Chapter 13: Friday

Snikers
Snikers Member Posts: 64

Disclaimer: Not only am I basing this on the Friday the 13th franchise, I'm specifically basing it on the Friday the 13th game. Now, obviously, we all know this concept is impossible; it's more of a thought exercise as to how you could translate one game's elements into another. So, with no further ado...

Chapter 13: Friday


New killer: The Bereaved

(because there's someone out there whose favourite is Roy)

Speed: 4.4 m/s (110%)
Terror radius: 24m
Cosmetics: Each of the movie Jasons, available by default or in the store. Heck, throw in Retro Jason too, why not. This includes weapons, since Legion demonstrates that animations and sound effects can be attached to cosmetics instead of being locked to a character. Instead of being covered in blood, prestige cosmetics would be Savini Jason with the burning bits tweaked to be "Entity orange" like the legacy prestige cosmetics.

POWER

By holding M2, the Bereaved may switch to the Shift state. While Shifting, the Bereaved is invisible, has no red stain, and moves at an extremely high speed, but cannot view survivors, auras, scratch marks, or blood. Noise notifications and sound are unaffected.

The Bereaved cannot enter or exit the Shift state while a survivor is looking at the Bereaved (this would be determined similarly to the Shape's stalk, in that the Bereaved is not being "looked at" if he is behind an object, if he's sufficiently far away, or if the survivor's camera is not turned towards him - even if he's brushing right up against them). It takes one second to enter the Shift state, while exiting the Shift state is instantaneous. There is no limit to the amount of time the Bereaved can stay in the Shift state, but after exiting the state, Shift has a 12 second cooldown before it can be used again.

While the Bereaved is Shifting, survivors see and hear a VHS tracking effect. This effect intensifies the closer the Bereaved is to the survivor, but is non-directional.

PERKS

Relentless: Your prey's resistance only makes you work harder. Whenever you are stunned or blinded, you gain a token, up to a maximum of 5 tokens. Each token increases your movement speed by 1/2/3 %. Each offensive action expends one token. This perk does not stack with other perks that affect movement speed.
"Jason, my boy, do you know what your gift is? Now matter what they do to you, you cannot die. You can never die!"

Executioner: Even the Entity revels in your lethal creativity. If there is only one survivor left in the match/If the gates are powered/At any time, if a survivor would be sacrificed immediately upon being hooked (including survivors that have not summoned the Entity on a previous hook, but are the only survivor in the match), you gain the ability to kill that survivor by your own hand.
"Don't stop, Jason. They deserve to die! Make them suffer like we did."

Rage: As the trial nears its climax, your feats grow ever more over-the-top. For every generator that is completed, you gain a 3/4/5 % increase to:
- trap setting speed,
- the rate evil is gained when stalking a survivor,
- Yamaoka's Haunting power recovery, and
- Shift recovery,
and a 3/4/5 % decrease to:
- chainsaw cooldown,
- appearance and disappearance time,
- blink fatigue time,
- shock therapy charge time,
- hatchet cooldown,
- the dream transition,
- the time it takes to crouch and stand,
- Afterpiece Tonic reload time, and
- the time required to refill the Feral Frenzy gauge.

BONUS SILLY PERK

Intimacy Irascibility: You don't like it when people get too friendly. Gain Bloodlust slightly/moderately/considerably faster when chasing a survivor that joined this trial's lobby from a Survive With Friends lobby.
"Did you know a young boy drowned the year before those two others were killed? The counselors weren't paying any attention - they were making love while that young boy drowned! His name was Jason."


New survivor: The Counselor

This could be any of the characters, but realistically, the most likely choices would be AJ Mason, Tiffany Cox, or Tommy Jarvis. I'll include two perks that could apply to any of them and one specific to each of the above three.

Perks

Car, Cops, or Kill?: There's more than one way to get through the night, and you try to keep your options open. Every time you fix a generator, gain a 50/75/100 % bonus to healing, sabotaging, unhooking, cleansing, and chest searching speeds for 60 seconds.

Mom's Sweater: High risk, high reward. If you search the chest in the basement, it will always contain an item of Very Rare or greater rarity. In addition, you gain 300% of the normal Bloodpoints for basement time and for unhooking survivors from basement hooks.
You are Exposed and your aura is visible for as long as you are in the basement and for 30/20/10 seconds after you leave. The killer receives a noise notification when you begin searching the basement chest.
Special note: If this perk is used in conjunction with Pharmacy and the basement chest is the survivor's first completed chest search, it will always contain a Ranger's Med-Kit.

AJ Mason perk

Quiet and Composed: Your skills lend themselves to a stealthy strategy. Reduces all sounds you produce by 10/20/30 %. Increases the minimum range and reduces the maximum range of all of the killer's aura-reading effects by 8/12/16 metres. Does not apply to aura-reading effects that are not affected by range.

Tiffany Cox perk

Repair 1/10: Mechanical aptitude is not your strong suit. Slightly reduces repair and sabotage success zones. Slightly/moderately/considerably increases the frequency of skill checks when repairing and sabotaging.
"I think I put that on right..."

Tommy Jarvis perk

On the Scene: You throw yourself into harm's way to protect other survivors. Whenever you stun a killer who is carrying a survivor, blind a killer who is carrying a survivor, or are hit by a killer who is carrying a survivor who later escapes their grasp, gain a 25% stackable bonus to all Bloodpoint gains up to a maximum of 50/75/100 %. These Bloodpoints are only awarded post-trial.
"Jason, come and get me! It's me you want, remember?"

Comments

  • JoyfulLeader
    JoyfulLeader Member Posts: 571

    But I like Tommy Jarvis

  • Hoodied
    Hoodied Member Posts: 13,020

    Not gonna read it because seeing that this is a f13 chapter, I am already gonna say no due to copyright issues that f13 the game resulted from, also trapper is pretty much dbd's jason so I would not like this as an idea in the first place-An opinion

  • Snikers
    Snikers Member Posts: 64

    @JoyfulLeader said:
    But I like Tommy Jarvis

    Okay, fair enough. I've adjusted the survivor section to include three hypothetical counselors: AJ, Tiffany, and Tommy. Two of the perks could apply to anyone, but I've written up a third for each of them that I think ties into their role.

  • Snikers
    Snikers Member Posts: 64

    @ToxicFengM1n said:
    Not gonna read it because seeing that this is a f13 chapter, I am already gonna say no due to copyright issues that f13 the game resulted from, also trapper is pretty much dbd's jason so I would not like this as an idea in the first place-An opinion

    It's just a thought exercise in how certain concepts could be translated into DBD's gameplay. After all, no one actually thinks the ideas in this subforum will actually show up in the game one day.

    This was explained in the first paragraph, but I won't hold that against you since you said you didn't read anything.

  • Hoodied
    Hoodied Member Posts: 13,020

    @Snikers said:

    @ToxicFengM1n said:
    Not gonna read it because seeing that this is a f13 chapter, I am already gonna say no due to copyright issues that f13 the game resulted from, also trapper is pretty much dbd's jason so I would not like this as an idea in the first place-An opinion

    It's just a thought exercise in how certain concepts could be translated into DBD's gameplay. After all, no one actually thinks the ideas in this subforum will actually show up in the game one day.

    This was explained in the first paragraph, but I won't hold that against you since you said you didn't read anything.

    Well, I got bored and read alittle bit

  • MongByeolBuddies
    MongByeolBuddies Member Posts: 146

    I think this implementation of Jason with DBD mechanics makes a lot of sense thematically. The Shift ability would definitely cause some good jump scares! He's very similar to The Spirit. She, however, would be better in chases and getting hits on survivors because of her ability to see scratch marks while haunting, while The Bereaved would be better at map control since his ability doesn’t have a duration.

    As he is now, I think The Bereaved will struggle because it will be hard for him to down survivors quickly. He’ll be able to get in the vicinity of survivors quickly but then getting next to them to hit them twice with 4.4 meters per second movement speed will be hard.

    To fix that, what do you think of this addition to his ability?

    When The Bereaved appears from the Shift state, any survivor within X meters of The Bereaved becomes terrified and receives a hindered penalty plus breathes X percent louder for X amount of time. This would allow The Bereaved to make up for his slow movement speed in chases if he predicts survivor’s location well -- rewarding good play. Then some potential add-ons could be -- increases the range at which survivors are terrified, the duration of the hindered penalty, terrified survivors also suffer from exhaustion, etc.

    I also like the Rage perk as all killers could benefit from it and it would be very useful for certain builds.

  • Snikers
    Snikers Member Posts: 64

    @MongByeolBuddies said:
    I think this implementation of Jason with DBD mechanics makes a lot of sense thematically. The Shift ability would definitely cause some good jump scares! He's very similar to The Spirit. She, however, would be better in chases and getting hits on survivors because of her ability to see scratch marks while haunting, while The Bereaved would be better at map control since his ability doesn’t have a duration.

    As he is now, I think The Bereaved will struggle because it will be hard for him to down survivors quickly. He’ll be able to get in the vicinity of survivors quickly but then getting next to them to hit them twice with 4.4 meters per second movement speed will be hard.

    Yes, I was afraid he was pretty much the Spirit with a twist. I thought perhaps his unparalleled map control would balance out the poor chase potential, but in retrospect, it's just not fun to not be able to catch anyone, even if you can zip around the map and give everyone a hard time.

    To fix that, what do you think of this addition to his ability?

    When The Bereaved appears from the Shift state, any survivor within X meters of The Bereaved becomes terrified and receives a hindered penalty plus breathes X percent louder for X amount of time. This would allow The Bereaved to make up for his slow movement speed in chases if he predicts survivor’s location well -- rewarding good play. Then some potential add-ons could be -- increases the range at which survivors are terrified, the duration of the hindered penalty, terrified survivors also suffer from exhaustion, etc.

    I really like this! Usually, I wouldn't want to make the claim of a killer being explicitly scarier than any others - it seems weirdly Mary Sue-ish in a horror game - but fear plays such a large part in the Friday the 13th game that it just makes sense here. Perhaps it might be a bit too powerful for it to trigger any time he comes out of Shift, though; it might be something that builds up while he's in the proximity, like the Doctor's static field. The longer the survivor spends in the Bereaved's terror radius, the louder their breathing becomes, and over time they pick up increasing hindered penalties (or maybe subtler effects like slower vault speeds or narrowing field of view). This would have a balancing effect, preventing skilled killers from simply annihilating survivors as soon as they show up but giving inexperienced killers a break if the chase goes on long enough.