Springtrap concept
so i was bored yesterday, saw some people talking about FNAF in DBD. and i saw a couple concepts but didn't really like them all that much. so i made my own. i realize this is a bit unrealistic but i was having fun with it.
dont get too hung up on numbers, i mostly just put numbers here for the sake of giving an idea of what things are meant to be like. im not a professional and don't really know how well balanced the powers perks and add ons would be.
also im sure my perk ideas aren't great and some of the add ons suck. for perks it was mostly a "name now idea later" thing, and for add ons i went with what the devs seem to be doing with add ons now, so inflicting status effects and whatnot. anyway, enjoy. oh and FNAF lore fanatics please don't assault me for things that don't seem to make sense. yes i know Springtrap didnt do either of the bites. its just a cool reference dangit.
Info:
Name: William Afton
Title: The Springtrap
Realm: Fazbear’s fright
Power: possession
Weapon: exoskeleton hands
Movement speed: 115%
Terror radius: 32 meters
Perks:
Mechanical heart:
Your close proximity to machines allows you to understand how to break them effectively.
Damaging a generator is 30/40/50% faster. After damaging a generator, survivor’s auras are revealed to you within 10 meters of the generator for 4 seconds.
You are mine:
You will catch your prey, no matter the cost.
You become obsessed with one survivor.
Each time you hook a survivor that is not your obsession, gain a token up to three tokens. When you hook the obsession, all current tokens are used. For each token used, the obsession’s entity progress goes 4/6/8% faster.
Hellbound:
You are destined for Hell, and you will drag your victims down with you.
For each survivor hooked, gain a token, up to a max of 4/6/8. For each token, the end game collapse progresses 3% faster.
Power:
Possession:
6 empty animatronics are laid throughout the map in set spots. These are often near generators, hooks, or exit gates. One always spawn in the basement, opposite of the chest.
Each animatronic is highlighted in a colored aura depending on what exoskeleton they have. Foxy highlighted in red, Chica in yellow, Bonnie in blue, and Freddy in white. There is guaranteed to be at least one of each animatronic.
While looking in the direction of an animatronic, The Springtrap will be able to possess the animatronic after a short channel. Each animatronic provides a boost for a short duration after possessing. After possessing there is a cool down, and the animatronic possessed is randomly switched to a different one.
While possessing an animatronic, it will twitch and the exoskeleton will burn away and be replaced with Springtrap before standing up.
Foxy: possessing to a Foxy animatronic will provide a small speed boost, getting you up to 118%
Chica: causes an illusionary terror radius that extends out to 46 meters. This illusionary terror radius does not affect perks, but only has the auditory effects of a terror radius.
Bonnie: causes survivors within 16 meters of the animatronic after possessing to become oblivious for 15 seconds.
Freddy: the nearest generator after possessing explodes and is highlighted in white, shifting to yellow after it stops regressing for 5 seconds.
Add ons:
Common:
Endoskeleton:
Spawns an extra animatronic on the map
Cassette player:
Moderately decreases noise made by twitching animatronics while possessing.
Family photo:
Hitting a survivor 15 seconds after possessing inflicts the mangled status effect for 40 seconds.
Daughter’s toy:
Slightly decreases possession cooldown.
Uncommon:
Security camera:
Survivors within 24 meters of the animatronic receive the blindness status effect for 60 seconds after possessing.
Night guard’s outfit:
Become undetectable after possessing an animatronic for 4 seconds.
Vent schematics:
Moderately decreases possession cooldown.
Dismantled animatronics:
Spawns two extra animatronics on the map.
Animatronic wires:
Hitting a survivor 15 seconds after possessing inflicts the deep wounds status effect for 20 seconds.
Rare:
Funtime sketches:
Considerably decreases the possession cooldown.
illusion disks:
Causes the burning of the exoskeleton to be instant, towards the end of the possession.
Remnant sample:
Hitting a survivor 10 seconds after possessing an animatronic causes them to become hindered for 5 seconds.
Bite of 83 newspaper:
Hitting a survivor 10 seconds after possessing an animatronic causes them to become broken for 30 seconds.
Fredbear plush:
Survivors that are within 10 meters of an animatronic for 10 seconds have their aura revealed.
Very rare:
Foxy’s hook:
Makes all the animatronics spawn as Foxy. animatronics will not change after being possessed to.
Chica’s cupcake:
Makes all the animatronics spawn as Chica. animatronics will not change after being possessed to.
Bonnie’s guitar:
Makes all the animatronics spawn as Bonnie. animatronics will not change after being possessed to.
Freddy’s hat:
Makes all the animatronics spawn as Freddy. animatronics will not change after being possessed to.
ultra rare:
Puppet’s mask:
After possessing an animatronic, all survivors within 24 meters have their aura revealed for 6 seconds.
Golden Freddy’s suit:
Changes all animatronics to golden Freddy. Golden Freddy animatronics cause survivors within 16 meters to be exposed after possessing. Moderately increases Possession cooldown.
Other:
Mori: the bite
Spring trap approaches the down survivor, and as they turn he gets on top of them. After some struggling, Springtrap bites down on the front of their head, causing their scream to suddenly silence.
Comments
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I'm not sure I understand this correctly.
Does he simply teleport to the animatronic's location, like Freddy teleports to generators, and then gain the corresponding effects?
If that is the case, I feel like having only six animatronics by default might not be quite enough. There already are seven different generators, and when some of the animatronics end up spawning at a gate or a hook instead, and one is guaranteed to spawn in the basement, it might not let him properly pressure the map.
Since his power acts purely as a mobility tool, he's got nothing to help him in chases; he's just an M1 killer. Because of that I think there should be at least 8 animatronics by default, so he can move around the map more freely.
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Fair enough. Like i said at the start dont get too hung up on the numbers, theyre mainly just there so im not just saying "some" and "a few" all the time.
But yes he teleports then gains the effect based on which animatronic is in that spot he teleported to.
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Don't you think that Freedy should be shown in like some really bright brown? It might be confusing with some Perks, which use white aura's.
P.S I love all your ideas for the add-ons & Perks except for "You are mine" since there is already "Monstrous Shrine" although that one is just for the basement hooks.
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i just figured brown, even bright brown would probably be hard to see on some maps. but you have a point with the white aura too. but thank you, i spent a couple hours on this so its not the greatest but im glad someone likes it at least. and honestly i forgot monstrous shrine existed :P
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I'm all for Springtrap in DBD, but the addition of the other animatronics is just goofy.
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No.
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fair enough
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