New Killer Idea: The Fate Weaver
This killer resembles a short, rickety old woman wearing a dark, hooded robe. Her eyes glow from the shadows, and there is just a hint of a face visible. Her hands are knobby and bony. (Imagine a fortune teller).
Her weapon is a long sharp, thick needle (like a knitting needle).
Her movement speed is only slightly faster than the Nurse.
Special Ability: Threads of Eternity
The Fate Weaver spews out bands of tangling threads from her sleeves. For each second that the threads make contact with a survivor, the survivor’s movement speed is slowed by 1%. Once 5% is achieved, the survivor becomes immobilized.
For each second that a still-mobile survivor can avoid the threads, they regain a lost percentage of movement speed.
Sustaining a hit from the killer’s weapon will slice through all the threads and the survivor’s speed is returned to normal.
(I know this seems similar to The Plague, but there should be some significant differences. The Plague only needs to make contact once to apply the effect, whereas the Fate Weaver needs to maintain continuous contact. For that reason, the stream of threads should be much wider than the stream of vomit, but should also have shorter range.)
Perks:
Entity’s Whim - This perk is replaced by a random perk of up to yellow/green/purple quality. All survivors have a random perk replaced by a random perk of up to purple/green/yellow quality. (Useful because you know which perk you’ll lose for a random one, the survivors don’t!)
Scrying - Peer into the future of a survivor. When the obsession is hooked the first time, the first phase of the sacrifice is 2x faster/3x faster/instant.
Hex: Vertigo - For as long as the hex totem stands, anytime a survivor is hooked, all other survivors have their directional controls (camera AND movement) inverted for 20/40/60 seconds.
Additional perk in case one of the previous ones should be replaced.
Recurrence - Any time a survivor is hit, their next skill-check action will immediately initiate a string of 5/6/7 skill checks in quick succession. If the action is interrupted, the remaining skill checks carry over to the next action. Sustaining another hit stacks additional skill checks to the string up to a maximum of 3x a hit’s value.