Killer Concept: The Clockmaker+ Survivor, Map, Perks, Back-story, Mori, and TL:DR version below
The Clockmaker
Appearance/Mannerism:
A tall and thin elderly man who is bald, save for the long strands of hair crowning his head and draping his shoulders, he has scars covering his face, a magnifying eyeglass ruthlessly jammed into his right eye socket, and a broken, crooked nose. He wears a long waistcoat and suit pants that have seen better days, a torn and bloodstained tie, and carries a broken pocket watch. This killer has a 20 meter terror radius, Moves at 4.4m/s, and the longer he chases survivors, the younger he appears.
Back-story:
Richard Head was a man of precision, analysis, attention to detail, efficiency, cold-blooded commitmentto tasks and loyalty.. These were the best traits for a Hitman of Chicago, USA in the time before prohibition and the great depression. Initiated into a “The Family” when his talents for analyzing people and predicting their habits or behavioral tendencies when he was 15; he quite literally became responsible for “killing the competition.”
Established in his deceased fathers clock shop as his cover, he was out of sight and mind to authorities. He resented being referred to as “Dick” from all except the Don of the family as it paired poorly with his surname, and he knew that those who used it did so to antagonize him, but his reputation eventually earned him the utmost respect from all members of the family as well as the nickname: The Clockmaker. When someone’s time was up, his punctuality and precision could always be relied upon. After his greatest victory, the Don gifted him an old pocket watch, one of the first ever made, as a sign of recognition for his deeds, and he kept it close to his heart at all times as a solid reminder of his importance to the family. He never believed in any “God” and did whatever he was told without question, or feelings of remorse during his time as the families’ best professional assassin. Up until his late 50’s he never failed them, and had no fear of repercussions as long as the family still needed and protected him, and he netted and unconfirmed number of kills estimated to be possibly more than 200 by the families’ recollection. Eventually however, time took its toll on him; Due to his age slowing him down, he missed a deadline which was something he had never done before, and unfortunately the task he was given was of the greatest importance to the family. His failure caused them to scatter and regroup in other countries in order to evade their enemies in America, leaving him alone and unprotected. Despite being left behind, his cover was so flawless that the police had no reason to suspect him of anything other being a meager clockmaker in a shop that only paid protection to the family.
No longer having the support or structure of the family, he put his dedication and skills to use in clock making, and proved to be exceptional at it. His cover had become his life, and his life was one of finely honed precision, purpose, and decent success. Years passed, but despite his age, his hands remained steady, and his clocks and watches were undoubtedly unmatched in quality. Earning a greatly reduced amount of money, never marrying, and filled to the brim with regrets over his failure for the family, he muddled on in mediocrity while waiting to die, and even found himself hoping for it most of the time.
He had survived into his late 80’s; a highly unexpected lifespan for a human born in the late 1800’s America, and the world was changing in ways that made his craft unnecessary. Digital clocks of all shapes were being introduced as the new and best way to tell time, and yet, he still held onto a belief that his craft would still hold its charm, elegance and appeal to the more refined. Finally after too many years, the family had returned to Chicago, but unfortunately the latest of the young blood in the family had no idea of how his deeds paved the foundation upon which they now thrived. This fact was ungraciously thrust upon him when they sent a few men to offer his shop “protection,” and despite his attempts to inform them of his relation to the family and their lifestyle, they showed no leniency or mercy. He rightfully demanded that they leave him alone for a debt already paid with his years of loyalty, and continued silence, but his words fell upon deaf ears.
Instead the young, disrespectful, fledglings of his once great and powerful family decided to ignore his claims. After refusing them for the third time and retelling his story in an effort to make them value him again; they decided that he was just an old man in an old shop refusing to pay them, and didn’t need to be around anymore. He was in the midst of putting together a large clock using his magnifying eyeglass when they assaulted him. First they hit him from behind and smashed his head into the table impaling the eyeglass into his eye socket. After that, years of pent up murderous intent, rage and offense for being used and discarded by the family erupted, and in his final act of retaliation for these disrespectful blights upon the families once proud name, he expertly and unexpectedly killed 2 of them with the minute hand of the clock he was commissioned to replace for the local library. His speed and ferocity shocked all present due to his age, but proved sadly too much for him, and the moment he faltered due to his years catching up with him, they took brutal advantage. While he was trying to catch his breath and ready himself for the next attack, they sent him head first through a glass window, and when that didn’t seem to do the trick, they picked him up, spit in his face, and beat him with brass knuckles, and all manner of blunt instruments at hand.
Once they felt they were done and left him to die alone in immense pain, barely hanging onto life, and teeming with regret; he found himself begging for just a little more time while reaching for his busted pocket watch across the room. If only they had faced him in his youth, he could have dispatched them with ease, and if he only had a the chance to recover, he could simultaneously obtain retribution and remind the family of his wrath. Coughing up blood, unable to see though one eye, and crippled, he slowly crawled towards the watch to clutch it and remember all it stood for… Despite using all of the strength he had left, he couldn’t reach it. In his last moments, a voice spoke to him, and a fog rolled in through the open door and shattered windows. It offered him all the time he would ever need while the watch glowed and dangled in front of him, waiting for him to just reach out and take it, and a pact was sealed when he did. That night Richard Head, “The Clockmaker” disappeared, and Chicago woke to reports of “The families’” blood staining its streets.
Weapon:
The sharpened minute hand of a large clock fashioned into a sword with a lightning bolt like shape and barbed arrow tip.
Power: Time Weaver
Passive:
As the Clockmaker chases a survivor while moving forwards he steals time from them charging up his active ability, once he has chased survivor for 12 seconds it becomes ready to be used. Stopping or walking backwards halts the charge up rate. Any time stolen from survivors after 15 seconds of chasing slows them at a rate of .2m/s every 5 seconds. Breaking the chase will return survivors to normal speed.
Active:
Activating this power, he pulls out his darkly glowing broken pocket watch and rewinds time for any survivors within his terror radius. Effectively resetting their physical positions, health states, Perks, cool downs and the progress they have made on any healing in the past 6 seconds, but the Clockmakers physical position, survivors hooked status, generator progress, or pallet positions are not affected.
Memento Mori:
The Clockmaker viciously stabs his weapon into their midsection and presses his watch to it. Time moves forward for them rapidly; they die, rot and decay to a skeleton and finally to dust all within a few seconds.
Unique Perks:
**Impending Deadline – **
Your presence forces survivors to perform under pressure. Survivors within 18/24/30 meters of you experience skill-checks at a Slightly/Moderately/Considerably faster rate (the rate at which the dial circles the skill-check timer) which further increases in rate Slightly for every 6 meters you get closer to them.
Regressive Strike –
Your fury over losing control of the trial empowers you with a second chance to prove your worthiness. Once per trial you may kick a completed Generator and regress it from the completed state as well as remove 25/50/75% of its repair progress. This cannot be preformed if all generators have been completed.
Hex: Times up –
A Hex rooting its power in Time commands the trial grounds. Once a gate has opened, this Hex activates on a dull totem and survivors have 90/60/30 seconds to leave the trial grounds, otherwise the gates will slam shut and can’t be opened again until this Hex is cleansed. Any survivors trapped behind the closed doors that have not escaped are automatically sacrificed. All survivors still in the trial grounds automatically escape if you get trapped behind them, hooked or not.
Map: The Clock Tower
An urban location with narrow, splitting alleyways, parked 1920’s era automobiles, and wide open 2 lane roads, parking meters, and closed or broken shops line the streets. A large accessible library exists in the center with a 4 story tall clock tower featuring a spiral staircase. Falling from the top of this tower will cause damage to survivors. The rest of the building connected to the tower is a library with an open reading area littered with broken and moldy tables, while rows of book shelves make a maze of its basement area. The clock at the top of the tower is frozen at the witching hour. All hooks on the grounds are brass Clockwork frames with moving gears when the hook rotates.
Survivor: Morena Nice
A black haired vixen with rich taste in clothing, cars, and men; she wears only the best styles of a modern 1950’s woman. If you read her surname with an English pronunciation instead of its native Italian, then you might be inclined to think this woman is a good person, but you’d be horribly mistaken. As the only daughter of a mafia crime lord, she was raised in a surreal world surrounded by thieves, extortionists, thugs and hit-men, and all of them were at her beck and call. Spoiled rotten has a new meaning when “Not getting what she wants.” usually resulted in a body count and payoffs. As an ally, she’s vicious, conniving, intelligent, and will make it worth your while as long as you play by her rules.
Unique Perks:
Bribe –
Your willingness to sacrifice your aides pleases the Entity. Once per trial you may purposely drop and destroy an item you are carrying during a chase to become immune to the killers’ attacks for the next 1/2/4 seconds. The destroyed item must contain at least 100/75/50% of its remaining charges for the bribe to work.
Getaway Plan –
Your knowledge of the killers’ tactics gives you an edge when repairing generators. This won’t be useable until there are only 2 generators left to repair in the trial grounds. Pressing the activate ability button on a generator that has been repaired under 25/50/75% will power it down and make it appear untouched. It reactivates at its currently held state of repair progress when a survivor interacts with it, the killer damages it, or when you use this ability on another generator. Cool down is 90 seconds.
Committed to the Job –
You have a Slightly/Moderately/Considerably lower chance of triggering skill-checks while performing repairing, sabotage and healing actions, and gain a speed bonus of 3/4/5% for those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the one who failed is revealed to the killer for 5 seconds.
TL;DR Version:
The Clockmaker
Appearance/Mannerism:
A half bald elderly tall man with a scarred up face and magnifying eyeglass jammed into his right eye socket, and a crooked nose. He wears a waistcoat and suit pants that are tattered and bloodstained with a torn up tie, and has a broken pocket watch. He has a 20m Terror radius, moves slower than avg at 4.4m/s, and he grows younger the longer he chases survivors.
Weapon: The sharpened minute hand of a large clock fashioned into a sword with a lightning bolt like shape and barbed arrow tip.
Power: Time Weaver
Passive: Chasing survivors while moving forward steals time from any in his terror radius slowing them by .2m/s every 5 seconds past 20 seconds of chasing, and charges his active power. Breaking the chase will return a slowed survivor back to normal speed. Chasing survivor takes 12 seconds to fully charge his active power. Stopping or moving backwards halts the charge up progression.
Active: He whips out his pocket watch, and rewinds time for all survivors in his terror radius by 6 seconds. This affects the survivors physical positions, health states, perks, cool downs and healing progress, but doesn’t affect the Clockmakers physical position, survivors hooked status, or pallet positions. Using this power breaks the chase.
Mori:
The Clockmaker viciously stabs his weapon into their midsection and presses his watch to it. Time moves forward for them rapidly; they die, rot and decay to a skeleton and finally to dust all within a few seconds.
Unique Perks:
Impending Deadline –
At Max, survivors within 30 meters of you experience considerably faster skill checks (The speed of the dial in the skill check circle increases), and gets slightly faster for every 6 meters closer you get to them.
Regressive Strike –
At Max, once per trial you may kick a completed generator and regress its repair progress by 75%. This cannot be performed if all generators have been completed.
Hex: Time’s Up –
At Max, Once a gate is opened this Hex activates, and the survivors have 30 seconds to exit the trial grounds before the gates shut again. The gates can’t be opened again until this hex is cleansed, and any survivors trapped behind a closed gate who haven’t escaped are automatically sacrificed. Any survivors still in the trial grounds automatically escape if you get trapped behind a gate, hooked or not.
Map – The Clock Tower
An urban map with streets, alleyways, cars, shops and a large library with a 4 story clock tower featuring a spiral staircase. The library itself has an open main floor reading area with broken tables, and basement area filled with book stacks. Falling from the top of the Clock tower does damage to survivors, and the hooks on the map are brass clockwork frames with gears and cogs that move when the hook rotates.
Survivor: Morena Nice –
A Mafia bosses daughter who has rich tastes in clothing, cars, and men, and is as intelligent, conniving and vicious as they come.
Unique Perks:
Bribe –
At Max, once per trial while being chased you may purposely drop and destroy an item you are carrying to gain 4 seconds of immunity from damage. The dropped item must hold at least 50% of its charges for the bribe to work.
Getaway Plan –
At Max, once there are 2 generators left to repair in the trial grounds you may press the activate ability button on a generator that has been repaired under 75% to power it down and make it appear untouched. The generator activates at its currently held repair progress when a survivor interacts with it, the killer kicks it, or you use this ability on another generator. Cool down is 90 seconds.
Committed to the Job –
At Max, you have a Considerably lower chance of triggering skill checks during repairs, sabotage and healing actions, and gain a 5% speed boost on those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the one who failed is revealed to the killer for 5 seconds.
Any creative criticism is appreciated and welcome.
Comments
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The biggest problem I see (outside of the appear younger as chase goes on) is the power. The physical movement would be difficult to do, maybe just make the cooldown, repair progress, healing in a range be regressed. idk though.
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I think you need to play the game more. It's very killer sided. His power is too strong and annoying. Survivors would just disconnect. His perks are op, while survivor perks are crap. Only thing I like is the concept of getaway plan. Haven't heard this idea before. It needs to be stronger though, otherwise no one would use it. Should be able to do that to the gen whenever you want.
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Technically a necropost, but I still wanna comment.
Gotta admit, this seems pretty cool. Idk if too good or too bad, but I like it. The two sticking points I have are with the Passive slowing down Survivors and with the logistics involved in rewinding a Survivor's position. The slowdown thing basically gives him 4.6 and then 4.8 speed in a chase and then more (which can be relevant since you can still be in a chase after smacking someone and presumably after dialing back time). I think at 110% speed, you could drop the slowdown thing and maybe fiddle with the amount of time needed to chase for balance.
As for the logistics of the rewind, my question is what happens if time rewinds in such a way that, say, the Survivor ends up overlapping into the Killer or into a pallet (I'm guessing if the Survivor was off the hook for less then 6 seconds, the Survivor goes back to the hook without getting back on). Obviously just having them clip into the pallet/Killer is a no-no. Would they take damage because of time anomalies? Would time re-wind a little less so that doesn't happen? That needs to be figured out to make that work. Also, just make sure that it doesn't become too easy to essentially guarantee a hit by re-winding them right in front of you or somethijg? Idk if that would br an issue.0