Fan Chapter Idea: Toys of Yesteryear
Chapter Redux Alpha: Toys of Yesteryear
Killer: The Tin Man, aka Nicholas Nale
Difficulty: Hard
Killer Bio:
Nicholas Nale loved his job as a sapper. It was like being an artist, but as if art meant the difference between life and death for dozens if not hundreds of people. But he loved his son more. That baby boy was all he had left after his wife passed away. Whenever he was home, Nicholas would make toys for his boy to play with, from whittled wood pieces to clockwork master pieces. Unfortunately, work calls, and Nicholas’s services were required on the front line. His baby boy was left with his mother, and he went to work.
Nicholas was only at the front for three weeks before he received a letter. Normally, letters were goodwill messages from his mother or sisters. This one was from the government. It told him that his hometown was bombed. Turned to rubble. The British bombers missed their target, and his home was the price. His mother. His son. All that he had left of his wife. It had to be false. There was no way that this was true. One of his juniors must have been playing him for a fool. Nicholas Nale went back to work.
It had been a month since Nicholas had last slept for more than twenty minutes at a time. The letter had to be false. It had to be. Every minute spent not mining, not sapping, not sleeping, was spent on making more toys for his little boy. He had to be alive. There was no way in which his boy was gone.
Nicholas Nale disappeared. He took his equipment, his toys, and a week’s worth of rations and vanished. Soon afterwards, soldiers started to report that they found toys. Abandoned dirty toys, left in the most obscure and bizarre areas. Then soldiers started excavating tombs of soldiers, often finding them in more pieces than one.
Killer Perks:
Perk 1: Tapped Wires: While carrying a survivor, benefit from all of their aura reading perks. All aura reading perks have their range increased by 4/6/8 meters while carrying a survivor.
“What do you mean someone broke the encryption?” -Unknown Officer
Perk 2: Springing the Trap: The Entity now blocks windows for 30/45/60 seconds after 3 vaults, regardless of chase. Pallets will break under survivors if vaulted 3 times.
“Calm yourself, patience, patience. They’ll catch themselves.” -The Tin Man
Perk 3: Hex: Monkeying Around: Hitting a great skill check of any kind on a generator causes the generator to enter the “Sapped” state. While “Sapped”, generator progression is slowed by 25%, and within 8/12/16 meters of the generator, all players will be deafened, and have the red glow intermittently placed on them. The killer receives no notification if the generator enters the “Sapped” state. The generator only leaves the “Sapped” state by failing a skill check on it, by completing the generator, or by having the killer damage the generator. Whenever a generator leaves the “Sapped” state, the hex is moved to a different dull totem. If there is no totem for this perk to move to, the perk will be disabled permanently. When the totem is broken, this perk is disabled permanently.
“What’s the point of life if you try to rush it? Laugh a little! No one wants to die with a frown on their face!” -The Tin Man
The Tin Man’s Stats:
Height: Average
Terror Radius: 32 meters
Speed: 4.6m/s, 115%
The Tin Man’s Ability:
Clockwork Mechanic: Clockwork Mechanic has two parts, Metal Work and Tin Toy. Both require Scrap to be activated. The Tin Man gains Scrap by walking, and for every 32 meters walked out of chase, the Tin Man gains 1 Scrap. The Tin Man can carry 10 Scrap, and starts the trial with 3 Scrap. Each Metal Work and Tin Toy require 1 Scrap to use.
Metal Work allows the Tin Man to block off vault points, doorways, lockers, and small holes in the floor with metal grates. These metal grates can be seen through by all players. These metal grates prevent access, and require a survivor to remove them before they can be used. Metal Work takes 3 seconds to install, and 16 seconds to remove, not including skill checks. Failed skill checks do not provide sound notifications, but do hinder progression, and moderately increase the difficulty of successive skill checks for each failed skill check. Skill check difficulty resets after 24 seconds. The Tin Man can bust down his grates in 1.5 seconds. Survivors with toolboxes or with the perk sabotage will remove Metal Work grates 20% faster. Metal Work animation is the Tin Man holding the grate between two spikes, and while standing or kneeling, jamming the grate into its location, twisting the grips of the spikes once in place. The Tin Man busts grates by stomping.
Tin Toy is a 3 second channel in which the Tin Man places down a tin monkey with cymbals that has its own red stain and 32 meter terror radius. The Tin Man is not slowed while channeling Tin Toy. The tin monkey will make all the noises the Tin Man does, and walk forward until it is triggered by touching a wall or player, or outlasting its timer of 30 seconds. Once triggers does, all players will be deafened within an 8 meter radius of it. This radius remains for 8 seconds, after which, the monkey is disabled and deteriorates. Tin Toy animation is the Tin Man pulling the toy monkey off his belt, winding the winch, and placing it down at the end of the channel. The Tin Man cannot attack while channeling.
The Tin Man’s Weapon:
Mine Detection Equipment: An elongated metal stick, with a heavy hoop of metal at the end. Wired to the wearer to insure a solid grip, as well as power. When checking a locker, he scans the locker with the end, before grabbing the survivor. Grabbing the survivor is done with his hands. He swings the detector in a wide sideways arc for a lunge, and a quick low stab for a short attack. Weapon clean animation is sliding his hand up the shaft to check for damage. To break objects, he stomps. Walking does not bob his vision, and while not in a chase, his equipment scans the area in front of him.
The Tin Man’s Appearance:
The Tin Man wears the Stahlhelm and a steel bib. His face has been blown off from the nose up. He wears soviet infra-red vision goggles set into place of where his frontal lobe and eyes once were. The bones of his cheek bones are visible, and his bottom jaw is steel plated. He wears the sapper uniform of the eastern front, but instead of ammunition and grenades strapped to his belt, he has a toy monkey, miscellaneous gears, screw drivers, and various pieces of scrap. On his back is the battery for the mine detection equipment, and various grates. His hands are in thick winter work gloves. Boots are standard German military grade. Cosmetic parts are the eyepiece, the uniform, and the weapon.
The Tin Man’s Mori:
The Tin Man winds up a tin monkey and places on the ground behind him. The camera sits on the ground in front of the monkey, as the Tin Man assumes his position over the survivor before the monkey clangs its cymbals. With the camera still focusing on the monkey, each clang of the monkey’s cymbals coincides with a blow from the Tin Man on the survivor in the background. The monkey winds down, and the Tin Man turns back, and clips the monkey back onto his belt.
Add-ons for Clockwork Mechanic:
Common:
- Spare Gears; Just some spare gears that were found in the rubble. Allows the carrying of 2 more Scrap. Start the game with 2 additional Scrap.
- Improvised Screws; Small screws and bolts that are not meant for the strain of industrial steel. Metal Work grates are installed 0.5 seconds faster. The Tin Man can break Metal Work grates 0.3 seconds faster. Metal Work skill check difficulty does not increase upon failed skill checks.
- Undersized Winch; An undersized winch, forced into a tin monkey. Tin Toy is 0.4 seconds faster to channel. The Tin Toy’s terror radius is increased by 16 meters. The Tin Toy timer is 6 seconds shorter.
- Tin Can; A rusted bolt, tied by a string to the inside of a dented can. Failed skill checks on Metal Work grates and triggered Tin Toys produce a sound notification when within 48 meters of the Tin Man.
Uncommon:
- Toolkit; A trusty toolkit, made of personal tools, scavenged gems, and handcrafted niche tools, all which make crafting traps much more efficient. The Tin Man is 2% slower. The Tin Man can now carry an additional 4 scrap. All Clockwork Mechanic devices require 1 less Scrap to activate. Time to activate all Clockwork Mechanic Devices is reduced by 0.5 seconds.
- Rail Spikes; Railroad spikes stolen from a train track. Metal Work grates take 4 seconds less for survivors to remove. Failed Metal Work skill checks do not increase difficulty. Failed Metal Work skill checks reset progress on removal. Metal Work skill checks are tremendously more frequent.
- Ruined Screws; Warped and blasted bolts and screws. Metal Work grates take 0.2 seconds longer to install. Metal Work skill checks are moderately more difficult. Metal Work skill checks do not reset in difficulty.
- Signal Flare; A bright surprise for bright people. Tin Toy duration is 0.8 seconds shorter. Tin Toy radius of effect is reduced by 1 meter. Tin Toy effect now light blinds any player within the radius, and applies an aura blindness for 60 seconds.
- Polished Winch; A polished, almost factory fresh winch. Tin Toy is 1.2 seconds faster to channel. Tin Toy is 5% faster. Tin Toy timer is increased by 12 seconds. Tin Toy no longer has a red stain.
Rare:
- Excess Equipment; Extra equipment found in a destroyed shelter. The Tin Man can now carry an additional 10 Scrap. The Tin Man will begin the round with the maximum amount of Scrap possible.
- Sheet Plate; Armor plating, potentially stolen from a factory or a vehicle. Metal Work requires an additional 1 Scrap to activate. Metal Work grates are no longer opaque. Metal Work plates take the Tin Man 0.8 seconds longer to break. Metal Work plates take survivors 8 seconds longer to remove. The terror radius is muffled on the other side of Metal Work plates.
- Drill Bits; Heavy drilling bits scavenged from a factory. Metal Work requires an additional 1 Scrap to activate. Metal Work grates take an additional 20 seconds for survivors to remove. Metal Work skill checks are considerably more difficult. Metal Work skill check difficulty reset timer is increased by 24 seconds. Metal Work grates cannot be placed where a Metal Work grate has been removed.
- Headlights; Headlights stolen from a vehicle or from a watchtower. Tin Toy requires an additional 1 Scrap to activate. While the Tin Toy is activated, the Tin Man will have no red stain. The Tin Toy timer is reduced by 6 seconds.
- Portable Siren; A portable air raid siren removed from a ruined city. Tin Toy requires an additional 1 Scrap to activate. The Tin Toy will effect duration is increased by 2 seconds. The Tin Toy will continue to move after being triggered. The duration of the Tin Toy triggered state overlaps with the end of the timer. The Tin Toy expires at the end of its timer.
Very Rare:
- Backup Equipment; With the death of one other sapper, the Tin Man now has two sets of equipment. The Tin Man will move at a 3% slower speed. The Tin Man can now carry an additional 16 Scrap. The Tin Man begins the round with an additional 8 Scrap. The Tin Man will now gain Scrap every 24 meters, including while in chase. Time to activate all Clockwork Mechanic Devices is reduced by 0.8 seconds.
- Steel Boring Spikes; Using the gears normally for toys, the Tin Man has made his grates much more functional. Metal Work now requires 2 additional Scrap to activate. Metal Work can be installed 1.5 seconds faster, and but takes an additional 3 seconds for Tin Man to break. It takes survivors an additional 16 seconds to remove the Metal Work grates. Metal Work skill checks are tremendously more difficult.
- Motion Conservation Winch; A specially engineered winch, which translates the walking of the toy, into further turns of the winch. Tin Toy now requires 2 additional Scrap to activate. Tin Toy requires an additional second to channel. The Tin Toy timer is 90 seconds longer. The Tin Toy will no longer trigger upon contact with walls. If a toy hits a wall, it will continue walking into the wall for 3 seconds, before choosing a random direction to continue in.
- Sapping Hammer; Heavy equipment for a job done right. The Tin Man loses space for 2 Scrap. Breaking a generator now gives the Tin Man 4 Scrap. Time to remove Metal Work grates is now 1 second shorter. If a survivor is within 2 meters of the Metal Work grate when it is broken by the Tin Man, they will lose a state of health. Tin Toy will now cause a generator to start to regress if it is within its area of activation, and there is not a survivor working on the generator.
Ultra Rare:
- Dissected Clock; A functioning clock, with all of its innards exposed and ticking outside of its frame. 50% of all possible placements of Metal Work have already been implemented. All Metal Work grates come off 6 seconds faster.
- Stolen Ordinance; The critical part of a fun, explosive, surprise. Tin Toy now requires 3 additional Scrap to activate. Tin Toy requires an additional 1.2 seconds to channel. Tin Toy’s timer is 24 seconds shorter. Tin Toy’s area of effect is reduced by 3 meters. The Tin Toy’s duration of effect is reduced by 7 seconds. Any survivor within the Tin Toy’s area of effect is put into the dying state. Any thrown down pallet within the Tin Toy’s area of effect is destroyed.
Survivor: Murphy Morse
Difficulty: Hard
Survivor Bio:
Murphy Morse worked as a contract electrician, traveling throughout the state Northern Midwest, providing her services where she could find work. Most jobs were found over the internet, and required long drives to arrive to where she was needed. It was a living. It was hard work, but it was enjoyable. She carried on the family trade, and made enough to pay for all of her equipment, maintenance on her mobile home, food, and maybe a few nice trinkets here and there. What else did she really need?
While driving to her next job, a car swerved and forced her home off the road. When she finally awoke, she noticed that she was nowhere near the road, and that whoever was doing maintenance on the machinery here was just awful at their job. The contractor who expected her, left her a one star rating for never showing up, and no one questioned her disappearance.
Survivor Perks:
Perk 1: Electrical Interference: You disrupt the killer’s view with blunt trauma and static. Whenever you stun the killer, they are afflicted with aura blindness for 15/20/25 seconds.
“Amazing how much more ######### the signal is with your antenna bashed, ain't it?” -Murphy Morse
Perk 2: Murphy’s Law: You know just the right wire combination to make the spark explosions plus-sized. Whenever you fail a skill check or the killer breaks the generator that you had worked on last, it will spark brightly and blind the killer if they are looking at it. The survivor can also intentional force a skill check to spontaneously appear and fail, though this sparking can only happen every 90 seconds. An automatic 12/9/6% generator progress regression takes place upon a forced failure.
“If it can go wrong, it will go wrong. For you, that is.” -Murphy Morse
Perk 3: Signal Technician: Technical proficiency and some excess materials gathered has unlocked the ability to fasten transceivers onto objects. A player fastens a transceiver onto an object by interacting with the object. After fastening a transceiver onto a totem, chest, hook, black lock, exit door, locker, or generator, any survivor with Signal Technician can see the white aura of the object from 32/48/64 meters away. Signal Technician can have up to 3 tokens, and will gain one token every 60 seconds out of chase. If the killer is interacting with the object, the object’s aura will become red, and if a survivor is interacting with the object, the object’s aura will become yellow. Transceivers burn out after 3 minutes. Start the trial with 3 transceivers.
“All we’ll need is three more lights, and then we’re in business!” -Murphy Morse
Survivor Appearance:
Caucasian woman with black hair in a long ponytail. Wearing a heavy down jacket, blue jeans, and a toolbelt. Shoes are steel tipped work boots. She has bright hazel eyes and lots of freckles.
Map: Red Forest Annex
Skyburned Hamlet (Red Forest): Skyburned Hamlet is a ruined walled city in the Red Forest theme. The walls of the trial are the walls of the small village, and most of the city is flattened. Only a few buildings remain standing, and the basement can spawn in one of the basements. There is a main circle of the hamlet, which is where both roads lead in the hamlet, and where 1 generator will always spawn. There is also a tall tower, where 1 generator will always spawn. When this generator is completed, the air raid siren attached to the roof sounds.
Hopefully you enjoyed the chapter! Please let me know if there are any questions and if there are portions of this chapter that you believe should be changed or reworded. Thank you for your time!
Comments
-
did you write this? Cause god damn that would’ve taken a lot of time
Post edited by liamm1212 on0 -
Yes. I wouldn’t post it if I didn’t write it.
0