Killer Idea - The Archer
Raised in a small community of no more than 100 people, the Archer took pride in going out hunting, preferring to use a bow and arrow. Before an unexpectedly hot and dry summer, a majority of the animals left the area to seek relief from the heat and find a reliable water source, which caused the Archer to be without game for the summer. When the seasons changed, the community expected the animals to return, but they never did, much to the dismay of the Archer. It was soon discovered that some people in the community were gone for far longer than normal. Once nearly a third of the town disappeared, it was discovered that the Archer was hunting people in the community. The Archer was apprehended, jailed, and sentenced to death. While awaiting their execution, the Archer reflected on their impatience, and vowed to relish the hunt, no matter what the prey was. A dark, but somewhat familiar voice spoke to the Archer and offered to teach them the patience they sought. No one saw the Archer leave, but what was left of the community quickly set up a man-hunt when they discovered the Archer's cell empty the following day. The search came up empty, but they still tried to bring the murderer back to prison. Meanwhile, the Archer studied under the Entity and learned a great deal on patience. The Archer religiously adheres to the Entity's teachings and will punish anyone that is impatient, as they once were.
- The Archer would be about Freddy's size and would be clad in dark clothing, similar to the Shape without the mask.
- The Archer would be a slow killer, 105% movement speed with a 16 meter terror radius.
- Being forced to choose a melee weapon, the Archer chose a small dagger that is only effective when they are right next to their prey.
- Their power is arrows made of different materials, depending on the add-on used. Different add-ons cause different effects. The effects either last until the arrow is removed from the Survivor, or until they are fully healed.
- Arrows will cause hit Survivors to have the Broken status effect, and cause grunts of pain to happen more often. Survivors may either remove arrows from others, or remove arrows from themselves (at 50% speed). Removing an arrow will cause the Survivor to scream in pain, revealing their location to everyone. Once the arrow is removed, the Broken status effect is lifted.
- The bow will always be holstered unless the Archer draws it. To draw an arrow, the Archer would press and hold the Power button (M2). Releasing M2 will cancel the shot. Pressing and holding the Break button (Space) will cause the outer edges of the screen to darken, giving more focus towards the center. It will also make it easier to aim (the holding breath effect). Pressing the Attack button (M1) will shoot the arrow. Default range is 20 meters.
- Default is 5 arrows, and can be increased with Quiver add-ons. Must be restocked in lockers (top shelf).
Unique ideas:
CLOSING THE GAP - Activate-able Perk. You do what it takes to sneak up on your prey without alerting them.
- Press the Activate Ability button to reduce your movement speed to 50%. Survivor's detection perks become 75% effective, and your terror radius becomes 25/50/75% smaller.
- Press the Activate Ability button again to cancel.
- Ability has a 20 second cool down.
DISCIPLINE - The speed of the Survivor's skills draws your ire and you seek to teach them patience. Each time a generator is completed, Discipline gains a token. Each time you hit a Survivor, they suffer from a 1/2/3% speed penalty per token. Lasts 60 seconds worth of interaction (time only goes down when the Survivor is interacting with something).
TOXOPHILITE - Your muscle memory from previous hunts allows you to to be a more efficient hunter. Slightly/Moderately/Considerably increases power speeds.
- Speed increases to not stack.
Add-on equivalents to speed increases
TRAPPER - Bear Trap setting speed
- Tier 1 - Trapper Gloves
- Tier 2 - Trap Setters
Tier 3 - Setting Tools
WRAITH - Reappearance timeTier 1 - no add-on equivalent
- Tier 2 - "Swift Hunt" - Mud
Tier 3 - "Swift Hunt" - White
HILLBILLY - Chainsaw's charge timeTier 1 - Spark Plug
- Tier 2 - Primer Bulb
Tier 3 - no add-on equivalent
NURSE - charge speed of the BlinkTier 1 - Pocket Watch
- Tier 2 - no add-on equivalent
Tier 3 - no add-on equivalent
SHAPE - rate at which evil is gainedTier 1 - Memorial Flower
- Tier 2 - J. Myers Memorial
Tier 3 - Judith's Journal
HAG - setting time of Phantasm TrapsTier 1 - Rope Necklet
- Tier 2 - Cypress Necklet
Tier 3 - Swamp Orchid Necklet
DOCTOR - Shock Therapy charge timeTier 1 - no add-on equivalent
- Tier 2 - no add-on equivalent
Tier 3 - no add-on equivalent
HUNTRESS - Hatchet wind-up timeTier 1 - no add-on equivalent
- Tier 2 - Manna Grass Braid
Tier 3 - Flower Babushka
CANNIBAL - Chainsaw's charge timeTier 1 - Spark Plug
- Tier 2 - Primer Bulb
Tier 3 - no add-on equivalent
NIGHTMARE - Dream TransitionTier 1 - Sheep Block
- Tier 2 - no add-on equivalent
Tier 3 - Unicorn Block
PIG - Ambush Attack charging timeTier 1 - John's Medical File
- Tier 2 - no add-on equivalent
Tier 3 - no add-on equivalent
CLOWN - Reload timeTier 1 - Fingerless Parade Glove
- Tier 2 - Thick Cork Stopper
Tier 3 - no add-on equivalent
SPIRIT - activation charge timeTier 1 - Gifted Bamboo Comb
- Tier 2 - White Hair Ribbon
- Tier 3 - Bloody Hair Brooch
Comments
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I don't like having to boost my own post, but seriously, what do people think of this idea?
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Sounds intersting more range would be intersting1