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Chapter Concept: Spin the Chamber

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Critical_Fish
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Contents:


Killer - The Vulture

Killer Data

Powers

  • Shot in the Dark
  • Arsenal of Dread
  • Add-ons
  • Iridescent Add-ons

Perks

  • Hush
  • Power Down
  • Thunderbolt

Killer - The Empress

Killer Data

Power

  • Deadline
  • Add-ons
  • Iridescent Add-ons

Perks

  • Baneful
  • Hex: House of Memories
  • Skull Cracker



Killer - The Vulture

Killer Data

Overview: The Vulture is a tactical Killer, capable of using various tools in unexpected ways. His personal perks enable him to exploit even the smallest of flaws in a Survivor's plan.

Speed: 4.6 m/s (115%)

Terror Radius: 32 meters

Height: Medium



Primary Power: Shot in the Dark

The Vulture is able to traverse the map at rapid speeds through Shot in the Dark. By holding the Power Button, the Vulture begins to activate Shot in the Dark. After 1.3 seconds, during which time the Vulture moves at 3.4 m/s (85%), Shot in the Dark is activated.

While Shot in the Dark is active, the Vulture moves at 5.6 m/s (140%) and can move directly over dropped pallets and windows. The Vulture cannot attack while using this power. The Vulture is Undetectable while using this power.

Visually, the Vulture appears as a blur and is translucent, making it significantly more difficult to see his approach. All noise made by him is reduced by 50%, as well, and his footsteps are entirely silent. However, within a range of 12 meters, Survivors can hear a light swishing noise (compare to Ghost Face's sound effects while moving) that gets louder as he gets closer.

Ending Shot in the Dark is done by holding the Power Button for 1.5 seconds, during which time the Vulture regains his terror radius and moves at 4.0 m/s (100%). Shot in the Dark is also automatically ended if the Vulture breaks a pallet or a breakable wall, or damages a generator (the movement speed reduction still applies).

Shot in the Dark has a cooldown of 30 seconds. Each time a Survivor is hit by a basic or special attack, the cooldown begins to progress 50% faster for 10 seconds. This stacks for each hit.


Secondary Power: Arsenal of Dread

Various weapons spawn randomly across the map for the Vulture to pick up and use. The Vulture can only carry two weapons at once, including his starting machete, and can swap between those he's holding by holding the Active Ability Button for 1 second, during which time the Vulture cannot attack or perform other actions.

The Vulture can pick up scattered weapons by clicking the Active Ability Button, initiating a 1.5 second animation where the Vulture picks the weapon up. If the Vulture is at maximum capacity for weapons, he will drop the one he's currently holding and replace it with the one he's picked up.

The Vulture gains no passive bonuses from either weapon he's carrying while swapping weapons.

The available weapons are as follows:

  • Knife - While holding this weapon, the Vulture moves at 4.8 m/s (120%). If using Shot in the Dark, the Vulture moves at 6.0 m/s (150%). If this weapon hits an injured Survivor, that Survivor will be put into Deep Wounds instead of being downed. Whether or not this weapon's attack hits a Survivor, the recovery speed from swinging is 10% faster.
  • Silenced Pistol - While holding this weapon, the Vulture moves at 4.4 m/s (110%). If using Shot in the Dark, the Vulture moves at 5.4 m/s (135%). This weapon is able to be used while using Shot in the Dark. Rather than lunging when the Attack Button is pressed, the Vulture will fire a bullet from the pistol. This has a maximum range of 12 meters. Whether or not this weapon's attack hits a Survivor, the recovery speed from firing is 80% faster (this does not stack). This is only the case for the first 6 fires, after which the Vulture must wait 20 seconds for the pistol to regain its ammo passively, or reload the pistol in a 6 second animation, during which the Vulture moves at 0.46 m/s (11.5%). Survivors hit by this bullet don't lose a health state, but rather are afflicted with a specific status condition, determined by which bullet hit the Survivor out of the 6. None of the following effects stack, a Survivor hit by any bullet other than the 6th gain no speed boost from being hit. This weapon's attacks are considered special attacks.
    • 1st: The Survivor is Blind for 30 seconds.
    • 2nd: The Survivor is Oblivious for 20 seconds.
    • 3rd: The Survivor, if they are injured, begins to Hemorrhage for 30 seconds.
    • 4th: The Survivor, if they are healthy, is Incapacitated for 15 seconds.
    • 5th: The Survivor, if they are injured, is Broken for 60 seconds.
    • 6th: The Survivor has their aura revealed for 15 seconds.
  • Staff - The Vulture's lunge duration is increased by 0.1 seconds. If this weapon hits a Survivor, that Survivor is Deafened for 10 seconds. Whether or not this weapon's attack hits a Survivor, the recovery speed from swinging is 15% slower.
  • Chainsaw - While holding this weapon, the Vulture has a 40 meter terror radius. Attacking requires a 0.5 second start-up, or a 0.8 second start-up if the button is held to lunge. The Vulture's speed while lunging is reduced to 6.5 m/s (162.5%). This attack will break pallets in a 0.6 second long animation. Survivors hit by this attack are instantly downed. Whether or not this weapon's attack hits a Survivor, the recovery speed from swinging is 50% slower.
  • Tranquilizer - This weapon's attack has a 15% shorter lunge distance. If this weapon hits a healthy Survivor, the following effects are applied for 10 seconds: Exhausted, Hindered by 10%, Incapacitated. This weapon can only be used once every 30 seconds, during which time it recharges passively. It charges 10% faster while being held.

The auras of all weapons are revealed to you in white. Survivors can see weapons on the ground, but cannot interact with them.


Add-ons

  • Increases the speed of Shot in the Dark by 0.2 m/s (5%).
  • Increases the speed at which the Vulture enters Shot in the Dark by 0.1/0.15/0.2 seconds.
  • Increases the bonus for cooldown progression of Shot in the Dark after a hit by 10%/15%.
  • Reduces the Vulture's terror radius while holding the knife or the silenced pistol by 8 meters.
  • Increases the Vulture's lunge duration while lunging with the chainsaw or staff by 0.05 seconds.
  • Increases the duration of the silenced pistol and tranquilizer status effects by 10%/20%.
  • Reduces the passive recharge of the silenced pistol and tranquilizer by 2/3 and 4/6 seconds, respectively.
  • Reduces the audibility of all sounds the Vulture makes while using Shot in the Dark by 40%/50%.
  • Increases the speed of swapping weapons by 0.3 seconds.
  • Increases the speed of picking up a weapon by 0.4 seconds.

Iridescent Add-ons


  • Iridescent Staff

Your own blood stains your hands as you hold the replica of the Empress' staff, forged by the fog.

After lunging with the staff, whether or not it hit, you can immediately lunge again by holding the attack button. If a Survivor was hit by the first swing and is injured, and they are hit by the second swing, they are inflicted with Deep Wounds instead of being downed. Whether or not this second attack hits a Survivor, the recovery speed from swinging is 50% slower.


"Empire" Revolver

A brutal weapon, second to none in terms of the pain it inflicts to its victims.

The 6th shot from the silenced pistol, rather than revealing the aura of the hit Survivor, deals 1 health state of damage. When the 5th shot of the pistol is fired, a map-wide sound is played. For the 5th shot, whether or not it hit a Survivor, has a 50% faster recovery speed rather than an 80% faster one.

If the 6th shot is fired while in Shot in the Dark, the Vulture immediately exits Shot in the Dark.



Perks


  • Hush

When a Survivor escapes a chase, you become Undetectable for 10 seconds. During those 10 seconds, all Survivors within 16 meters of you have their auras revealed.

Hush has a cooldown of 60/50/40 seconds.

"Give him no rest."


  • Power Down

When you damage a generator that had been repaired in the past 60/70/80 seconds, it regresses 75% faster an amount of time equal to the time that generator had been repaired in that time.

When you hit a Survivor that had been healed in the past 60/70/80 seconds with a basic attack, they are Incapacitated for an amount of time equal to the time they'd been healed in that time.

"Even the finest sword plunged into saltwater will eventually rust."


  • Thunderbolt

After damaging a generator, you become Undetectable for 25 seconds.

If you break a pallet or breakable wall, vault a window, or damage a generator while Undetectable, you perform that action 50% faster. This does not stack.

This has a cooldown of 60/50/40 seconds.

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt."




Killer - The Empress

Killer Data

Overview: The Empress is a ruthless Killer, dead set on accomplishing her goals. Her personal perks ensure a swift and painful end to those who cross her.

Speed: 4.6 m/s (115%)

Terror Radius: 32 meters

Height: Medium



Power: Deadline

By tapping the Power Button, the Empress fires forward 8 meters at 20 m/s (500%), expending 1 of 5 charges of Deadline. This dash is capable of vaulting over windows and pallets, but immediately is cut short if this is done. The dash itself cannot damage Survivors. The Empress can attack immediately after this dash, but cannot lunge. Alternatively, the Empress can click the Power Button again to charge forward once more, expending an additional charge.

If neither an attack or additional charge is inputted in 0.33 seconds, the Empress is slowed to 3.8 m/s (95%) for 3 seconds, and Deadline enters a short cooldown during that time.

Instead of tapping the Power Button, the Empress can hold it down for 0.75 seconds (during which time she can move at 2.6 m/s (65%)) to expend 2 charges of Deadline and fire forward 12 meters at 20 m/s. This is cancellable before the charge time is completed by clicking the Attack Button, although 1 charge is still expended when cancelling.

Survivors that come into contact with the charged dash are injured and put into Deep Wounds, or if they were already injured, are downed. This dash breaks pallets and continues past them, as well, but the Empress cannot vault over a window while using the charged dash.

If neither an attack nor additional charge is inputted in 0.33 seconds after the charged dash's completion, the Empress is slowed to 3.4 m/s (85%) for 3 seconds, and Deadline is put on cooldown for 10 seconds.

Deadline regains 1 charge every 8 seconds.


Add-ons

  • Increases the range of the uncharged dash by 1.5/2.5 meters.
  • Increases the speed of the uncharged dash by 0.8/1/1.2 m/s.
  • Increases the speed of the charged dash by 1/1.2/1.4 m/s.
  • Increases the speed the Empress can move at while charging the charged dash by 0.4 m/s.
  • The Empress gains 5% Haste for 10 seconds after vaulting a pallet or window with the uncharged dash.
  • The Empress gains 10% Haste for 10 seconds after breaking a pallet with the charged dash.
  • Decreases the actionable window after a charge by 0.04/0.05/0.06 seconds.
  • Increases the actionable window after a charge by 0.04/0.05/0.06 seconds.
  • Survivors within 16 meters of a pallet broken by a charged dash scream, revealing their locations for 4 seconds.

Iridescent Add-ons


  • Iridescent Mask

The blood of another stains your face as you don the replica of the Vulture's mask, forged by the fog.

When you vault a pallet or window with an uncharged dash, all Survivors become Oblivious for 30 seconds.

It takes an additional 0.2 seconds to charge the charged dash.


  • Lit Match

A reminder of what your freedom means.

When you damage a Survivor with a basic or special attack, you regain 1 charge of Deadline.



Perks


  • Baneful

Your spite is infectious.

When an injured Survivor heals another Survivor, that injured Survivor becomes Broken for 20 seconds, and has their aura revealed for 4 seconds.

Baneful has a cooldown of 60/50/40 seconds.


  • Hex: House of Memories

When a Survivor begins repairing a generator they had repaired prior in the trial, their aura is revealed for 5 seconds.

When a Survivor fast vaults a pallet they had dropped, you gain 20% Haste for 6/8/10 seconds.

All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed.

"I'll never let you forget."


  • Skull Cracker

Your brutal swing will be all you need to knock some sense into them.

When you injure a healthy Survivor with a basic attack, that Survivor's perks are deactivated for 20 seconds.

Skull Cracker has a cooldown of 60/50/40 seconds.