Chapter Idea - We are Fallen

AnnoyingNarrator
AnnoyingNarrator Member Posts: 222

WE Are Fallen

Before the Trials, the Entity used other means to feed itself and expand her domain. A boon of strength and power, the gift of sight beyond sight, all to lure victims into her web. After the creation of the trials, these two relics of the Entity's past remained untouched. Until now.

Killer - The Overseer

An Aware Killer, always tracking and harassing survivors where ever they go with his power Vessels of Sight. His Perks, Cancerous Eye, Paranoia, and Ritual:Overtime force survivors to waste time to fend off threats both real and imaginary.

General Stats

  • Average Killer Height
  • 24m Terror Radius
  • 115% Movement Speed

Power: Vessels of SIGHT

New Hazard: Vessel

Four Vessels will spawn in at the start of the match in opposite corners of the map. Each Vessel has a 16 m TR. After a short delay, the Vessels will begin moving. If a survivor is within 16 m of the Vessel or within the Vessel's Detection Cone, the Vessel will try to move towards them. The Vessel cannot move when being looked at, but Survivors are forced to blink every 4 seconds when facing the Overseer. If a Vessel gets within 3 m of a survivor, it will grab onto them and force them to succeed a series of skill checks. If they fail even one, they will take damage.

When a survivor is dying, hooked, or dead, a Vessel will slump over and no longer be in play. The last vessel cannot be deactivated.

Secondary Power: Sight from Beyond

The Overseer begins in the Spirit World, moving at 200% Killer Speed, Undetectable, and Invisible but unable to attack, break, or even bodyblock anything. The Overseer can exit the plane by possessing a Vessel and return to the plane by simply exiting said Vessel. There is no delay when possessing a Vessel and leaving a Vessel. A Possessed Vessel will have a Red Stain.

When in the Spirit World, the Overseer can open a rift to stalk survivors to build up the Seen Status Effect within 12 m. When peering from a Rift, the Overseer can be light burned.

Status: Seen

If a survivor is seen by a Vessel, they will slowly build up the Seen meter on their Hud by 1 charge per second up to 100. When being stalked by the Overseer from a rift, they gain it at the rate of 10 charges per second. Survivors lose 0.25 charges per second when doing any action and when running and lose 1 charge per second when walking or crouching. Survivors also lose 20 charges when injured by any means.

  • If a survivor has less than 25 charges, they will hear a noise when the Overseer possess a Vessel within 32m of the survivor. - First Stage
  • If a survivor has less than 50 charges, they will see the Possessed Vessel's Red Stain - Second Stage
  • If a survivor has equal too or more than 75 charges, the grab from a Vessel will now deal Two Health States of Damage - Third State
  • If a survivor has equal too or more than 90 charges, illusory vessels will spawn out of the survivors sight. These Vessels will mimic the behavior of normal vessels and will even mimic becoming Possessed but do not deal any damage and do not have a hit box. - Fourth Stage

Perks

Cancerous Eye

A Third Eye sounds so good on paper, but the reality is far different.

When a survivor sees the Killer's Aura, Killer's Glyphs, Hex Totems, Dull Totems or the Aura of Hooks, they suffer from a 8%/9%/10% penalty to healing, blessing, opening, recovering or cleansing actions. Survivors will see the Killer's Aura anytime the gen they are working on reaches 50% for 15 seconds. This perk deactivates within 24 meters of a hooked survivor. This slowdown only apples to whatever survivor brought the aura revealing perk.

It is a beautiful yet ugly thing, this sight.

Paranoia

There is one simple truth in the world; you are always being watched.

When a survivor is Oblivious through any means, they will instead hear a TR at all times. This TR will randomly fluctuate with how 'close' the killer is. Survivors will also not get any warning about any Killer perks tied to the TR and the effects do now apply.

Survivors become Oblivious for 20/25/30 seconds after completing 30% of a generator or an exit gate. Afterwards, the survivor cannot trigger this effect for 180 seconds. This effect can trigger three times for each survivor through out the match.

I know it sounds crazy, but I know someone, no, something was following me!

Ritual:Overtime

As Survivors almost grasp escape, the real trial begins.

When three different survivors are hooked, this perk activates.

End Game Collapse is now 3 minutes long.

Ritual:Overtime spawns 6 Black Glyphs through out the map after 20 seconds when the doors are powered. Survivors see the aura of Glyphs from 32/28/24 meters away. The Exits remained blocked until 4 Glyphs are completed.

Black Glyphs take 5 Seconds to complete. Blindness reduces the range at which survivors can see Black Glyphs by 8m.

Addons - Only Iri and Purple

  • Broken Glasses - Rare: A reminder of a past weakness fills you with happiness with your position and drives you to keep it. Sight From Beyond now builds Seen up 100% faster, but Seen decays 100% faster
  • Planned Schedule - Rare: Only those who lack the gift of true sight need such outdated things. Survivors who reach the Third Stage of Seen suffer from Mangled and Hemorrhage
  • Bloody Sigil - Rare: While the material used to craft such a symbol shows dedication, the sloppiness of it leaves room to improve. Survivors who reach the Second Stage of Seen now leave behind a blood trail only visible to the killer. Survivors can no longer see their own blood stains.
  • Ticket to Nowhere - Rare: An old ticket with the destination scratched off. A reminder of a time of great desperation. When the gates are power, every survivor gains 50 charges of Seen and survivors blink 2 seconds more often.
  • Iridescent Sigil - Very Rare: A beautiful sigil crafted from the finest of materials the fog can provide, including blood. Survivors who reach the Fourth Stage of Seen have their aura revealed and are exposed. The exposed effect is deactivated within 16 m of a hooked survivor.
  • Entity's Eye - Very Rare: The Artifact behind this tale of corruption. The sight it offers you was too much to refuse. Vessels will appear invisible from beyond 16 m. Vessels will not move during the survivors' blink. Vessels always face towards the nearest survivor. Vessels reveal the aura of survivors within 12 m of them or seen by them.

Killer - The Avatar

A predatory killer, the Avatar is exactly that, an avatar of the Entity. Using their power, They Hunger, the Avatar hunts down survivors with terrifying speed. Their perks, Friendly Wager, Ritual:Home Field, and Eye on the Prize enable them to always be in the chase without having to worry about silly things like hooking or generators.

General Stats

  • Tall Killer Size
  • 48m TR
  • 115% Movement Speed

Power: They Hunger

Secondary Power: The Beast

The Avatar can enter the Beast state when They Hunger is fully charged. When in Beast State, the Avatar moves at 130% Movement speed but can only turn at the rate of 60 degrees per second and use 1 charge per second. By default, They Hunger has 50 charges. The Avatar recharges They Hunger at the rate of 2 charges per second.

When in the Beast State, pressing the Attack Button will initiate a lunge at the cost of 10 charges. This lunge can send the Avatar up to 12m away. After landing, the Beast can press the Attack Button again to lunge along with having a short time to make sharp turns but the lunge loses its damaging hit box after the Second Lunge in a row. The lunge's damaging hit box is very small and a survivor can duck to dodge it. However, the lunge can be used to leap through windows and over pallets.

When a healthy survivor is hit with a lunge, they will be faced with three skill checks.

  • If they fail no skill checks, they just take a health state of damage
  • If they fail 1 skill check, they are afflicted with a deep wound timer of 10 seconds
  • If they fail 2 skill checks, they are afflicted with a deep wound timer of 5 seconds
  • If they fail all 3 skill checks, they are instantly downed.
Secondary Power: The Benefactor

The Avatar receives various boons for avoiding the use of certain tactics. When a survivor is hooked or unhooked, all others survivors who have less hook stages have their location revealed with Killer Instinct.

If three survivors reach Hook Stage 1, They Hunger recharges 50% faster.

Anytime a survivor heals from injured to healthy, their location is revealed with Killer Instinct.

When a survivor goes form healthy to injured, all healthy survivors with less hook stages or all healthy survivors if all survivors are on the hook stage have their location revealed by killer instinct.

Trial Prop: First Aid Station

Two First Aid Stations spawn within the map. Interacting with these stations will let survivors mend themselves 100% faster and heal themselves 100% faster. These bonuses do not stack with any other healing effect. After using a First Aid Station to heal, that survivor cannot use that First Aid Station for the rest of the Trail.

Perks

Friendly Wager

The survivors have been dropping pallets for a while now, so surely they must be good at it now, right?

When the trial begins, this perk is revealed.

After a pallet is dropped or destroyed, it will be reset after 100/110/120 seconds. When dropping a pallet, if you do not stun the killer or have the killer within a cone in front of pallet, the pallet is destroyed.

Ritual:Home Field

This land is the Entity's home, and she is willing to help deal with the dead.

When a survivor is dying, three Black Glyphs are spawned near survivors with survivors seeing them within 24m. If one of them is not done within 20/17/15 seconds of the survivor being downed, the survivor is picked up by the entity and put on the nearest hook. When a Black Glyph is completed, the survivor who completed it sees the aura of the killer and is incapacitated for 20 seconds This perk can trigger 4 times then deactivates. When a survivor is hooked by this perk, hook perks still apply.

Black Glyphs take 5 seconds to complete. Blindness reduces the range at which survivors can see Black Glyphs by 8m.

Eye on the Prize

The goal above all else is to feed the Entity, not kill the survivors. The way to feed the entity is simple: spread the suffering.

Every time a new survivor gets hooked, every gen loses 10% of progress and explodes.

When three survivors reach the First Hook Stage, the unhooked survivor has their location revealed for 60 seconds.

When three survivors reach the Second Hook Stage without any survivor being killed any exit will block itself when survivors try to leave and reveals that survivors aura for 10/15/20 seconds.

Addons - Only IRi and Rare

  • Empty Water Bottle - Rare: An old water bottle. Any water within it has long since dried out. First Aid Stations heal 50% slower.
  • Broken Hurdle - Rare: What once was a obstacle has now been turned to scrap by the Entity's power. Lunging through a window or over a pallets blocks it for 10 seconds.
  • Tear-Stained Sigil - Rare: When she heard that there was a way to save her mother, her tears came rolling down. They Hunger charges 12.5% faster for every injured survivor.
  • Empty Pill Bottle - Rare: An empty bottle of pain killers. A reminder of the suffering being prevented that makes this all worth it. Lunge's Skill Checks can come from either side and move between 10% slower or 10% faster.
  • Iridescent Stone - Very Rare: A beautiful stone from the Entity that grants its wearer amazing strength and power. Just looking at it makes you feel both stronger and more bloodthirsty. Lunge will now go its shortest regardless of how you angle the lunge. Lunge will now still do damage up to the Fourth Lunge. Lunging consumes 40% less charges. Lunge now only has two skill checks.
  • Doctor's Death Sentence - Very Rare: All it took to begin this tragedy was a Doctor's note and one women's desperation to make its verdict wrong. Mend Time from failing a Lunge Skill Check are reduced by 2 seconds. Time between Lunge Skill Checks is reduced by 50%.

Survivor - Evan Macmillan

After returning back to his father's estate after serving in the army, Evan was put into a position of authority to crackdown and beat the miners into submission. Instead, Evan became their inside man, providing them with what they needed all underneath his father's eye. Then one day, the miners found two odd objects: An glowing stone and a sculpture of an eye. Evan does not remember what exactly happened after that day, it all blurs together. All Evan knows for a fact is that he killed his Father, and that his Father deserved it.

Evan's perks Last One Out, Bloodied Hands, and Broken But Not Beaten turn him into a target for the Entity's wraith, one that can overcome many of her tricks while keeping his teammates alive and focused on escape.

Perks

Last One Out

You have come to terms with death, but refuse to let it claim others.

Survivors are alerted that you have this perk when the game begins.

When a killer is within 16m of you when you are hooked all survivors receive a 25% repair and opening speed increase and the hook struggle timer is slowed by 40/45%/50%

If three gens are completed while you are on the hook, you will automatically escape from the hook when the current hook stage ends. If the killer is within 16m of you when this happens, you will be teleported away from them.

If all other survivors escape, you will receive points as if you also escaped.

Bloodied Hands

You are used to tough work and can follow through with your actions.

Even if you get grabbed when unhooking a survivor, the unhook will be completed.

You can interact with blocked gens to unblock them, but this will make you broken for 50/40/30 seconds along with revealing your aura to the killer for 15 seconds. This ability then goes on a 120 second cool down.

Broken But Not Beaten

Even in the worst of times, you refused to just let others suffer.

You can heal other dying survivors while dying at 50% speed.

You can also pick yourself up if another survivor is dying or hooked.

If there are three or more survivors hooked, dying, or dead, you can unhook survivors while in the dying state.

Survivor - Joey

When Joey was in high school, he joined a group of his peers to form the gang known as the Legion. In those days, they felt like nothing could touch them until a robbery nearly left one of the members in an early grave. Afterwards, the group decided to take a break and they slowly drifted apart. Joey decided to go to collage and make something of himself, but he never did forget his days as a member of the legion. During his final year in college, Frank and Julie contacted Joey and Susie to have a meet up of sorts. The four all met up in Ormond and hit it off like no time had passed at all. After a couple of drinks, they decided that, for old time's sake, to check on that old Legion Graffiti. That was the last they were heard from, as they seemed to just disappear when they went up into the mountain. The last thing Joey remembers is being ripped away from the others, dragged away into the fog.

Joey's Perks Bounce Back, Get Out of Dodge, and Full Throttle enable him to fake out killers and make some distance but at a decent risk while not wasting time moving from generator to generator.

Perks

Bounce Back

From your youth of dodging police, you know a thing or two about how to hide where you are going.

It only takes to vaults to block a window for yourself.

When vaulting a window, you can press the Action key to immediately Vault back with a fast vault.

Bounce Back causes exhaustion for 60/50/40 seconds.

Get Out of Dodge

At some point, you just have to get out of there.

If you are in a chase for 15 seconds without vaulting or dropping any pallets, Get Out of Dodge activates. When Get Out of Dodge activates, you gain 5/6/7% haste, your grunts of pain and breathing are reduced by 100%, are your scratch marks are spread out considerably.

Full Throttle

As the lights slowly turn on, you know how to dash away before death comes knocking.

Anytime a generator is completed, gain 2/3/4% haste for 60 seconds.

If you complete a generator, you gain 150% haste for 3 seconds.