The Marianne Chapter
Character lore and power add ons:
Spoiler warnings going ahead. While the power and perks do not contain any significant spoilers, the lore of the characters dips into it, and the add ons definitely reveal significant plot details.
Killer: The Witch (115% speed)
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Marianne Basselin, the Bride of Beleth, was witch in the 16th century. Long after her death, she clawed her way back to the land of the living through the nightmares of Emma Larsimon. Emma dealt with her nightmares by writing it as the fictional Lizzie Larck series, however unbeknownst to her, the fictional stories grant Marianne power, and the freedom to enact gruesome scenes from the stories.
When Emma chose to end the series and put the past behind her, Marianne lured her back to her home town of Elden where she used all of her power to kill those around Emma, forcing her to write and continue the story of Marianne, to continue her own cruel legacy.
Weapon: The Witch’s Claws https://i.imgur.com/XzV3DeW.png (Rather than a swing, the Witch’s lunge would have her raise both hands forward, shrieking, and walk quickly forwards to attack. Same range and hitbox as a regular lunge however. See Image 2.)
Body: Bride of Beleth https://i.imgur.com/RvNgCw6.png
Head: Hallowed Blindfold https://i.imgur.com/lbf6Bp7.png
(Note: It is very difficult to get a clear image of Marianne, as most scenes she is either intentionally out of focus, or it is a face-only shot)
Survivor: Emma Larsimon
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Emma Larsimon was a haunted child. In her dreams, she was tormented by a woman named Marianne who turned every dream into a nightmare.
When she and her friends performed a botched summoning ritual to talk to Marianne, the witch was able to break through from the other side, possessing Emma and cursing her friends. Emma dealt with the idea of Marianne through her writing, creating a fictional character to fight her demons for her which allowed her to put the incidents behind herself and live a normal life.
Emma never realised that her dreams were more than dreams, never knew that her writing became more than fiction, but when Marianne proved herself to be all too real, she was forced to return to friends and family she had long since ostracised. Fighting the witch would come at great cost to herself and others, but she owed it to the world that she unleashed hell onto.
Add Ons:
Common:
1. Witch Spit – Spitting in the eyes of the dead is an affront to God, and bolsters the Witch’s spells. Cleansing a hex bag takes slightly longer.
2. In Chains – The first volume of Lizzie Larke, depicting Marianne possessing a mother to drown her son. Spreading stories of Marianne extends her powers’ reach. Slightly increases the range of hex bags.
3. Holy Necklace – A necklace decorated with a cross, belonging to the Daugeron family. The symbol of faith weakens the Witch’s hold. Hex bags no longer apply exposed nor reveal auras on destruction. Grants +100% points in the Deviousness category.
4. Bloodied Kitchen Knife – A knife from the Daugeron household, used to cut flesh, carve symbols in flesh, and murder. Survivors who are hit while hindered by a hex bag explosion suffer from the mangled and haemmorhage debuffs.
Uncommon
1. Tangled Hair – Human hair twisted and woven into a thin rope bolsters the Witch’s spells. Cleansing a hex bag takes moderately longer, skill checks are slightly smaller.
2. Marianne Bites – The second volume of Lizzie Larke, depicting Marianne possessing a polar bear to disembowel a sporting team. Spreading stories of Marianne extends her powers’ reach. Moderately increases the range of hex bags.
3. Crow’s Feathers – Feathers from the crow which serves the Witch as a familiar. Gain a 5 second haste effect upon detonating a hex bag.
4. Molitor Report – Church records detailing the extensive heretical crimes of Marianne’s life. Start the trial with 1 additional hex bag. Increases maximum carried hex bags by 1.
5. Hallowed Blindfold – A torn piece of the sack Marianne was buried in, it covers her haunting eyes even in death. Survivors affected by the hex bag are afflicted with blindness.
Rare
1. Blood-soaked Fingernails – Fingernails ripped from a person’s hand, the wet blood suggests they were still alive at the time of removal. Bolsters the Witch’s spells. Cleansing a hex bag takes considerably longer, skill checks are slightly smaller.
2. The Earth Screamed – The third volume of Lizzie Larke, depicting Marianne possessing a child to stab his parents in their sleep. Spreading stories of Marianne extends her powers’ reach. Considerably increases the range of hex bags.
3. Symbol of Beleth – A bloody symbol that carries the power of the demon Beleth. Upon downing a survivor within the area of a hex bag, gain a 5 second killer instinct effect on all other survivors within hex bag areas.
4. Jumprope Noose – A child’s jumprope knotted sinisterly into a noose. Injured survivors affected by hex bags are afflicted with the broken status.
5. Lucie’s Toy – The talking stuffed animal owned by Lucie, now used to instill fear in those who knew her. After losing the Oblivious debuff, survivors will hear the terror radius at a random volume for 5 seconds.
Very Rare
1. Crone’s Molar – A large bloody tooth ripped from the possessed Madame Daugeron bolsters the Witch’s spells. Cleansing hex bags takes tremendously longer, skill checks are moderately smaller.
2. And the Intimate Darkness – The final chapter of Lizzie Larke, depicting Marianne’s final confrontation with the heroine. Spreading stories of Marianne extends her powers’ reach. Tremendously increases the range of hex bags.
3. Daugeron’s Eyes – Eyes ripped from Madame Daugeron when Marianne left her. The oblivious status lingers for 5 seconds after survivors leave the area, or cleanse the hex bag.
4. Demon’s Contract – The contract signed by Marianne with the demon Beleth. Survivors affected by a hex bag are afflicted with an exhaustion debuff. This debuff lingers for 5 seconds after leaving the area or cleansing the bag.
Ultra Rare
1. Iridescent Blog – A new revival of the Lizzie Larke story posted online at the whim of the Witch. A revival of her story grants the Witch immense power to confuse and torment. Survivors affected by the hex bag will see other survivors as illusions of the Witch indefinitely.
2. Philip’s Skin – A square piece of skin, cut from the barely-alive Philip Daugeron and used to craft hex bags. Hex bags deploy at their full range. Tremendously increases the cooldown of setting hex bags. (+20 seconds)
Power Concept:
The power allows the Witch to mark significant areas with hex bags. As in the series, these are used to make people more vulnerable to attack, as well as making them paranoid and confused. Hex Bags would hang from a string of hair from the ceiling, or just up into the sky, dangling ominously. These would be visible from slightly further away than the max range, but not halfway across the map.
Survivors are faced with a choice, destroy the bag which reveals and exposes them, but leaves the area safe for a time, or leave the hex bag up. Leaving the hex bag makes them Oblivious, so the Witch can approach stealthily, but also shows them illusions of the Witch in place of other survivors. This would be a short effect, only 3 seconds, but would happen each time a survivor enters your field of view (regardless of whether THEY are inside the range or not.)
Unlike the often suggested “the killer looks like a survivor” power, this is designed more to scare players. A quickly approaching survivor may be the Witch, which could cause survivors to interrupt actions like cleansing and dismantling hex bags prematurely, or accidentally miss a skill check. Also, with 2 other Witches on your screen, a third approaching may be the SWF teammate that just said they were heading your way, or the Witch herself, and a quick decision has to be made to stay or go. This is not foolproof, and is designed more to create confusion and scares than to serve as the majority of the power.
Detonating a Hex Bag hinders survivors, allowing her some utility within a chase. Hex Bags take time to extend their range so they cannot be instantly used and detonated to slow a survivor running away from you, however they would prevent backtracking around the same loop/jungle gym, or create a surprise trap when a survivor runs into one.
Comments
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This is really cool I love the perk icons too
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Thanks :)
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