A Fresh Survivor and Perk Ideas (Killer Advantages Included)
Survivor:
Ethan Hudson
Background (In a Briefing):
Growing up with a knack for seeking out the unknown, Ethan was often seen as odd by his peers. Speaking of monsters and creatures in the dark, even long after it was an acceptable topic for his age. Whispering to himself would make up the majority of his conversations with a human being, but was certainly not his only source of interaction. A voice, not of any known origin, would occasionally, and more frequently, pry at his mind. Beckoning him into the darkest of places and encouraging his findings along the way. Though lacking any visible form, it was sure to find him where ever he would go. A fatal habit. Growing up in a nearly unchanging manner, his interests and involvement with this disembodied voice were only strengthening, until the day he found it. A lone oak perched atop a small hill. As the voice calls him closer, promising the answers he has always sought, he crawls beneath the claw-like branches overhead, and falls. As he lays against the cold, hard, and seemingly moving ground, he knows he has met his end. The pale light of a rising moon far above his head barely reaches his eyes through the abyss. Knowing he has no other choice, he calls out to the voice. Begging for its help. Begging for relief. A lonely life that lacks accomplishment, progression, and meaning is all he has ever known. Yet, the voice assures, there is more to come as it consumes him. Just... not here.
Perks
1. Breach
Ability:
Allows the survivor to vault through an Entity-blocked window 1 time, resulting in the Exhausted status effect for 60/50/40 seconds. Breach will only become available again once the survivor is no longer Exhausted.
Dialogue:
"The show goes on... even when the rules are broken."
2. Number Game
Ability:
Allows survivors to pry the Entity's claws from 1 blocked generator once per game after the survivor with this perk initiates it. While the survivors are repairing the generator they will suffer from the Hindered status effect, which will persist for 20/15/10 seconds after the completion or abandonment of the generator. Abandoning the generator will result in it exploding and regressing 5%.
Dialogue:
"Struggling alone is near fatal... but united? Unparalleled."
3. Devious Deal
Ability:
Survivors with this perk can interact with The Entity at a blocked Exit Gate over 16/13/10 seconds, persuading it to let them, and them alone, pass through. So long as 2 other survivors have been sacrificed.
Dialogue:
"Mercy isn't something simply given away. It comes from already having what one wants."
4. Riveting Soul
Ability:
Grants the survivor 1 additional struggle stage when being re-hooked after already having entered the struggle stage on a previous hook, but with a 50%/40%/30% penalty towards their remaining struggle time.
Dialogue:
"Listen closely. Can you hear its coos? Craving conclusion, yet eagerly awaiting what's next. It needs us."
Additional Notes:
The goal behind this character is to cut out some of the extra work a Killer would need done to them through nerfs and the like, as the perks punish themselves and only the survivor side would need adjusted. Along with this, I believe that these are generalized perks that can be incorporated into nearly any match, with over half of them assisting both ends. For instance:
Breach in a panic will disable the survivor from using something such as Dead Hard (given they are using both perks), and force them to choose which perk would be better for their current situation and inevitably make mistakes along the way. Such as losing Dead Hard, or attempting to vault these blockages only to find they can't.
Number Game would make it so that in the early stages of a match, a survivor with this perk can use it to remove one of the three blockages that are generated with the killer perk Corrupt Intervention. Experienced killers using CI will expect this, and they can head to said generators where they will find one or more survivors wasting time on the prying process of a gen. The abusive aspect here is that there COULD be three survivors with the perk, which would allow them each to work on prying The Entity off a gen with the fourth assisting or seeking another gen. This would give the survivors the upper-hand, but to remain unbiased about this, a killer running CI with Thrilling Tremors would find themselves back in the advantageous zone, given the survivors wasted their single use on unblocking a starting gen.
Devious Deal is the Claudette of perks (meaning cowardly). This perk will allow the survivor who has it to bypass the killer perk Blood Warden, giving them their escape. As the description states ONLY that survivor can escape this way, and ONLY if the killer has already sacrificed (not Mori'ed) two other survivors (the expected number in a lobby). This perk would not affect No Way Out (The Trickster). An easy work around for this with an experienced killer is to simply not kill anybody at the start. Get as many hooks in as you can and when that last gen pops, make your very first final hook. Once the gates are blocked, so long as that survivor is still struggling, Devious Deal will not activate, and who wants to give up when victory is so close? This will help to mitigate the chances of multiple survivors using the perk, and as the description states, it's an interaction perk. Being in the Dying State would make using it impossible, enabling you- The Killer- to begin rapidly downing survivors. Using Noed (No One Escapes Death) is a sure way for this, because survivors WITH the perk will be eager to use it.... when they can't. Now, on the survivor side of things, this can be a great way for you to break free from those randos who have been getting you hooked throughout the entire match. If the Killer DOES use Blood Warden and your teammates have been getting you punished... now it's your time to shine. Get your Survivor points and take a refreshing breath of cowardly victory. You've earned it. This perk is also intended to make Mori even more desirable, as managing to Mori one survivor and sacrifice the second would make Devious Deal void, as only one of those two survivors were ACTUALLY sacrificed.
Riveting Soul is where things get really interesting in my opinion. This is a Perk that the killer will simply know about from the start, especially with more recent updates, as the wheel displaying the remaining hooks needed will have an obvious increase that shows the additional hook each survivor with the perk will need in order to be sacrificed. While this can make the killer side of things a little more busy, it will also make the survivors more eager to get off hooks and unhook one another. Survivors get the advantage of being able to move around more and not feel so punished by that initial hook, especially the team's "runners". My term for those who spend the entire match doing nothing but tormenting the killer with a very lengthy jog through the fog. A.K.A. me. And killers get the advantage of acquiring additional Blood Points that they otherwise could not obtain, as this perk will grant more hooking occasions. An additional advantage to this for the killers is that if someone IS to get off the hook and you know they have the perk, plus you lack self respect, you can always tunnel them and promptly rehook them, removing 30%-50% of whatever time they had remaining from their bar on the spot.
Like I said, I think that these are perks that have been long needed and would bring a fair amount of balance to the game without the need of adding yet another killer (though it is never a bad idea to give us one anyways). I'm open to discussions about any piece of the information above and even adjustment suggestions (but only of the unbiased nature). Let me know what you guys think! And if there are any Devs looking at this, I might as well go ahead and say that I give my full permission for such things to be used. 100%. It's in writing and my lack of copyright laws knowledge tells me that that is the best piece of evidence one can give to discredit a claim they try to make. So there.
Edit: I forgot to mention, I am aware that survivors and killers have only ever gotten 3 Perks a piece, but to avoid this character idea from being a set-in-stone concept, I decided to implement a fourth because it gives options and supports discussion over which three would be the best to have put into the game (if that were to ever happen).