Killer Concept, The Fisherman

DrSlaughter22
DrSlaughter22 Member Posts: 26

The Fisherman


An Aquatic Killer. Able to injure survivors and control the map from a distance. With his 3 teachable perks: Fish in a barrel, Hook, line and sinker, and Hex: Davy Jones's Locker, allows him to lure in and trap survivors and gain control of the match when putting survivors on hooks.


Stats:

Average height

32 meter terror radius

115% movement speed


Power:

The Fisherman can aim his harpoon and throw it as a ranged attack, or thrown at the environment to block off part of the environment. Thrown harpoons can completely block off pathways, windows, or even pallets.


Survivors can interact with the harpoons, pulling them out of the ground/walls and opening up the environment again. It takes 3 seconds to pry the harpoon out, and they drop in where it's at onto the ground.


The fisherman starts with 3 harpoons. Once thrown, each harpoon must manually be picked up from where they land. If they hit a survivor when thrown, the harpoon can be picked up from where they were hit.


Side note:

When out of harpoons, the Fisherman pulls out a large hook to use as a weapon.

Visually, the harpoons and hook can be seen on the fisherman's back.

The appearance of the Fisherman is a mix of man and deep sea fish. Upright wearing old fishing attire.

(Pic for describing the fish part)

Perks:


Fish in a barrel

*When hooking a survivor, all vault locations within 18 meters of the hook are blocked as long as the survivor is on the hook


hook, line, and sinker

*When a survivor gets unhooked, they recieve a penalty to repair speed of 25% for the next 45 seconds, or until healed.


Hex: Davy Jones's Locker

*If a survivor enters a locker while the hex is activated, the survivor gets trapped inside by the entity for the next 20 seconds.


*Survivors trapped inside a locker can be freed by other survivors opening the locker or cleansing the hex totems.


*Survivors trapped in a locker can be removed by the killer.

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