Original Chapter idea: Pigs Get Slaughtered (2.0 UPDATED, READ DESCRIPTION FOR DETAILS)
(CHANGES: Fixed formatting for visual clarity, corrected some typos; added images, flavor text and addon descriptions.)
Killer: Jack Frost
Intended Appearance: (more icicles coming out of body than image entails, frosted appearance, clean shaven, slicked hair.)
Backstory:
A former Wall Street trader who was guilty of crimes related to stock market manipulation. Jack Kari Frostman was a notorious public figure who wrote two memoirs to be released posthumously. The first detailed his upbringing, which revealed his father’s criminal past in which several times his family would be on the run and live remotely in the woods during winter months. One night his father went out hunting and never returned leaving his mother and child (Jack) to fend for themselves.
His mother’s mental health eventually declined to a point that child protective services had to step-in. She was permanently relocated to a mental institution, in which she only lasted a year until she was discovered in her room dead from ritual suicide.
It’s often speculated exactly how Jack K. Frostman was able to break into a career in investment. Newspaper clippings of occultist activity seemed to follow wherever Jack went, some have speculated involvement but it never made it to court. His second memoir was released two years after his disappearance. This memoir exposed activities of other rival businesses, shareholders and clients. The body of Jack K. Frostman was never found.
Stats:
Name: Jack K. Frostman
Height: Average/Tall (bulky like Nemesis when Tall)
Movement speed: 4.6 m/s
Terror Radius: 32
Weapon: Icicle
Abilities:
Icicle Frost:
During chase Icicle Frost activates automatically and lasts for 60 seconds, this ability recharges when outside of chase. This ability leaves a trail of ice in your wake that causes survivors to slide, lose friction when running over it and prevents fast or medium vaults while sliding. This trail persists until more than 60 seconds worth of trail is placed. Every 60 seconds that your power is used you gain a token. After 3 tokens you may use your climatic power Black Doom, which instantly uses 3 tokens.
Black Doom:
To use Black Doom you must first activate it with M2. This causes a transformation that takes 4 seconds. Once completed you change height and become tall. Your movement speed is now 5.2 m/s and bloodlust is disabled. While in this state you can’t vault and you may continue your lunge through dropped pallets. Black Doom deactivates after 60 seconds of use and your previous appearance is restored.
Perks:
1: Short and Distort
Your keen manipulation of others observations arouse the entity. When hooking a survivor you gain a token, when you achieve 6/5/4 tokens you can call upon the entity to break an upright (unused) pallet of your choosing (the successful hit cooldown animation is used for this action) and the tokens are consumed upon use.
2: Competitor Defamation
You can’t lose if there is no competition. At the start of the Trial, 4 random Hooks are changed into Scourge Hooks. The aura of Scourge Hooks are revealed to you in white. Each time a survivor is hooked on a Scourge Hook a random survivor other than survivors on hook emit a terror radius of 32 meters and their aura is revealed for 8/9/10 seconds when performing the following actions: repairing a generator, healing, cleansing or booning, opening an exit gate or a chest and interacting with killer belongings.
During this time the killer is undetectable and this perk stays active until another survivor is hooked on a scourge or the survivor effected gets put into the dying state.
3: Dead Cat Bounce
Your adversary’s illusion of hope is your greatest asset. If a gen is completed within 60 seconds this perk activates. Until another gen is completed you see the auras of survivors farther than 8 meters from a gen and any ability that has limited quantity or a cooldown is ignored for the duration. Additional killer placements (from their power) persist for an additional minute after this perk deactivates.
Addons: 4/5/5/4/2
Brown:
- Desk Name Plate
Reads, “Jack K. Frostman”
Slightly decreases time to gain a token for Black Doom
- Torn plaid shirt
Claw marks litter the shirt, undoubtedly from a pack of wolves. The blood has been frozen into the shirt.
Whenever a survivor leaves your ice they gain hindered for five seconds, hindered timers are paused while on ice
- Torn family photo
Both the father and mother’s heads had been torn off but the child in the middle has been untouched.
Slightly Increases the rate at which Icicle Frost recharges.
- Fake ID
Convincingly crafted ID with an obviously fake name, “Jack Frost.”
Icicle Frost no longer grants tokens, instead gain 100 devious points when survivors perform a rushed action on ice.
Yellow:
- Father’s Mug Shot
Dated 1945, NPA (Taiwan): his father is 17 yrs old
Increases the duration of Black Doom moderately, but increases the time it takes to gain a token slightly.
- Asylum Commitment Papers
Signed with Jack’s signature
Moderately Increases the rate at which Icicle Frost recharges.
- Photo of “Dad’s employees”
One man is sharply dressed and looks out of place among the tattered and weathered boys in the photograph.
- Jack’s Cover Letter
A Brief letter addressed to an empty lot with just a mailbox
Whenever a survivor leaves your ice they are afflicted with obliviousness until they start performing the following actions: repairing a generator, healing a survivor or unhooking a survivor.
- Check for Two-Hundred Thousand Dollars
memo reads, “expect this monthly, do as you’re instructed”
Instantly replenishes a percentage of Icicle Frost slightly.
Green:
- Newspaper clippings
Tabloid writers followed Jack wherever he went, there is no earthly power that could keep them away
Whenever a survivor leaves your ice they gain exhaustion for five seconds, exhaustion timers are paused while on ice
- Photograph of Suicide Crime Scene
A disturbing photograph with an evil presence
Considerably increases the rate at which Icicle Frost recharges.
- Business Card
“Jack F. Frostman, ‘There’s no nobility in poverty’”
Moderately decreases time to gain a token for Black Doom
- Hunting Rifle
Belonging to Jack’s Father, there is blood on it
Increases the duration of Black Doom Considerably.
- Ritual Knife
A bloody knife wrapped in cloth and oddly cold to the touch
Instantly replenishes a percentage of Icicle Frost moderately.
Purple:
- Dirty pouch
Rifle bullets for hunting stolen from his Father’s gun before he left
Increases the duration of Black Doom tremendously, but increases the tokens required by 1 (slightly).
- Group Photograph Taken of Hooded Figures
The crowd is forming a semi-circle around a man in a suit with his face redacted. The photo is labeled, “J’s Initiation”
Instantly replenishes a percentage of Icicle Frost considerably.
- Tape Recording
Tape is labeled, “J’s First Wish” which showcases Jack in his Mother’s quiet room with a ritual knife and a bucket of red “paint;” the tape is corrupted
Your Icicle Frost Trails no longer effect survivor movement, instead block windows vaulted and pallets passed through while active.
- Norse Runes
A collection of seemingly ordinary stones with engravings, they have been arranged to spell out Jokul Frosti
While using Black Doom your lunge no longer breaks pallets, instead call upon the entity to automatically block windows and pallets within 8 meters of your location for the duration. Your movement speed is set at 4.6 m/s with the ability to gain bloodlust bonus speed.
Pink:
- Memoir no.1
Details Jack’s upbringing and childhood
Your ability to use Icicle Frost is disabled for the trial, whenever a generator is completed you automatically activate Black Doom for 60 seconds. If another generator is completed before this time elapses reset this timer.
- Memoir no.2
Great detail has been taken in this memoir to catalogue all the dirt collected on those who knew Jack
Once activated Black Doom lasts until a survivor is killed by any means. However, Icicle Frost no longer grants tokens; instead gain a token upon hooking a survivor.
Survivor: Saint Nicholas
Intended appearance: (taken from Boondock Saints)
Backstory:
When Nicholas Claus was very young, his spastic focus and unending curiosity was considerably charming to his parents at first. However, as he grew older his parents became concerned that he may be cognitively under-developing. With Nick’s Parents Homeland being on the brink of civil war, and were unsure about the longevity of their country, Nick’s Parents sent him to an overseas orphanage in Taiwan.
One day, a strange man with a foreign accent entered the Orphanage speaking broken Chinese. Within minutes the Directress lined up all the Orphan boys and girls in a row as the man haphazardly-ushered different children forward. Nick was one of those children.
Nick was taken to a dark room with loud machinery and high ceilings, where a child’s scream could reverberate for over a minute. Most children didn’t last the week without injury. However, Nick had many advantages over other children in the factory. One of these was his early fascination with machinery that his father constructed and his desire to know how things function. His father was an army engineer, so naturally he knew how to be safe around the machines.
Nick was quickly recognized for his talents and the man with the foreign accent, Mr. Claus, took a liking to him. Mr. Claus adopted Nicholas (who he called Nick) so that they could be seen together and provide him cover; in return the man offered to make him factory manager one day. When the man went on his monthly “log cabin retreat,” Nick would run the factory; although this time he did not return. Nick was 21 at this time and so he decided to let the children go free and turn this factory into a legitimate business. He leveraged some of the people he met while traveling with Mr. Claus, advising him on how to start a charitable organization.
Three years later his charity was running smoothly and delivering toys to kids everywhere, overtime the children that were freed returned to work in the factory, which was much safer now. They called him Saint Nick to celebrate their freedom and his generosity. His board of shareholders were not happy, however. They were expecting this to be a cover in which to line their pockets, they started to sell and the company started to lose purchasing power. Saint Nicholas made a drastic choice and illegally invested charity funds into equity stock. Jack K. Frostman was his [investor] that guaranteed returns. When Nick read Jack’s obituary it mentioned his name in the notorious Memoir no.2. Before Jack could react an icy gas burst from the book filling his lungs and blinding his senses, then a warmth flooded over him in waves as a singular camp fire came into view. A forest surrounded him as he lay there by the fire collecting his thoughts.
Perks:
1: Holiday Spirit
You know how to prepare for the inevitable scarcity and hardship that winter brings.While this is perk is inactive normal skill checks on generators regress the generator by 5%|4%|3% and for every great skill check gain a token. Great skill checks that are completed while this perk is inactive grant an extra 3%|4%|5% bonus progression. After achieving three tokens this perk activates and normal skill checks are considered great skill checks until a generator is completed, in which this perk deactivates.
2: Streamlining
You have a firm understanding of machines. While working on a generator you can instantly repair it by 1% per every successful skill check in a burst (like a yellow glyph) of difficult skill checks up to a max of 5% per use. Using this ability inflicts you with the exhaustion status effect for 100|95|90 seconds. This perk is an exhaustion perk and cannot be used while exhausted.
3: Attention Deficit
Your lack of focus gifts you awareness of your situation. Every time a generator is completed a random aura of the following is revealed and tracked once per trial to you for the next 15 seconds: a hex totem, basement chest (if unopened), a dropped item with charges, a generator greater than 75%, the killer, hatch.
Item(s):
Nick’s Teddy Bear [Iridescent]
A seemingly ordinary plushy that has been modified to entertain children with different noises and sounds, now it serves a different purpose.
Pressing the active ability button near a rushed action (that would usually make a loud noise) will create the loud noise without completing the interaction.
it can only imitate sounds that you have made while holding the item during that trial.
It has a capacity of 10 charges.
The charges used and items that can be imitated are listed below:
• Rushed vault (+1)
• Pallet drop (+2)
• Rushed locker enter (+3)
• Failed skill-check (delayed by 10 seconds, +4)
Press anywhere to make a crow sound (delayed by 10 seconds, heard from any distance, +5)
This item has a cooldown of five seconds.