Dead man wonderland chapter concept - feedback encouraged
~Killer~
Name: Shiro
Alias: The Wretched Egg
Originaly from: Deadman Wonderland
Background: Shiro was adopted into a family that experimented on her in order to gain insight in how to heighten a person's immune system. This experimentation unintentionally caused Shiro to become the very first Deadman. Shiro developed a second personality called the Wretched Egg in order to cope with her suffering after being subject to extremely painful nano-machine experiments. As the Wretched Egg, she decimated a large portion of Tokyo by trying to use her Branch Of Sin blood powers to destroy herself faster than she could regenerate, but was unsuccessful.
Appearance: Shiro is a young albino girl. She has snow-white hair, pale skin and red eyes; even her eyebrows and eyelashes are white. Her hair is very long and reaches down to her knees. She dresses in a white, skintight bodysuit decorated with red circles and stripes.
Personality: Shiro is a clumsy and bubbly young girl. She has lots of energy, most likely from the fact she eats nothing but sweets. She is shown to have loved sweets throughout her life, particularly cookies, and her sweet tooth may be her way of staying connected to her childhood. She has a very childlike outlook on life which leads to her not understanding much. Shiro is incredibly strong, and she uses her immense strength to keep her loved one safe.
The Wretched Egg is the opposite of Shiro. She is sadistic, appearing to value solitude over companionship and doesn't enjoy sweets but instead, eats large amounts of meat (whereas Shiro adores sweets and never eats meat). The most obvious difference is that Shiro is naïve and sweet while the Wretched Egg is vicious, merciless and cruel.
Weapon: Blood whip
Base movement speed: 4.6 m/s (115%)
Height: Medium
Terror radius: 24 meters
Mori: The killer jumps in the air and lands with both feet on the survivors back. She then turns the survivor over, and extends a blood whip from her hand and repeatedly slashes the victim
-Powers-
Name: Deadman Prime
Ace kick: When not using branch of sin, press and hold the power button to rush forward up to 8 meters to kick a survivor. The kick injures healthy survivors and applies the concussed status effect.
Concussed: Reduces repair, cleansing and vaulting speeds by 15% until healed
Repressed pain meter: The killer starts the game with a repressed pain meter. The meter fills slowly in a chase and gains extra progress when the killer successfully injures a survivor or is stunned by a survivor
Branch of sin: When the repressed pain meter is full, hold the power button for 2 seconds to activate branch of sin, which creates a blood tornado around the killer with a 4 meter diameter that injures survivors and allows faster break actions. The killer moves faster but is harder to control and can not preform basic attacks. Hold the power button to stop using branch of sin.
-Power values and notes-
Ace kick notes: Ace kick slows the killer to 3.2 meters/second (80%) while charging and takes .75 seconds to charge. The killer moves in a straight line at 12 meters/second (300%), like a less powerful shred. The killer is fatigued for 3.5 seconds after a successful ace kick, or for 2 seconds after a failed ace kick.
Repressed pain meter notes: The repressed pain meter goes up by 1 charge per second in a chase, and gains 10 charges when injuring or being stunned by a survivor. The maximum charges is 40. When using branch of sin, the repressed pain meter does not gain charges and goes down by 2 charges per second.
Branch of sin notes: The killer is slowed to 3.2 meters/second (80%) while activating branch of sin, which takes 3 seconds. While branch of sin is active, the killer moves at 5.6 meters/second (140%) but moves like they are under the effects of boil over. Performing break actions are 25% faster. The killer is not fatigued after injuring survivors, but that survivor can not be injured by branch of sin again for 5 seconds. Survivors can be hit through small obstacles such as windows, gates, fences etc, but can not take damage through line of sight blockers such as walls and trees. Branch of sin ends when the blood meter runs out, when ending the power, when stunned by a survivor or when picking up a survivor. Ending the power early conserves the remaining repressed pain meter. Ending branch of sin takes 1 second.
-Killer perks-
Love is pain: You become obsessed with one survivor. The obsession is healed by other survivors 100%/90%/80% faster and gains endurance for 12 seconds after. Survivors that heal the obsession are exposed for 4/8/12 seconds. The killer can only be obsessed with one survivor at a time.
Conflicting Fixation: You become obsessed with one survivor. Hitting a healthy obsession activates conflicting fixation until the obsession is healed or enters the dying state. When in chase with the obsession, the obsession gains a 5% haste status effect. When in chase with survivors who are not the obsession, you gain a 5%/7.5%/10% haste status effect. The killer can only be obsessed with one survivor at a time.
Hex: confounding pursuit: You become obsessed with one survivor. You can not read the aura of the obsession while in a chase. Chasing the obsession for 14/12/10 seconds gives hex: confounding pursuit a token, to a maximum of 3. 1 token allows the killer to see auras of non-obsession survivors. 2 tokens gives non-obsession survivors the oblivious status effect. 3 tokens give non-obsession survivors the exposed status effect. All tokens are lost 10/15/20 seconds after ending chase with the obsession, and new tokens can not be gained for 60/50/40 seconds. The killer can only be obsessed with one survivor at a time.
~Survivor 1~
Name: Ganta Igarashi
Background: Gantas parents initially conceived him with the intention of experimenting on him, but his mother had a change of heart shortly after birth. Instead of conducting experiments on Ganta, his patents adopted a young girl named Shiro who he became good friends with until her psychotic break. Several years later, Gantas entire class was murdered in front of him by the wretched egg, leaving Ganta to take the blame. As a result, he is sent to a theme park where convicts compete in deadly games in order to survive. Despite this, Ganta is determined to find the truth of his classroom massacre, clear his name, and get revenge upon the person responsible
Appearance: Ganta has short black hair and bluish-gray eyes. He has pale skin and is usually seen wearing his orange inmate jumpsuit.
Personality: Ganta, at his core, is a sweet and innocent teen who cares deeply for his friends and family. His early days in prison had him confused and frightened by the brutality around him. During his time in prison, he learns to live with the insanity but is still determined to change things for the better. He is also quite vengeful, seeking retribution for the death of his classmates at the hands of the Wretched Egg. He follows the prisoners rules and trying to avoid them and not get involved. In moments of great emotion, Ganta's character can change and he begins to curse and make use of derogatory actions.
-Perks-
Persistant savior: After preforming an unhook action, the killer can see your aura for 10/8/6 seconds. Being within 12 meters of a hooked survivor and the killer for 20/17/14/ seconds gives Persistant savior a token, with a maximum of 3. 1 token makes a loud noise notification at a window at least 24 meters away. 2 token gives you a 5% haste status effect. 3 tokens gives you the endurance status effect. All tokens are lost when the killer or hooked survivor are no longer within 12 meters.
Bloodshot: When another survivor is put into the dying state, bloodshot gains a token. When another survivor is placed on the hook or healed from the dying state, bloodshot loses a token. Press the "activate ability" button to consume all 3 tokens to fire a blood bullet in a line in front of you. This bullet has a 16 meter range and can stun the killer for 3/4/5 seconds. Successfully stunning the killer will deactivate bloodshot. Decreases your chances of being the obsession. The killer can only be obsessed with one survivor at a time.
False accusations: When you fail a skill Check while performing cooperative actions, one other survivor performing the cooperative action with you will receive 4/3/2 very difficult skill Checks with no great success zones. If successful, the loud noise notification will trigger on the furthest generator away that is not being repaired and you do not receive any progress regression. If failed, there is an additional 10% progress regression. This has a cool down of 90/75/60 seconds
Comments
-
Update: balanced some numbers and fixed terminology inconsistencies
0 -
Update: added 1st survivor and changed a few values in the killer perks
0