Chapter Idea: Disguised Evil
Killer: The devil (or the boruta)
Terror radius: 32 meters
Movement speed: 4,6 m/s
Height: Tall
Appearance: Tall nobleman with long black moustache and black eyes, wearing lush kontush covering his tail and the hat covering his horns. His weapon is the sable.
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Power: Split Personality
You seek danger in the woods. Do not let anybody ruin your territory, show your true nature and defend it.
Split Personality
Chase Survivors for a total of 30 seconds to fill your power gauge that stays filled for a limited amount of time.
When your power gauge is full, press and hold the Active Ability button to initiate Devilish Rage.
Devilish Rage
While Devilish Rage is active, The Devil turns into a goat and gains access to Devilish Rush. The Devil loses the ability perform a basic attack.
SPECIAL ABILITY: Devilish Rush
While Devilish Rage is active, press and hold the Power button to perform a Devilish Rush. This ability allows him to move at the great speed. During the Devilish Rush, any Survivor on your way will take damage and you continue moving at great speed.
SPECIAL ATTACK: Devilish Ram
While Devilish Rage is active, during Devilish Rush press and hold the Attack Button to perform Devilish Ram. This ability allows to unleash the leap onto the Survivor, which puts him into the Dying State.
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Power trivia
Devilish Rage:
- Devilish Rage duration is 30 seconds
- Devilish Rage activation time is 3 seconds
- Devilish Rage deactivation time is 3 seconds
- Once Devilish Rage activates, all Survivors are informed about it.
Devilish Rush:
- Devilish Rush movement speed is 9,2 m/s
- Devilish Rush activation time is 1,5 seconds
- Devilish Rush deactivation time is 1 second
- Movement speed is the same as hillbilly's
Devilish Ram:
- Devilish Ram cool-down on failed attack is 1,5 seconds
- Devilish Ram cool-down on successful attack is 3 seconds
- The Devil can break pallets and breakable walls while performing Devilish Ram
Power Gauge:
- The Devil can pick up the Survivor during the Devilish Rage, cancelling his power and conserving its gauge charges
- Filled power gauge duration is 30 seconds
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Power add-ons
common
Pine Cone
Pine cone, which fell from the pine tree, where hunters have been making sacrifises to Boruta.
- Slightly decreases power gauge depletion speed.
Hop
Hop stored and used as the primary ingredient to produce beer.
- Gain extra 200 Bonus Bloodpoints in Deviousness Category after a successful hit with Devilish Ram.
- Devilish Ram does not automatically trigger Dying State.
Riddled With Holes Brick
It is supposed to be the proof of Boruta's presence.
- Passively fill your power gauge at tremendously slow rate.
Boruta's Pipe
His pipe was never used, already surrounded by spider's web.
- Slightly decreases the amount of time required to fill the power gauge.
uncommon
Owl's Feather
The feather that fell, while Boruta was flying around the castle.
- Slightly increases Devilish Rush movement speed.
Dark Horse's Horseshoe
The horseshoe hanging in the barn.
- Moderately decreases Devilish Rage activation time.
- Moderately decreases Devilish Rage deactivation time.
Stein
The stein one of the noblemen kept drinking and got drunk eventually.
- Survivors hit by Devilish Rush suffer from Blindness Status Effect for 30 seconds.
Pine Branch
Pine branch, which fell from the pine tree, where hunters have been making sacrifises to Boruta.
- Moderately decreases power gauge depletion speed.
Old Coin
The coin stolen from Boruta's treasure.
- Slightly increases Devilish Rage duration.
rare
Fish's Horn
Boruta's horn, while he was the fish.
- Survivors hit by Devilish Rush suffer from Incapacitated Status Effect for 15 seconds.
Owl's Wing
The wing, which was found during the hunt. Probably ripped apart from the owl.
- Moderately increases Devilish Rush movement speed.
Flour Bag
A bag of flour Boruta gave to poor urbanites.
- Considerabely decreases Devilish Rush activation time.
Pouch
Pouch, in which money was supposed to be spent for Boruta's sable.
- Moderately increases Devilish Rage duration.
Torn Kontush's Fragment
Boruta's part of kontush found in the swamp, when he went to help the King.
- Moderately decreases the amount of time required to fill the power gauge.
very rare
Wine Bottle
A bottle of wine covered with wicker.
- Survivors hit by Devilish Rush suffer from Mangled and Haemorrhage Status Effect until fully healed.
Burned Out Torch
Torch, that burned out, when Boruta was nearby.
- Once power gauge fully depletes without activating Devilish Rage, automatically gain 25% of the power gauge.
Monk's Kettle
The shiny kettle that belongs to Boruta, seen as the monk.
- After downing the Survivor with Devilish Ram, all Survivors within 24 meter range will scream and reveal their location to the Killer.
Boruta's Treasure
Trunk filled with treasure. A gift from the King for helping him, when he got stuck in the swamp.
- Considerabely increases Devilish Rage duration.
ultra rare
Huge Beer Barrel
The barrel filled with cold, unpasteurized, hop-flavoured beer.
- Grants the Undetectable Status Effect during Devilish Rush.
Iridescent Claws
Claws found in the woods during the hunt.
- For each Survivor hit with Devilish Rush or Devilish Ram, Devilish Rage's duration is extended by 6 seconds.
- The extending cannot go beyond the full power gauge.
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Killer perks
Trick Or Treat (Teachable Killer level 30+)
Here comes the surprise for your prey.
Each time a Survivor is rescued from a Hook when you are at least 16 metres away, Trick Or Treat activates:
- The Rescuer suffers from Exhausted Status Effect for the next 10 seconds and Oblivious Status Effect for the next 30 seconds.
Trick Or Treat has a cool-down of 60/45/30 seconds.
Mind-Blowing (Teachable Killer level 35+)
You purposely left your stuff defective.
Any time the skillcheck appears while repairing a generator, the progression is paused for the duration of the Skill Check's presence.
When any generator reaches 90% progression, one Survivor repairing that generator gains a difficult Skill Check.
When the Survivor fails the Skill Check, all Survivors within 4 meters of that generator suffer from Incapacitated, Blindness and Hearing Status Effect for 8/10/12 seconds.
Succeeding the Skill Check does not grant any bonus Progression.
Fatal Blow (Teachable Killer level 40+)
Your victim has a guardian? He'd better save his own bloody ass.
Fatal blow activates, when Survivors take 5/4/3 protection hits from a basic attack. While Fatal Blow is activated:
- Your aura is revealed to all Survivors for 5 seconds once Fatal Blow activates.
- The next hit inflicts dying upon a healthy Survivor. Fatal Blow then deactivates.
Fatal blow stays active, if:
- An injured Survivor takes protection hit.
- The Survivor, who takes protection hit, isn't knocked out due to the effects Survivor has.
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survivor perks
Photophobia (Teachable Survivor level 30+)
You are trained to remove darkness with what you have.
After a successful Killer Blind action, the Killer is affected by the Blindness Status Effect for 12/16/20 seconds.
Photophobia guatantees a Sport Flashlight on your first completed Chest search.
- Photophobia does not guarantee specific item while using the perk Pharmacy.
Searches through Chests are 40/60/80% faster.
- The search speed does not stack with Pharmacy.
Soothsayer (Teachable Survivor level 35+)
You perfectly know, when to achieve your goals.
While performing any action, which shows the progression bar:
- Soothsayer reveals the percentage of any action to you and 1/2/3 Survivors within 4 meters.
- Any progression speed penalty affected to you and Survivors within 4 meters by the Killer's perks is reduced by 50%.
Soothsayer does not stack with other instances of itself.
Keep Slayer At Bay (Teachable Survivor level 40+)
Looks like you have an unexpected guardian, who won't let you go that easily.
Keep Slayer At Bay activates when you are on any hook except for the basement hook.
- Reveals the aura of the furthest hook, which is not the basement hook to all Survivors.
- When the Killer is within 16 meters of you for the equivalent of 30 seconds, you are transported to the furthest hook, which is not the basement hook.
- After the transportation, the Killer is unable to see the aura of you and the hook you are transported to, until you are unhooked or reach the next state of the hook.
Keep slayer at bay is permanently deactivated once the Endgame Collapse begins.
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perks trivia
Soothsayer
The percentage is shown next to the action name.
If the killer uses penalty perks (e.g. coulrophobia 30/40/50%), the percentage is reduced by the half, which means that it will be 15/20/25%.
The Skill Ckech presence duration is the duration when the generator blows up when leaving the generator.
Photophobia
In case somebody misunderstand blindness effect: it's not killer blind, but the status effect duration.
Mind-Blowing
Brand New Part results cannot go beyond 90% of the progression, if that was possible possible.
Fatal Blow
The hit, that inflicts dying state is not the protection hit.
Comments
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I don’t see why Trick or Treat needs a cool down. The effects against the survivor arnt that lethal for a cool down. It would make unhooking near a killer more terrifying.
MindBlowing should affect every single survivor on the Gen with a skill check. The more on the Gen the faster the progress but also the more risk of just 1 failing and ruining it for everything. Or maybe if someone is on a Gen by themselves from 90%~100% there is a guaranteed difficult skills check at least once but there is a chance for up to 3 skill checks maximum.
ive been waiting for a perk like photophobia for years so I can collect more flashlights.
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Mind blowing was the most time-consuming perk I've created by the description. I really had hard time to make it somehow balanced.
But thx for the photophobia opinion. Is blindness effect ok?
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Really interesting idea i like the perks and the power is pretty cool too
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Thx 🙂
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I really want this in game.do you have a custom survivor?
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I'm a big fan of all of these, though the Killer's power does seem very reminiscent of the Oni's. That's just about the only complaint, though, as all of the perks are really interesting and perfectly executed. The only change I'd really suggest is decreasing the required Protection Hits for Fatal Blow by 1.
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the killer perks could use minor buffs, but great concept overall!
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I don't think much about survivor cuz all they bring is perks. Nothing else. But thx for the feedback 🙂
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Making powers and perks is getting harder. I was about to end making ideas but I guess some people actually don't criticise every single thing. People like you motivate me to keep making these ideas. Thank you 😃
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I all doing my best to make pets and perks that good enough so they don't become OP. We have about 200 perks and it's getting harder to make new. Thanks for the feedback 🤗
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