Chapter Concept: The Scarlet Feast

Critical_Fish
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Contents:


Killer - The Dhampir

Killer Data

Power - Red Walker

  • Flow of Sanguine
  • The Ravening
    • The Ravening's Dash
  • Add-ons
  • Iridescent Add-ons

Perks

  • Scourge Hook: Severance
  • First Blood
  • Hex: Gorging

Survivor - Caspian Capel

Perks

  • Daemon
  • Mutagenic Stratagem
  • Boon: Pandemonic


Killer - The Dhampir

Killer Data

Name: Casey Capel

Overview: The Dhampir is a voracious Killer, feasting on any life that they can see. Their personal perks break the Survivors through unrelenting fervor.

Speed: 4.6 m/s (115%)

Terror Radius: 32 meters

Height: Tall



Power: Red Walker

The desire for blood, and power it brings, drive the Dhampir to continue their endless hunt. Through Flow of Sanguine, they sniff out and wound their prey, and through the Ravening the deed is done.


Primary Power: Flow of Sanguine

The pulse of the heart of man is but a constant trace for the Dhampir to follow. While holding the Power Button, the Dhampir can begin to detect heartbeats of Survivors. While Flow of Sanguine is in use, Survivors emit a 4 meter radius red pulse from themselves at all times that they can see, able to be seen 8 meters away and heard from as far as 24 (creating a sound similar to Killer Instinct; this is directional). The visual indicator is not made by a Survivor in a locker, but they are still able to be audibly detected from a range of 8 meters or less.

While the Power Button is being held, the Dhampir is additionally able to press the Attack Button to, rather than normally swing, thrust forward with a massive lance of blood. To do so takes 1.2 seconds of windup (which is able to be cancelled before 1 second of it has passed by letting go of the Attack Button), during which the Dhampir is slowed to 3.8 m/s. This has a range of 6 meters. Hitting or missing this slows the Dhampir down to 1.2 m/s for 2 seconds.

While holding the Power Button, the Dhampir's cloak glows a bright red, making them just as easy to spot as nearby Survivors. As pressing the Attack Button initiates an attack with the blood lance, the Dhampir is unable to normally attack while using Flow of Sanguine. Additionally, the Dhampir is unable to damage a generator, search lockers, or carry a Survivor. But so long as Flow of Sanguine is active, the Dhampir vaults windows and destroys pallets 10% faster.

Upon letting go of the Power Button, the Dhampir is slowed to 3.8 m/s for 1 second, and cannot attack or perform any actions during that time.


Secondary Power: The Ravening

After 90 seconds of passive charge, and/or inflicting 3 health states worth of damage (not including damage that puts a Survivor from injured into Deep Wounds) with each equating to 30 seconds of passive charging, the Dhampir is able to activate the Ravening by holding the Active Ability Button for 3 seconds. During which time, they are slowed to 3.2 m/s and may not perform other actions. This is able to be cancelled any time before 1 second has passed, removing 9 seconds of the charge.

Upon activation, the Dhampir enters Ravening for 45 seconds. Passive changes are that the Dhampir's terror radius, and the ranges of detection for Flow of Sanguine, are doubled. Additionally, landing a hit with the blood lance grants the Dhampir 10% Haste for 10 seconds after its attack cooldown has concluded. The Dhampir also, while using Flow of Sanguine, vaults windows and destroys pallets 15% faster, rather than 10%.

While in the Ravening, inflicting damage to Survivors extends its duration by 6 seconds. The Dhampir is unable to damage generators, search lockers, or carry a Survivor while in the Ravening, but the Ravening can be cancelled by holding the Active Ability Button while not using Flow of Sanguine for 2 seconds, during which time the Dhampir slows to 3.8 m/s. Upon cancellation, the Ravening retains 66% of its remaining charge.


The Ravening's Dash

While the Ravening is active, the Dhampir is also able to dash forward an indefinite distance at 14 m/s. This can be initiated by holding the Active Ability Button for 3 seconds, during which time the Dhampir is slowed to 3.2 m/s, while simultaneously using Flow of Sanguine. The Dhampir is unable to turn in the dash, but can turn their head to look around.

Upon slamming into an object or a Survivor, the Dhampir is slowed to 0.5 m/s for 1 second before returning to normal movement speed, and all Survivors within the Dhampir's terror radius are marked with Killer Instinct for 5 seconds. The slam does no damage to Survivors, nor does it break pallets or breakable walls.

The dash is able to be cancelled at any time by releasing the Active Ability Button, which slows the Dhampir down to normal movement speed after 0.2 seconds with no penalties. Actions are able to be performed normally immediately upon the dash's cancellation, and another dash can be conducted after 2.4 seconds of charging rather than 3 if begun during this slowdown period. Additionally, if the Dhampir lunges out of this dash, momentum is carried and they move farther in the lunge than they normally would be able to.

Time spent dashing, or in the post-dash slowdown (cancel or slam), drain the Ravening's duration at 5x the normal rate.


Add-ons

  • Increases the range of Flow of Sanguine's auditory detection by 6/8/10 meters.
  • Injured Survivors' visual detection range of Flow of Sanguine is increased by 4/6/8 meters.
  • Reduces the cooldown of a missed Lance attack by 0.25/0.3 seconds, or 0.3/0.35 seconds during the Ravening.
  • Reduces the cooldown of a landed Lance attack by 0.1/0.15 seconds, or 0.25/0.3 seconds during the Ravening. Reduces the boost of the Haste granted after a landed Lance Attack during the Ravening by 1%.
  • After ending Flow of Sanguine with 50% or greater charge of the Ravening, all healthy Survivors become Oblivious for 20 seconds.
  • Increases the charge of the Ravening from injuring a Survivor by 10/15 seconds. Reduces the passive charge by 25%. (Combining this is additive; passive charge is halved if running both of these add-ons.)
  • For 5 seconds after activating the Ravening, all healthy Survivors are revealed by Killer Instinct.
  • For 30 seconds after activating the Ravening, all injured Survivors are Broken.
  • Lengthens the duration of the slowdown period by 0.08/0.12 seconds.
  • Reduces the time to initiate a chain dash during the slowdown period by 0.4 seconds.


Iridescent Add-ons


  • Iridescent Lantern

It shines a bright scarlet, revealing to its holder the weakness of mortal flesh.

While using Flow of Sanguine, all Survivors who are healing or being healed within your terror radius have their positions revealed to you for as long as they heal.


  • Bloody Stone

It's said one can't get blood from a stone, but a stone to draw blood?

During the Ravening, become Undetectable. All injured Survivors gain your terror radius, and corresponding detection via Flow of Sanguine. During the Ravening, healthy Survivors within the visual radius for Flow of Sanguine of either yourself or an injured Survivor have their location revealed. Increases the time it takes to charge the Ravening by 30 seconds.



Perks


  • Scourge Hook: Severance

Sever them from what makes them whole.

Scourge Hooks are not generated by other Perks at the start of the Trial.

Each time a Survivor is hooked for the first time:

  • That Hook becomes a Scourge Hook.
    • The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:

  • The Survivor suffers from the Blindness Status Effect until healed or downed.
  • Whenever performing a Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, or Unlocking Action within 24 meters of the unhooking Survivor, the Survivor suffers from a 16% Action Speed penalty until the unhooking Survivor is no longer within 24 meters.
    • This lasts for 80/100/120 seconds.
  • Whenever performing a Cooperative Action, the Survivor suffers from a 16% Action Speed penalty for the duration of the Action.
    • This lasts for 80/100/120 seconds.

"Pain changes people. Separates them." - Casey Capel


  • First Blood

Blood must be spilled.

  • At the start of the Trial, you are granted a +5% Haste Status Effect. This lasts until the first Survivor loses a health state.
  • When the first Survivor is injured, that Survivor becomes the Obsession and First Blood receives 2 Tokens.
    • At the start of a chase with a healthy Survivor, 1 Token is consumed and you are granted a +5% Haste Status Effect for 4/6/8 seconds. During this time, all Actions are performed 30% faster.
    • All Tokens are replenished when the Obsession loses a health state.

"That beast's blood... it boils." - Caspian Capel


  • Hex: Gorging

A Hex that grows with your third for blood.

Each time a Survivor loses a health state, Hex: Gorging grows in power and gains 1 Token, up to a maximum of 4 Tokens.

At the start of a chase, the following effects apply:

  • 1 Token: The chased Survivor has their Aura revealed to you for 8/9/10 seconds.
  • 2 Tokens: You are granted a +5% Haste Status Effect for 8/9/10 seconds.
  • 3 Tokens: After the chased Survivor loses a health state, Survivors suffer from a 40% Action Speed penalty to Repairing until the chase ends.
  • 4 Tokens: All Survivors suffer from the Incapacitated Status Effect for 8/9/10 seconds.

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

"The hunger, all it does is grow." - Casey Capel




Survivor - Caspian Capel

Gender: Male

Role: Pragmatic Mortician



Perks


  • Daemon

A speck of doubt is the difference between a win and a loss.

For 20/25/30 seconds after a Survivor is Hooked:

  • All other Survivors are granted a +2% Haste Status Effect.
  • The Killer's location is revealed to you for 4 seconds every 10 seconds.
  • Whenever you unhook a Survivor, the rescued Survivor will be passively healed by 33%.

"Chin up; your survival alone damages its resolve." - Caspian Capel


  • Mutagenic Stratagem

Your wit takes you a long ways.

Gains 1 Token each time you are Hooked:

  • 1 Token: For 14/18/22 seconds after performing a Repair or Healing Action, or at the start of a chase, your Scratch Marks and Pools of Blood are suppressed.
  • 2 Tokens: Once per Trial, 30 seconds after losing a health state, heal for 1 health state.

"Give the madman 30 seconds to himself and it's over for you." - Casey Capel


  • Boon: Pandemonic

You've learned that some calculated chaos can make miracles happen.

Press and hold the Active Ability Button on a Dull or Hex Totem to bless it and create a Boon Totem.

Soft chimes ring out in a radius of 24 meters.

All Survivors benefit from the following effects when inside the Boon Totem's radius:

  • The Scratch Marks left by Survivors spawn slightly/moderately/considerably farther apart, and are spaced inconsistently.
  • Whenever a Survivor performs a Repair, Healing, or Cleansing Action, the sound produced by the action is reduced by -8 meters, and that sound is produced in a 8 meter radius at another random location within the Boon Totem's radius.

The Killer is hindered by the following effect when inside the Boon Totem's radius:

  • Scratch Marks spawn randomly throughout the Boon Totem's radius. These false Scratch Marks have their duration reduced by 5 seconds, and are spaced inconsistently.

Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem.

"These things, they like control. I think I want to see what happens when you take it away." - Caspian Capel