Cool Killer Ideas

Jimshoebob_jaZ
Jimshoebob_jaZ Member Posts: 2

Here's mine

THE JUDGE

Justice is often described as blind, and in the case of Officer Lex, this saying couldn't be farther from the truth. Lex was an Officer in Uniform by day and a hardened criminal by night. He found no harm in betraying those who trusted him, taking bribes and looking the other way becoming a lifestyle. But one bribe Lex lived to regret. Indirectly, Lex's relaxed attitude to the nature of his work left a killer scot-free, and led to the death of an entire family.


Fearing what he had done, Lex turned his back on his life as an officer, just as he had turned his back to the deadly assailant. He fled from his old life, attempting to escape the horrors he had indirectly caused. However, there was one thing that he could not outrun. Aroused by Lex's heartless demeanor and corrupted conscience, the entity decided to show him the life of the killers he had once let lose.


Although Lex was corrupt in his line of work, he was never one to hurt the innocent directly. But slowly the entity corrupted his mind, brought him down to the killers he had set free. Now the forlorn officer is forever forced to repay his betrayal time and time again as the judge, the jury, and the executioner. (Story not cannon cuz I'm bad at writing)


Take a look at these perks, I tried to be original w/o making them op


Special:: Judge, Jury, Executioner:

Every successful-basic melee hit on a survivor that changes their health state grants a token to the survivor.

Missing an attack will result in the chased survivor losing a token.

Every token grants a 1% increase in attack, hooking, vaulting, breaking, and movement speeds

Once a survivor reaches five tokens they are able to be killed by your hand.

Tokens are capped at 5


Perk:: Evading Justice:

Nothing angers you more than a criminal running from the law, however, you still can’t help but find enjoyment in chasing your prey.

-When a survivor stuns you with a pallet or activates the entity to block the window, they are exposed for ten seconds.

-If a chase lasts longer than 60 seconds the survivor becomes exposed until either escaping the chase or being hit.

-80/70/60 second cool down


Perk:: Interrogator:

Few suspects have received your judgement and lived to see another day, your hardened voice alone is enough to instill great fear.

-When a survivor is working on a generator within your terror radius they receive an extremely difficult skill check.

-Difficult skill checks have a cool down of 20 seconds.

-The likelihood of skill checks afterward increases by 30/40/50%

-If a skill check is failed within your terror radius the generator automatically regresses by 15%.


Perk:: Judicial Imperative:

Your years of experience working for the force have fine-tuned your senses in judging one’s conscience.

-After 15 seconds of chase, the chased survivor receives the revealed status effect for 30 seconds.

-If the revealed survivor comes within 10/15/20 meters of another survivor, that survivor also becomes revealed for 15 seconds.

-After 15 seconds of chase, every extra 5 seconds in chase increases the reveal time by a further 2 seconds.

-A survivor that is not in chase can not be revealed twice by the same revealed survivor.