all alone will be determined on how the perk will work. Survivor’s who’re left alone for too long will submit to the call and begin to lose their minds fearing that they’re all alone and the survivors they find in the future where only working with the killer. In groups, if any survivor messes up a skill check enough, all the other survivors will gain “suspicion” and this suspicion will cloud over their logical thinking.
Effects of “Paranoia’s Call”:
Attempting to sabotage hooks and totems - will not destroy them but rather give the killer signals that you’re attempting to destroy them with a cool down of 5 seconds each notification.
Generator Repairs – Good skill checks will slow down progression making the completion meter go down by 2% each time. Great skill checks will explode the generator sending a notification that will alert the killer to the location, the generator will be deducted 3% rather than 5% (or 10%).
Healing Survivors – Instead of healing, skill checks will actually hurt the survivor other than heal them. Good skill checks may cause hemorrhage effect for 10 seconds and great skill checks will cause the mangled effect for 15 seconds.
Looking through chests, activating doors and using items – Chests and the Lever for the door will have a skill check while under the influence of paranoia, items such as the flash-light will begin to flicker and stop working for 2 seconds at random times (with a reasonable length of time) and items will appear to have been perused as if you’ve already used it before even though you haven’t.
Fighting Paranoia: Enough time around other survivors while making progress will slowly break you free from the paranoid state, rescues from hooks, killer’s grasp, healing injuries and above all being helpful and progressive will easy the paranoia. Teamwork fixes it best.
Ways to know you’re paranoid: Edges of the screen will have light bloody veins, when nearing survivors you hear a very faint heartbeat, but the biggest way you can tell your survivor will do something bad is instead of saying to do the one thing you want it to do, it’ll say the opposite. (Ex: “Press [ ] to Heal”, will instead look like “Press [ ] to Kill”)
Things like that will go away, but the point of it is to slow down progression and damage team work.
(REWORKED) Perk #1: “The Chosen One” (Obsession based): Someone randomly will be picked as the Chosen one, they will suffer paranoia throughout the whole trial being unable to break free from the status effect. Every time the Chosen one fails a skill check the perk will gain a token up to 6, and every time the obsession works with others together the Paranoia Status effect will become more active causing more sabotaging effects. Each token will de-buff the survivor’s progression by 1%, 1.5%, and 2% up to 6%, 9%, and 12%. A token will be lost if the obsession is injured in anyway.
“You must guide them; they’re blinded from these weaklings. They don’t know their potential; they must feel threatened by the ones who’re taking her away from you. Dispose of the unwilling before it’s too late.” -The Entity. “Yes, the Outer One.” –The Fiend.
(REWORKED) Perk #2: “HEX: SPIRITUAL REALM”: Totem Sabotage and Generator progress will be slowed down by 5%, 7%, 9%. Missed skill checks will damage the gen down by 4%, 6% and 8% but will also damage any uninjured survivor from the entities spider legs springing out from the bottom of the generator and stabbing at the survivor. The “Paranoia” status effect will be applied for a short time if a survivor is hurt via the perk. If the totem is broken, every survivor will be shriek out every 25 seconds for at least 50 seconds, 75 seconds and 100 seconds long.
“Heathen’s in my sanctum, tearing down my Lord’s idols! You will perish for these transgressions you have come forthwith.” –The Fiend
(REWORKED) Perk #3: “Limbo”: This will have a 30 second, 45 second and 60 second timer where the entities spider-like legs will cover the hatch preventing survivors from entering the hatch if they’re the last ones alive. If a survivor has a key than it’ll have a 12 second, 20 second and 28 second gauge timer with skill checks preventing them from leaving right away. If the survivor stops using the key, it will break will break and the survivor will lose it and any items used on it. (THIS EFFECT WILL NOT BE ABLE TO WORK DURING EGC.)
“We were all promised Paradise; I waited so long to receive what was to be given. But it was a Fool’s Paradise, the priest only spread lies. But I know the truth now; I found my calling, my meaning, and my paradise. If you really want out, you must endure the long wait as I have endured.” –The Fiend
Kicking Generators and Breaking Pallets: Recycled kicking animation
Locker (Caught): He will fling the locker open and jab his knife to the side of you, carving at the back of the locker. He’ll grab you with his arm and pull you onto his shoulder like every other killer.
Hatch (Closing): He will raise the Entities spider-leg from inside the hatch to pull the door down and closing it from inside.
Picking up a survivor: Same recycled animation like with kicking generators.
Placing survivor on a hook: Recycled animation like most of the tall male killers (and huntress).
Successful attacks: He will point the blade downwards over his hand letting the blood soaked dagger drip onto his disgusting inhuman palm as if he was gaining energy and strength for each drop.
Mori: “The Offering”
When activating a Mori, The Fiend will grab the down survivors arm (left) and plunge his ritualistic dagger down their wrist making them bleed on the ground. He will cut his own hand with the blade soaked in the survivor’s blood and drip it onto the ground. The entities spider legs will appear beneath the survivor all while facing the front of the survivor showing The Fiend as he spreads his arms out and chants calling the Entity forth to feast on this sacrifice. The Entity will stab its spider-like legs through the ribs of the survivor; another leg will lunge out of the mouth of the survivor and stab the survivor through the skull, destroying the brain. Before the Entity drags your corpse down, from whence it came.
(NOTE: Though it might seem like these perks are slightly overpowered or useless, in game against certain other perks they can do pretty well. Even the "overpowered" perks can be countered. Paranoia act's like "Madness" except you never know when you'll be given the option to ruin things for your team. So watch carefully, and you never know maybe hurting your teammates a little will actually help you all more in the long run.)
Comments
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Quick note about "Make them Remember" - It is an exhaustion perk! BUT you will not gain exhaustion if you use partly use this perk. There are three ways to gain exhaustion for this perk because it's slightly overpowered and in ways better than the other exhaustion perks. Because this is a token based perk, you can only receive the exhaustion effect when you: Use all three tokens in a chase, lose the killer after using a token or two, or if you're hit by the killer after using a token or two. This is a Dead Hard + SB, BL and Lithe perk all in one annoying perk that's primary goal is to buy your other friends some time.
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Also THE FIEND would look a little like a Mind Flayer from DnD with the octopus head and Jacob would slightly look like Paladin Dance from Fallout 4.
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I'd love to hear feedback and I've noticed a lot of people and viewed this so, please. I'd like to have some help here.
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Please, someone give me feedback.
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