New Chapter - Kill Command
killer
Info
Name - Project #531 - Nacht
Killer Name - The Machine
Speed - 4.6 m/s
Terror Radius - 36m
Height - Average
Lore
Project #531 under the code name of 'Nacht', was a concept that was inspired by a German scientist who wondered if a robot could attempt to replicate the waves the moon could make. Project #531 was crafted out of scrap and was in the field for an hour before the machine caught fire.
17 years later the robot was pulled out and remade into a proper machine. They rebuilt all its systems and added a some what smart A.I that would move it out of the way if the tides ever got too high. The machine stood on the beaches of England after English scientists picked the project up.
It was named 'The Water's Watcher' and overlooked the English Channel. People noticed it slowly wander to the water, almost as if the sea was asking for help. But the tide rose as the machine turned to face the people before being swallowed by the tsunami that followed. Many died that day, but people feared the sea after The Water Watcher couldn't save them...
power - controlled malfunction
You were given A.I on how to control, predict, learn and adapt. You maximise each function to the fullest and use your technical prowess to mess with Survivors on Generators or Gates/Hatch.
Controlled Malfunction starts with 3 Tokens, up to 5 Tokens can be held at once. You lose tokens when using Controlled Malfunction. You gain tokens every-time you destroy a Generator. Controlled Malfunction uses 1 Token for Generators, 3 for Gates and 5 for Hatch.
If next to a generator, using Controlled Malfunction will give upon activation -
- 10% Speed Boost for 5 Seconds
- Generator Suffers 10%+ Bonus Regression
- Survivors are inflicted with 'Known' Status Effect.
If next to a gate, using Controlled Malfunction will give upon activation-
(NOTE: This affects one gate at a time, it can be planted at anytime.)
- Exit Gates get 4 Skill Checks, failing any will shut that gate for 30 Seconds and reset all progress back to 0.
- Exit Gates ALWAYS play the beeping noise.
- Exit Gates are opened 15% slower.
If next to the hatch, using Controlled Malfunction will give upon activation -
- Hatch cannot be re-opened by a Key.
- Hatch will not emit sound.
- Hatch cannot be closed
- Endgame Collapse activates if Controlled Malfunction is placed upon the Hatch.
Secondary Power - The murder machine
Due to being a machine, blinding items efficiency are reduced by 50% naturally. This will be replaced if stacked. i.e: Lightborn.
Every Survivor who dies adds a Token to this Power. You gain Tokens for Sacrificing/Killing Survivors.
Upon a Survivor dying, you -
- Speed up by 2%
- 3%+ Recovery Speed
- 6m+ Terror Radius
add-ons
COMMON
- Spare Parts - Increases speed by 2%.
- "Parts that were ready for Emergency Repairs" -Life Guard briefing notice.
- Salt Water - Inflict Mangled upon hit for 30 Seconds.
- "Sea Water tasted salty, painful even. But the fact I survived is enough." -Witness
- Silent Engine - 4m+ Terror Radius instead of 6m
- "Part of the plan to upgrade Project #531" - Documents
- Code - Decrease Passive Blind resistance by 30%, increase 'Damage' actions by 5%.
- "Line of Code, copy and pasted from the A.I itself."
- Crab Claw - Inflict Hemorrhage upon hit for 30 Seconds
- "Crab Claw found lodged in the back of a beach-goer during the Tsunami."
UNCOMMON
- Repair Parts - Increases speed by 4%
- "Parts that were made for repairs in mind." -Life Guard notice.
- Seaweed - Generators suffer 15% Bonus Regression instead of 10%.
- "Seaweed that surrounded the Lifesavers on the scene."
- Commands - Decrease Passive Blind resistance by 40%, 'Damage' actions are 10% faster.
- "All commands that the A.I should be able to execute." - Scientists Answer
- Sea Shell - 3m+ instead of 6m
- "Sea Shell that echoes with screams." - Documents
RARE
- Mechanic's Instructions - Generators suffer from a Tremendously Hard Skill check upon being Damaged.
- "The Overall Design from the German Team that was drawn 17 Years ago."
- Coral - Gates open 25% Slower but the Skill checks have a 15% bigger skill check zone.
- "Coral found from the deepest part of the seas. Still clinging to the rock." - Documents
- Power Supply - Both Gates can be inflicted with Controlled Malfunction
- "Old Power Supply from the original machine." -Blueprints
ULTRA RARE
- Shark Fin - Exit Gates upon 50% Slower but upon being opened, gain the ability to kill ONE survivor by your hand. Gain 25% Bonus Resistance to stuns and be notified when the door is being worked on. 50% Slower Gate Opening will override any other slower opening speeds.
- "Shark Fin that sliced open a Victim whom thought they were safe." - Documents.
- Drenched Life Saver - Survivors who save people from hooks suffer the Exposed Status Effect for 30 Seconds after the unhook. When a Survivor dies all Survivors suffer a 5% Altruism Penalty and cannot be healed by multiple people.
- "You can save them, but how long can you save yourself?" - Witness describing the loss of his family.
Known - status effect
Upon failing a Skill Check, the Survivor whom failed it is inflicted with Known.
Known has 3 Tokens, each failed Skill Check adds a token, you start with one Token. Upon getting 3 Tokens the survivor is revealed to you for 3 Seconds and Suffers from Exposed for 25 Seconds. Hitting 5 Skill Checks in a row removes 1 Token.
Weapon & Mori
The Machine wields a Spanner, gripped in his right hand.
The Machine will place his foot over the Survivors head and repeatedly stomp it for 3 Seconds before slamming their body with the Spanner once.
Perks
Hex: Denial
You root your power within a totem in the most desperate of scenarios. Upon the Exit Gates or Hatch being opened Hex: Denial will attach to any Dull Totem. Hex: Denial does -
-{Slow Exit Gates by 55%/65%/75% from opening
-{(Level III Only) Hatch consumes Key no matter what.
-{Survivors heal 30%/40%/50% slower when in a 16m radius of 1 Gate/2 Gates/All Gates + Hatch
"It seems the beasts come upon a new found strength to deny us our escape..."
Wanderer of the Water
Your days of watching the water move taught you something, calmness. But the Entity has also taught you something, exploitation.
Survivors leave 50% bigger blood pools and bleed 25% more. Breathing/Groaning is 10%/15%/20% louder.
Survivors will hear your Terror Radius approaching the most recent generator completed if 3 Generators are already completed. (Level III Only)
"The fact that the machine learnt to do this from what the Entity done could be the beginning of our demise."
Produced from the Dark
You have seen the darkness the Entity wants and you intend to keep it that way.
Start the match with a 4%/8%/12% bonus to Vaulting/Recovering/Hooking/Damaging but lose all bonus if one Generator remains. If the Endgame Collapse is triggered, lose all bonus this perk applies.
"He was made from the light, but born in the Dark."
Survivor
info
Name - Jeremy Krove
Breathing - Average
Size - Average
Groans - Average
lore
Jeremy Krove was a person deep in the Science Field. He produced many a breakthroughs of technology and even made the Project #531 V2 functional! They planned to leave everything as it was once the ocean was at the commands of mankind.
However Jeremy noticed many design faults within the confines of the Project #531 late one night. He sent out a call for the machine back so they could make it inactive and remove the flaws. However those design flaws made it into the Project #531 V2.
Jeremy was lifted up into the air and dropped onto a metal corpse of another machine, he bled from his wound. As he was losing consciousness, he swore that the metal turned into Spider Legs with fire within the centre.
Jeremy would be presumed dead and the detectives best bet was that he crawled for help or that the body was disposed of.
perks
Desperation
Your instinct for survival overrides your common sense. Your suffer from a 10%/7%/5% generator repair speed debuff. However getting hit, the sprint is 10%/15%/20% faster and lasters 5%/10%/15% longer.
"No need for logic if Life forces you this way." - Jeremy's Motto
Push-Pull
You force the Killer to make a choice. You struggle 3%/5%/8% faster and can use all of your items durability (if you have one) to escape the killer's gasp, they suffer from a 2 second stun but your aura is revealed to them for 5/4/3 Seconds.
"You pushed me here? I'll pull myself out." -Jeremy's ""Good"" Mental Health advice.
Crawl to Success
Your dying moments will be another inconvenience. Crawl 15% Faster when in the Dying state and leave 30%/35%/40% less blood upon crawling around. Your groans are 10%/15%/20% quieter within the dying state.
"I ain't out but I ain't at my best." - Jeremy's Motivation Poster
Feedback would be appreciated. Rate on the following ideas. Give each a 1 to 5 rating. 1 being Trash, 5 being Good. Total of 25 with all ratings added up.
- Killer
- Killer Power
- Killer Add Ons
- Killer Perks
- Survivor Perks
edit log
Nothing yet...
Comments
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Killer themself: 10/10 we have never seen one yet
Power: 8/10 pretty good with some flaws
Addons: 10/10 more game play style changing than Myers
Perks (Killer): 7/10 Hex Denial needs change and produced from the dark is pretty much countered by gen rushing
Perks(Survivor): 10/10 pretty self explanatory
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If the killer gains tokens for his ability by destroying gens, how would he gain any during the endgame?
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You are meant to plan the game out on the fly and prepare for the end.
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