If you could give your Killer a "Super" Power based on their lore, what would it be?
Once a match your Killer gets to utilize a really crazy power to shake the game up or as a last ditch effort to seize control of the trial.
For Pyramid Head, I'd give him an Otherworld Transition. Just like the Silent Hill games, sirens blare as the world transitions from one of Fog to a dark world with pitch black skies, rust and rain. The torment and guilt of the Survivors has temporarily smothered the trial. While in the Otherworld, the aura of Survivors are revealed, Survivors suffer from Blindness and Oblivious effects, and all action speeds are reduced.
For Nemesis...the rocket launcher. Obviously. 4 rockets - one for each Survivor.
What super power would you give your Killer?
Comments
-
I mean, Pinhead basically just needs to stop playing by the Entity's rules for a few seconds. More chains?
3 -
After hooking 4 unique survivors the clown can activate his ability “last laugh”.
Once activated all generators on the map will explode into gas that slows survivors down by 20% and makes them scream. These generators are unable to be worked on for the next 30 seconds.
1 -
Trapper - at the beginning of the trial all traps are ACTIVE, placed on the routes between generators and unseen. After 20 seconds any placed trap becomes unseen too. Every time survivor is hooked - new trap spawns somewhere on the map, but no closer than 5 meters to the other traps. Trapper walking over the trap never trigger or deactivate them. Once survivor got caught - he can't hear Trappers terror radius.
0 -
Pig.
Whenever you hook a unique survivor, they are instead abducted and wake up inside a personalised Saw trap that they need to escape from in order to continue the trial.
Of course, she's Amanda so all those would be rigged to guarantee you die anyway.
4 -
Pinhead would say something along the lines of "The box, you opened it.......I came"
3 -
Demogorgon
The Demogorgon is able to bring a Survivor into the Upside Down. Once in the Upside Down, The Demogorgon is able to devour the Survivor, which will kill the Survivor and will grant the Demogorgon Killer Instinct on all Survivors remaining in the Trial for 20 seconds
2 -
Trapper would probably put all the survivors into a mine and blow it up
1 -
Hag:
Sorrows of the Endless Mire
Once per game, you may activate all your remaining traps simultaneously, summoning a mud phantasm at their location. These phantasms will run at 115% speed towards the nearest survivor or generator and attack. If they hit a generator first, they strike it, causing 5% regression. If they hit a survivor, they are placed into the injured state and suffer the Broken status effect for 20 seconds. Mud phantasms last for 15 seconds or until they attack once.
1 -
Pyramid Head
Once per Trial, gain the ability to seek out anyone playing James Sunderland and instantly teleport to their location, before impaling them with a spear.
1 -
Freddy power - With the trade off of the ability to hit woken survivors, he gain enhanced intel and slows gens down when they are asleep.
1 -
Lit survivors on fire. Wraith.
Which btw, a coincidense 100%, but when uncloaling Wraith looks like he is burning. Which coincides with him getting burned in his backstory
2 -
I really like the name!
I called Pyramid Head's a simple "Otherworld Transition" but maybe I should have named Nemesis's rocket launcher power "Advanced Armaments"
1 -
Pyramid Head
City of Ashes
Once per game, you activate a gateway to Silent Hill. This applies the Tormented, Exhausted and Blindness status to all survivors for 60 seconds and you become Undetectable for 60 seconds.
Nemesis
Final Mutation
Once per game, you may ascend to Mutation level 4. This transforms you into an enormous immobile monster at the furthest point of the map from all generators, gates and hooked survivors. Survivors can see your aura at all times.
While in this state, 4 zombies will spawn for every living survivor and will pursue survivors at 3.0 m/s. Additionally, a railgun will spawn in a random spot on the map. The aura of the railgun will be visible to survivors.
To end Final Mutation, a survivor must acquire the railgun and use it on Nemesis, reverting him to his standard form.
While Final Mutation is activated, the exit gates are blocked by a wall of zombies.
Nurse
Breathtaker
You actively seek out the breath of the living.
Once per game, you may gain 12 Blink charges and the auras of all survivors are revealed to you for 20 seconds.
Trapper
Field of Screams
Once per game, you recall all the traps on the map to you. Until you have placed these traps, placing a trap is instant and your aura is hidden from survivors.
Wraith
Lightbane
Once per game, you usurp the power of the Entity, causing all generators, pallets and exit gates to become invisible to survivors for 30 seconds. While Lightbane is activated, you may attack without decloaking.
Demogorgon
Summon the Pack
Once per game, Demogorgon howls and calls demodogs to assist him from The Upside Down. 1 demodog emerges from a random existing portal every 15 seconds and will rapidly hunt down survivors, latching onto them, applying Deep Wound and revealing their location with Killer Instinct, then dying.
Summon the Pack ends when survivors successfully close 3 of your portals.
While Summon the Pack is active, the auras of your portals is revealed to all survivors.
0 -
The ability to actually hook survivors lots within a trial. Especially on survivor sided maps.
Thatd be a nice power....
0 -
Twins:
Victor gets to be immortal for a minute.
alternatively, drop all the unnecessary stuns, and no super power is needed.
0 -
Trapper:
Can set up different traps (something like Rambo's traps) and is no longer stunned when he steps in his own traps, maybe he can also camouflage.
0 -
For trickster telekenesis type abilities for sure have him lift survivors for a small stun or his knifes can float in the air and then rain them down upon unexpecting survivors XD.
0 -
Twins
Gemini Rampage
Recall Victor to you. For the next 120 seconds, Victor will automatically leap at any survivor within 12 meters of Charlotte, damaging them for one health state and returning to Charlotte immediately. Victor will also leap at dropped pallets, breaking them instantly. Leaping incurs a 6 second cooldown. If a leap fails to hit any survivor or breakable object, this cooldown is reduced by 50%.
While Gemini Rampage is active, you cannot control Victor.
0 -
Getting some pretty creative ideas here! Maybe BHVR will add them? Haha just kidding....unless.....
1 -
Here's another few (this is a really fun idea by the way)
Ghostface
It Could Be Anyone!
For the next 180 seconds, you become Undetectable, your appearance is altered to be identical to a random living survivor and you may sprint, walk, vault and pretend to perform repair or heal actions. You may stalk and attack survivors while in this state. Placing two survivors into the Dying state will revert Ghostface to his standard form.
Can be used once per game.
The Cenobite
Hell on Earth
You immediately summon the Box to your location, and access The Maze.
This immediately begins a Chain Hunt and the aura of the Box is hidden from survivors for 60 seconds.
While Hell on Earth is active, all exits are blocked.
The Cannibal
Golden Chainsaw
Once per game, your chainsaw becomes substantially enhanced for 60 seconds. Striking objects other than survivors will no longer end Chainsaw Sweep and charges return 50% faster. While this is active, you may instantly break pallets.
The Doctor
A Thing of Lightning And Pain
Once per game, you may overcharge yourself for 30 seconds. While overcharged, hitting a survivor with any of your abilities will apply the Hindered status effect. If a survivor reaches maximum Madness, they are placed into the Dying state.
While in this state, The Doctor moves 15% slower.
The Trickster
Encore!
Once per game, you may use an enhanced version of Main Event for 20 seconds. While using Encore! Trickster's knife count does not decrease and his knives travel 30% faster. Hitting a survivor with a knife will increase the duration of Encore! by 1 second.
The Huntress
Come To Me, My Prey
Once per game, you instantly gain 10 extra hatchets and the auras of all survivors within 48m are revealed to you. While in this state, your hatches travel 50% faster and will pierce 1 wall or object. This lasts until all 10 hatchets have been thrown.
Michael Myers
The Shape Of Evil
Once per game, you may apply Exhausted and Oblivious to the obsession. For the next 45 seconds, you gain the ability to kill the obsession by your own hand but cannot damage any survivor that is not the obsession.
The Pig
Amanda's Game
Once per game, upon hooking a survivor, you may instantly place a rigged reverse bear trap on that survivor. This activates after the survivor is unhooked. This trap has an identical timer to a regular trap, but can only be removed by another survivor. This takes 24 seconds and will apply Deep Wound and Hemorrhage to the survivor removing the trap. Progress is not lost if this is interrupted.
The aura of the trapped survivor is visible to all other survivors.
If Amanda's Game is activated with only one survivor remaining, it instantly activates - killing that survivor.
If you attack the survivor wearing the rigged trap, it is immediately removed.
1 -
Nemesis would get both his run and rocket launcher. If I had to choose one though it'd be the run. Sure it's simpler and might seem boring on paper but it's arguably his most iconic ability once seen in action. I mean it looks extremely badass when you used the blighted serum.
0 -
that's a better super power.
the stun removal should just be base it though.
maybe something about stealth and awareness? maybe something to do with items?
0 -
I’d make Spirit 100% undetectable while phase walking ( meaning spine chill and premonition won’t proc ) and make her go through walls and objects.since you know she’s a spirit
but this is all hypothetical lmao
0 -
I would give Trickster the patience superpower. No more wasted main events... patience is key. Let me choose when I need to use it... not arbitrarily waste it almost every single time.
0