Chapter Idea - Blood Trail
New Killer - The Hunter
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Lore and Minor Details
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Born into a wealthy family with a popular history of competitive archery, Alexander Moser did not have it easy. With the pressure of obtaining the unobtainable in perfection, the child was forced into a role he did not want to fill, even though his ancestors had willingly done so before. The daily stress of seemingly endless practice sessions forced unto him by his parents just to keep the mantle of respect held by his onlookers was not the life he wanted. Alex's stress would change his feelings of constant depression into extreme anger issues. What started as self-harm turned into that of others. When Alex turned 24, he became accustomed to secretly purchasing people off the black market and hunting them in his family's hedge maze, without his parents knowing, as they didn't care much for Alex outside of his social image. The thrill of "his hunts" was the only joy for him. After his mother and father's deaths, Alexander would finally feel free enough to grow into and continue further down his dark path. Eventually Alex became bored of the same hunting grounds he used all his life; deciding to begin construction on a new area in the wide forest near his secluded estate; one where he could finally create his own challenges and feel freedom in his own sadistic way. On the day before the hunting grounds were finished, Alex left the comfort of his large estate and the stress of those around him to admire the decor of his new "arena" in his backyard. Alex, excitedly closing his eyes to take one large breath of air, releasing years of pent-up aggression in one exhale, was immediately forced back into his rage to only open them to a familiar and yet unfamiliar home, missing it's signature arena. No matter, the hunt must go on.
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Passive
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All chest auras are shown to you within a 32 meter range at all times. Upon entering the trial, 2 additional open chests (that are empty) are added while playing The Hunter. The Hunter has a default movement speed of 4.4 m/s (110%).
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Ability 1
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Hold the ability button to draw back The Hunter's Compound Bow. After drawing back the Compound Bow for a certain amount of time (depending on arrow equipped), Release the ability button to fire your currently equipped arrow. Depending on your currently equipped arrow, firing them will introduce strengths at the cost of some temporary weaknesses, as well as different draw times for the Compound Bow itself. Press the Basic Attack button to stop Drawing back the Compound Bow. Drawing back the Compound Bow reduces The Hunter's movement speed to 4.0 m/s (100%).
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Ability 2
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Press the alternate ability button to swap between different arrow types in order. Each arrow type has a certain amount that can be carried and fired at one time. Reload all arrows at the same time by interacting with a chest. Reloading takes 3 seconds and The Hunter cannot move while doing so.
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Arrow Types
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Trap Arrow - Travels in a tight arc at a speed of 14 m/s (350%) up to 18 meters starting in the direction The Hunter is looking. After travelling the maximum distance or hitting an obstacle, the arrow falls straight down and explodes into a Bed Of Nails with a radius of 8 meters on impact. Healthy survivors who remain in the effective radius of the Bed Of Nails for at least 2.5 seconds will become Injured and Broken for the next 30 seconds, as well as not gain the Recently Injured speed bonus. Failing to put the Broken survivor into the Dying State after the 30 seconds expire will fully heal them (timer pauses in chase). Injured survivors who remain in the effective radius of the Bed Of Nails for at least 2.5 seconds will be put into the Dying State and lose the Broken status effect if they have it. The Bed Of Nails remains active for 12 seconds after being created. Walking over a Bed Of Nails as The Hunter for longer than 1.5 seconds will cause it to disappear and stun The Hunter for 2 seconds. Maximum of 2 Trap Arrows at one time. Compound Bow must be drawn back for at least 0.3 seconds before firing. Only one Bed Of Nails can be active at any time, creating another will replace the older one.
Blunt Arrow - Travels in a straight line at a speed of 40 m/s (1000%) up to 18 meters starting in the direction The Hunter is looking. After travelling the maximum distance or hitting an obstacle, the arrow falls straight down and disappears upon touching the ground. If the arrow hits a survivor, however, even while the arrow is falling, that survivor will be slowed to 3.4 m/s (85%) for 4 seconds. This arrow requires a lot of energy to fire and slows down The Hunter to 4.2 m/s (105%) for 3.5 seconds after the arrow has been fired. Maximum of 3 Blunt Arrows at one time. Compound Bow must be drawn back for at least 1 second before firing.
Grapple Arrow - Travels in a straight line at a speed of 40 m/s (1000%) up to 32 meters starting in the direction The Hunter is looking. After travelling the maximum distance without hitting an obstacle or survivor, the arrow disappears and has no effect. Upon hitting an obstacle or survivor, the arrow attaches to it and creates a rope leading back to The Hunter, which increases his speed to 9.2 m/s (230%) while travelling towards the arrow, but reducing his speed gradually depending on his movement offset away from it. Upon entering a radius of 4 meters from the arrow or after performing a Basic Attack, the arrow and created line will disappear and reduce The Hunter's movement speed to 2.07 m/s (51.75%) for 2 seconds. The Hunter cannot damage survivors or switch arrow types while a Grapple Arrow's effect is active (or to cancel it), but can replace an older active Grapple Arrow with a new one. Maximum of 6 Grapple Arrows at one time. The Compound Bow must be drawn back for at least 0.3 seconds before firing.
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Perks
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Piercing Strike - By channeling the strength of the Entity, your blows become supernatural. Upon putting a survivor into the Dying State by any means, all survivors within your Terror Radius become unable to use items or interact with anything for 10/11/12 seconds. This perk has a cooldown of 60/50/40 seconds.
"The happiest part of life for me is the comfort of one's own company."
- Newspaper Article #212 Tips For Others: Staying Happy
Fear Shocked - Your presence invokes fatigue into your prey. While in a chase with a survivor and within 4/5/6 meters of them, they become Exhausted for 2 seconds.
"Don't worry my dear, I am not going to hurt you..."
- Alexander Moser
Hope Drought - When on your hunting grounds, there is no escape. Upon starting the trial, 1/2/2 additional exit gates will spawn that have their escape boundary blocked by the entity and cannot be used to successfully escape. (Tier 3) Slightly increases the amount of time required to open exit gates.
"You have been purchased by me, selected by me, to be used as only I see fit. Do not try to escape."
- Alexander Moser
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Addons
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(Common) Leather Strap - A leather strap crafted from a Boar which was hunted by Alex during practice with his father. Increases the amount of carried Blunt Arrows at one time by 1. Stacks.
(Common) Heavy Arrowhead - A thick piece of metal firmly attached to the end of specific arrow shafts to increase their force, making them especially useful for hunting small game, like rodents, without a mess. Survivors hit by a Blunt Arrow suffer from Exhaustion for 5 seconds.
(Common) Training Quiver - A small training quiver made from the finest leather money could buy. Increases the amount of carried Trap Arrows at one time by 1. Stacks.
(Common) The Sportsman's Elixir - A homemade brew consisting of unknown ingredients and used to focus the mind while under pressure. Shows the landing area for each arrow type to The Hunter while drawing back the Compound Bow.
(Uncommon) Broken Padlock - A small padlock used to lock various containers, rusted and broken after heavy use over many years. Slightly reduces the time taken to reload arrows at a chest. Increases the amount of opened chests by 1. Stacks.
(Uncommon) Reinforced Construction Boots - A pair of construction boots used for easy movement in extreme weather. Slightly increases the amount of time required before becoming stunned while walking on a Bed Of Nails as The Hunter. Stacks.
(Uncommon) Average Souvenir - The Ripped jeans of an unlucky victim; the many pockets can be used to hold more arrows. Increases the amount of carried Grapple Arrows at one time by 2. Stacks.
(Uncommon) Land Purchase Document - The memory of what could have been invokes the anger of one's past. Slightly reduces the movement speed penalty inflicted upon The Hunter after firing a Blunt Arrow. Stacks.
(Uncommon) Broken Target - A small wooden archery target destroyed out of rage. Slightly reduces the duration of the speed penalty after a Grapple Arrow disappears. Stacks.
(Rare) Father's Briefcase - It reads "Do Not Open" on the front. Increases the amount of carried Blunt Arrows at one time by 2. Stacks.
(Rare) Mother's Inhaler - Slower and calmer breathing can steady the mind. Survivors hit by a Blunt Arrow have their auras revealed for 5 seconds.
(Rare) Professional Quiver - A gift passed down for generations. Increases the amount of carried Trap Arrows at one time by 2. Stacks.
(Rare) Flailed Blunt Arrowhead - Pointed bits extrude from the metal base to inflict extra blunt force trauma to the target. Survivors hit by a Blunt Arrow cannot see The Hunter's Red Stain.
(Rare) Rubberized Arrowhead - A rubber coating is placed over the arrowhead to add buoyancy to each arrow. Blunt Arrows will ricochet 1 additional time off of surfaces. Moderately increases the movement speed reduction applied to survivors for each additional ricochet before the survivor is hit by the Blunt Arrow. Stacks.
(Very Rare) Shiny Padlock - A brand new padlock, tough enough to sustain years of wear. Moderately reduces the time taken to reload arrows at a chest. Increases the amount of opened chests by 2. Stacks.
(Very Rare) Metal Soles - A pair of uncomfortable and restrictive metal soles to protect one's feet. Moderately increases the amount of time required before becoming stunned while walking on a Bed Of Nails as The Hunter. Stacks.
(Very Rare) The Souvenir - The leather jacket of Alex's first victim; the large pockets can be used to hold more arrows. Increases the amount of carried Grapple Arrows at one time by 3. Stacks.
(Very Rare) Written Notes - A list of things to say when addressing the public, restricting Alex's ability to speak his own mind lest he gets punished for it. Moderately reduces the movement speed penalty inflicted upon The Hunter after firing a Blunt Arrow. Stacks.
(Ultra Rare) Whetstone - A small stone used to sharpen metals. Survivors who are damaged by a Bed Of Nails are inflicted with Dying. Restricts the maximum amount of Trap Arrows at one time to 1.
(Ultra Rare) The Deed - What one would consider a gift, Alexander considered a curse; one last punishment. Inflicting damage upon a survivor by any means will instantly reload all arrows. Restricts the maximum amount of Trap Arrows and Blunt Arrows at one time to 1.
New Survivor - Samantha Cahil
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Lore and Minor Details
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A chemistry teacher for young children, Mrs. Cahil had a passion for teaching, able to improve the grades of even the most troubled students. While helping students study after school hours had ended a storm had formed seemingly out of nowhere, thrashing against the windows of the school and forming tiny cracks in the glass. Desperate to find safety for both herself and her students, Samantha told her nervous students to take cover under their desks. The deadly winds destroyed the glass, and at that moment, Sam thought she was dead; closing her eyes to embrace her fate, she was surprised to not hear the loud winds stop, but also the screams of her students gone. Looking out of the now repaired glass, Samantha though she had lost her mind. Exiting her classroom, Sam heard screaming and began running towards the noise to find out why.
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Perks
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Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you gain the Entity's Thorns status effect for the duration of the vault. While affected by Entity's Thorns, if the killer were to damage you by any means during your vaulting action, they are stunned for 2 seconds. Activating this perk will cause Exhaustion for 60/50/40 seconds. Cannot be used while Exhausted. (Entity's Thorns is revealed to the killer by an audio cue and a visual thorn-like effect covering the survivor.)
"You can develop some thick skin working with some of the kids I have. Just gotta keep going."
- Samantha Cahil
Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. This perk starts the trial deactivated. While deactivated and looking at the killer within 20 meters of them but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. While this perk is active, your slow and medium window vaulting speeds are increased by 30/40/50 percent for the next 4 window vault actions. After the next 4 window vault actions are made, the perk is deactivated again. While charging this perk, your location is revealed via Killer Instinct.
"I have my eye on you! Don't do anything stupid."
- Samantha Cahil
Brute Force - Start the trial with 2/3/4 tokens. Spend a token by approaching a standing Breakable Wall to channel the Entity's mercy and be allowed to vault through it without breaking it. This perk cannot be used without any tokens.
"Sometimes you just need to use a little strength."
- Samantha Cahil
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Decisive Strike Rework
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Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for the next 40/50/60 seconds. While Decisive Strike is active and you are being grabbed by the killer from the Dying State, press the active ability button to force the killer to drop you as well as cause them to be stunned for 5 seconds. Upon stunning the killer, you will be teleported as far away from them as possible. Stunning the Killer by using this perk will result in you becoming the Obsession. The Killer can only be Obsessed with one Survivor at a time. Decisive Strike can only be used 1 time per trial and is automatically deactivated once the exit gates are powered.
Comments
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This is great!
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Thanks!
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What a great idea! Try making more
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This content has been removed.
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Very well made! As someone who has made a lot of fan made chapters, I tell that there was a lot care and effort put into this.
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The power is very interesting, I love it. With the specific numbers it also seems like you put time studying the game to make them as balanced as possible, as well. The only issue with the Hunter himself is the name, seeing as the Huntress is already in the game. Maybe The Archer instead?
Piercing Strike doesn't do too much other than slow actions, which is fine. It's simple and it works, it's a good perk.
Fear Shocked is a more generic, but also easier to remove Mindbreaker. It would be pretty good on Stealth Killers, but it shouldn't activate if they enter that range in a chase. It's already just a better Mindbreaker, so making it have that stipulation would be good in my opinion.
Hope Drought is incredibly interesting, I like it! Also the backstory of Alex is a yikes, and really fits with this perk.
I don't really see a problem with Tough Upbringing, but I don't overly care for it for whatever reason. It's perfectly fine though. The only thing this really needs is an indicator to the Killer that it's been used, like Dead Hard, like an entirely different vaulting animation.
Studied Approach is fine, but why doesn't it just use Tokens? It also has a pretty small upside in my opinion. Maybe 40/45/50% faster instead? It's only for 10 seconds and for a slow vault so it doesn't matter at all unless it's a big increase. If I were pushing it I'd say maybe 50/75/100% faster.
Brute Force is good, but it's needlessly complicated. I'd recommend making it so it's just an exhaustion perk that allows you to permanently make a breakable wall into a window that the Killer can break. At current it's perfectly fine, though, just again needlessly complicated in my opinion.
I disagree with the suggestion of a Dead Hard rework. This rework specifically isn't good at all in my opinion because it's too similar to Tough Upbringing. If any perk in the entire game needs a rework, it's Decisive Strike. I rarely see this perk prevent tunneling. It's just 60 seconds of invulnerability. If you don't want a DS rework, then try Unbreakable. There is no reason to rework Dead Hard.
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Changelog
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- Dead Hard rework removed and replaced with a Decisive Strike rework. Below is a list of all reworked perks for the chapter:
- Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for the next 40/50/60 seconds. While Decisive Strike is active and you are being grabbed by the killer from the Dying State, press the active ability button to force the killer to drop you as well as cause them to be stunned. Upon stunning the killer, you will be teleported as far away from them as possible. Stunning the Killer by using this perk will result in you becoming the Obsession. The Killer can only be Obsessed with one Survivor at a time. Decisive Strike can only be used once per trial and is automatically deactivated once the exit gates are powered.
(Original) Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds. Succeeding or failing the Skill Check will disable Decisive Strike. Successfully stunning the Killer will result in you becoming the Obsession. Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
- Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you gain the Entity's Thorns status effect for the duration of the vault. While affected by Entity's Thorns, if the killer were to damage you by any means during your vaulting action, they are stunned for 2 seconds. Activating this perk will cause Exhaustion for 60/50/40 seconds. Cannot be used while Exhausted. (Entity's Thorns is revealed to the killer by an audio cue and a visual thorn-like effect covering the survivor.)
(Original) Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you become temporarily immune to damage during the vault. While immune to damage, if the killer were to damage you with their main weapon or grab you during your vaulting action, they are stunned for 4 seconds. If this perk is used and the killer is not stunned during the animation or no attempted damage was dealt, you are stunned in place for 3 seconds. You cannot interact with anything while stunned. Cannot be used while Exhausted. After activation, causes the Exhausted status effect for 60/50/40 seconds upon use.
- Fear Shocked - Your presence invokes fatigue into your prey. While in a chase with a survivor and within 4/5/6 meters of them, they become Exhausted for 2 seconds.
(Original) Fear Shocked - Your presence invokes fatigue into your prey. Survivors within 4/5/6 meters of you become Exhausted for 2 seconds.
- Brute Force - Start the trial with 2/3/4 tokens. Spend a token by approaching a standing Breakable Wall to channel the Entity's mercy and be allowed to vault through it without breaking it. This perk cannot be used without any tokens.
(Original) Brute Force - For each second you are in a chase, gain a token up to a maximum of 30/25/20 tokens. While at the maximum amount of tokens, this perk becomes active. While active, call upon the Entity to convert unbroken breakable walls within 6 meters of you into survivor-only window vaults for the next 6/7/8 seconds. Converted breakable walls cannot be vaulted by the killer and must instead be broken.
- Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. This perk starts the trial deactivated. While deactivated and looking at the killer within 20 meters of them but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. While this perk is active, your slow and medium window vaulting speeds are increased by 30/40/50 percent for the next 4 window vault actions. After the next 4 window vault actions are made, the perk is deactivated again. While charging this perk, your location is revealed via killer instinct.
(Original) Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. While within 20 meters of the killer but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. Upon entering a chase while this perk is active, your slow and medium vaulting speeds are increased by 10/15/20 percent for the next 10 seconds. After the 10 seconds expire, the perk is deactivated again. While charging this perk, your location is revealed via killer instinct.
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I have made some adjustments that will hopefully improve the chapter. Above is the changelog.
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