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Perk idea: Secondary objective (Help balance them please!)
•Chained: Your frustration has been soothed by the entity, all you must do is act.
+For each dull totem that exists in the trial, Chained gains a token. After damaging a generator, the generator that was damaged will be blocked by the entity and a random dull totem in the trial will temporarily become a hex totem. While blocked, the generator will regress at a rate of 100/150/200% faster than usual. The generator affected by this perk will remain blocked and continue regressing until the generator has regressed to zero or the related hex totem has been cleansed.
-“Five of Seven. The odds may be in my favor.”
=Does this count as a hex?
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Extra perks because I felt like doing two more for consistency.
•Shine of Pleasure: When five is not enough.
+Two additional fake dull totems will spawn at the start of a trial. These totem will function and count as normal dull totems, this being able to host hexes. If any of the totems are cleansed, the aura of all survivors are revealed to you for 10/15/20 seconds. If the totem housed a hex, the cleansed hex will transfer to any available dull totem that still exists in the trial.
-“A trick but useless without the right combination.”
=Does this also count as a hex?
•Soured Grace: While your prey fret, you slip by unnoticed.
+While at least one generator is blocked by the entity and you are out of chase, you are undetectable. This effect persists for and additional 20/25/30 seconds when Soured Grace deactivates.
-“Struggle and pace while I pick you off one by one. Eventually, they will undo my curse, but not before one has remained.”