Jason Voorhees Fan-Made Chapter
New Killer: The Slasher
Appearance
The Slasher, or also known as Jason Voorhees, wears a yellowish hockey mask (similar to Part 6's), a black, long-sleeved button-up, and khaki pants (a mix of Part 3 + Part 6).
Weapon
A standard machete, similar to the machete Jason used in Part 6.
Difficulty Rating
Difficulty Rating: Intermediate
(based on the amount of time and effort that is required to properly learn to play him and use his Power effectively)
Lunge
Standard lunge
Speed
115%, 4.6m/s
Height
Tall
Terror Radius
32/0 meters
Background
Jason Voorhees was born in Crystal Lake of New Jersey in 1946. His mother, Pamela Voorhees, treated him as her own treasure, a gift that she prized. She loved and cared for her boy, while his father, Elias Voorhees, did the exact opposite. In fact, to add insult to injury, Elias was a horrendous man, a man capable of beating his loved ones and drinking continuously. Pamela eventually left Elias to leave all of the abuse behind, something a woman like her didn't deserve. Pamela got received a job as a cook at Camp Crystal Lake, a camp suitable for young children, where the counselors were careless adolescence. Jason, being a young boy with severe birth defects, had a complicated time fitting in with the other children. He was tormented and bullied by the younger kids, as he didn't resemble one of them. The day finally came when he was drowned in the colossal Crystal Lake by the other children at camp. The children shoved Jason in the water, laughing mercilessly at him as he couldn't sustain himself in the water. He eventually drowned; his mother working not knowing of what occurred. His mother eventually discovered what had happened, and she begged officers to try to find him. When they stated they couldn't due to bad weather, this caused Pamela to go crazy. In 1979, Pamela savagely murdered every reckless counselor she could come across. She came across a girl named Alice Hardy, a girl that put up a fight with Pamela. Alice dragged Pamela over the camp, trying to reach safety. The time came when Alice decapitated Pamela on the beach, ending their brawl. Alice later woke up in the hospital, after experiencing a nightmare where young Jason drowned her in a boat, in Crystal Lake. The succeeding year, however, Alice discovered Pamela's head in the fridge, causing her to scream when she spotted it. Jason, now as an adult, stabbed Alice in the head with an ice pick. As soon as he dropped her body, fog rolled into her apartment. The world around Jason slowly turned black. The time was his, the time to shine. He could brutally murder survivors who came in his path with ease. He had one task to do. He had to kill for Pamela, he had to avenge her.
Power: Kill for Mother
Jason's only task is to kill for his mommy, which makes her proud. Kill for Mother consists of its own abilities, Concealed and Snare. Using Concealed can...
-Allow The Slasher to hide in lockers, extending his terror radius by 16 meters but terror radius is faintly heard.
-He can exit lockers, returning the terror radius.
-Survivors who enter a locker that you are hiding in will put them on your shoulder, exiting the locker immediately.
-Hiding in a locker shows the outside of the locker, similar to what survivors see while hiding.
-You can still search lockers, only if a survivor is hiding in them. If not, then you will instantly hide in a locker.
-Your aura-reading abilities are covered until you exit the locker. However, generator auras are still visible.
-Exiting a locker grants a 5% Haste effect for 5 seconds.
-Your breathing noises are reduced. Survivors can still hear you breathe if they get close enough to the locker.
-The auras of lockers are revealed within 16 meters.
-You can be heard entering/exiting a locker.
-You are able to vault while carrying a survivor.
Snare allows The Slasher to throw hunting knives at survivors by charging his throw, similar to The Huntress. The tips of the knives are laced with cyanide, which can down a survivor if not removed in time. Hold the Charge button to charge your knife.
-Start the trial with 4 knives.
-You can fully charge the knife, throwing it at a distance.
-A knife that hits a survivor can put the survivor in the Dying state if they do not remove the knife in time (60 seconds).
-Survivors who have been hit by a knife cannot be put into the Dying state by the knife if they are in a chase.
-Survivors can remove the knife themselves or have a teammate do it (takes 7 seconds), but are required to mend afterward.
-Survivors that are hit go down a health state.
-To refill your knives, hold the Charge button to reset them. You will be put into a 10-second animation that requires you to look down at your 'pouch' and 'reconstruct' knives by yourself.
-Survivors that have been hit, that are hooked, have the knife immediately removed.
-If you hit an injured survivor, they can be put into the dying state either way.
-To cancel your charge, press the attack button.
Mori
The Slasher slashes at the back of the survivor, before proceeding to hack off their limbs, eventually reaching their head, then slams his machete into the survivor's head, splitting their head open.
Weapon Cooldown Animation
When Jason hits a survivor, he wipes the blood off with the back of his hand.
Add-ons
Common:
Tent Spike- A tent spike, found from campers who left it behind. The spike is rusted and smells of mud.
-Slightly decreases the time it takes to enter a locker
-Slightly increases noise while in a locker
-Stacks
Duct Tape- Duct tape that is handy in most situations. Can fix leaks and broken objects in no time.
-Slightly decreases the time it takes to exit a locker
-Slightly increases the time it takes to enter a locker
-Stacks
Plastic Bottle- A bottle, found in a trash can found at Camp Crystal Lake. The label is completely ripped off.
-Slightly increases range where you can see a locker's aura.
-Slightly decreases noise.
-Stacks
Wrapper- A candy bar wrapper found trampled on the ground. Smells of caramel and nuts, with a mixture of dirt and grass.
-Lockers' auras are not shown.
-Gain 300% more bloodpoints in the Deviousness category.
-Stacks
Uncommon:
Box of Matches- An empty box of matches found on a picnic table. Smells of charcoal within the interiors of the box.
-Survivors hit by the knife suffer the Blindness effect for 30 seconds.
-Does not stack.
Hairspray- A half-full bottle of hairspray found at between bleachers at a performing area within the camp. Scribbled in marker, the bottle belongs to "Sarah".
-Moderately decreases the time it takes to refill your knives.
-Slightly increases the time it takes to charge your knife.
-Stacks
Aluminum can- An aluminum can found at the camp's kitchen. Smells and tastes of year-old soup.
-Moderately increases speed while charging your knife.
-Moderately increases noise made while in a locker
-Stacks
Ring- A ring found between the beds at the camp. Smells of perfume and metal.
-Slightly increases the speed of the knife when thrown.
-Slightly increases the time it takes to refill your knives.
-Stacks
Razor- A razor found in the boy's bathroom at the camp. Signs of hair are shown on the razor.
-Survivors hit by the knife suffer slightly from the Mangled status effect.
-Stacks
Rare:
Toothbrush- A purple toothbrush found inside of the girl's bathroom at the camp. The bristles smell like mint, and the handle is violently scratched.
-Survivors hit by a knife suffer the Exhaustion status effect for 60 seconds.
-Stacks
Oar- An oar found on the sand near the beach. Feels sturdy and smells like the lake.
-Moderately decreases the time it takes to refill your knives.
-Moderately decreases the time between knife throws.
-Stacks
Glasses- The reading glasses of an old woman named Shirlene. The glasses appear if they were never used.
-Survivors that are hit by your knives have their aura revealed for 3 seconds.
-Moderately increases the time it takes to refill your knives.
-Stacks
Running Shoe- The running shoe of an athlete. The inside of the shoe smells of unwashed feet and sweat.
-Considerably increases speed while charging your knife.
-Slightly decreases refill time.
-Stacks
Cracked Bong- A bong used for smoking drugs out of. Keep in mind, these are teenagers that smoked from this.
-Increases the number of knives carried by 1.
-Start the trial with 5 knives.
-Stacks
Toothpaste- Toothpaste, belonging to a company called 'Teethwhiters'.The smell of the inside reminds The Slasher when his mother taught him how to brush his teeth at a very young age. Fills Jason with determination and sadness.
-Reduces the time it takes to put a survivor into the Dying state by 15 seconds.
-Does not stack.
Very Rare:
Sleeping Mask- A sleep mask found on a nightstand at the girl's cabin. Has designs of hearts on it.
-Considerably decreases the time it takes to refill your knives.
-Considerably increases the time it takes to enter a locker.
-Stacks
Bucket of Blood- A bucket of blood Jason personally kept with him over the years. Contains a rotting smell that makes anyone who smells it gag.
-Survivors hit by a knife suffer the Mangled effect considerably.
-Stacks
Alcohol- A bottle of alcohol that the camp counselors drank from on nights when they wouldn't have to care.
-Start the trial with 6 knives.
-Increases the number of knives carried by 2.
-Stacks
Needle- A needle used for injecting fluids in others. Has various cracks all over its body.
-Considerably increases the speed of knives when thrown.
-Moderately increases the time it takes to charge your throw.
-Stacks
Used Condom- A used condom found in a tent at the camp. The wrapper is nowhere to be found and the condom has a white substance on it.
-Considerably decreases the time between knife throws.
-Moderately decreases the time it takes to enter a locker.
-Stacks
Bloody Tooth- A tooth that was recently ripped out of its place. The blood smells and tastes of iron. The tooth feels wet and warm.
-Reduces the time it takes to put a survivor in the Dying state when hit by a knife by 20 seconds.
-Survivors that are hit by a knife take 40 seconds to be put in the Dying state.
-Does not stack.
Ultra Rare:
Pamela's Head- The rotten head of Jason's mother. Fills Jason with sorrow and anger.
-Tremendously decreases the time it takes to refill your knives.
-Survivors hit by a knife suffer moderately to repair speeds.
-Stacks
Shrine- The shrine Jason crafted out of his mother's belongings. Fills Jason with misery and revenge.
-Survivors that are hit by a knife are immediately put in the Dying state.
-Reduces the amount of carried knives by 3.
-Stacks
Ice Pick- The ice pick Jason used to kill Alice Hardy with, the girl who killed his mom. Fills The Slasher with rage and happiness.
-Survivors hit by a knife reveal other survivors auras within 20 meters to you for 5 seconds.
-Slightly decreases the time between knife throws.
-Stacks
Perks
Supernatural Being- You are a monster that can obtain many unnatural abilities. Survivors who scavenge for items within your terror radius suffer a 10/15/20% penalty to scavenging and the noises created by scavenging are increased by 4/6/8 meters. Survivors have their aura shown while scavenging a chest within 8 meters.
Plunderer's Instinct is trumped by Supernatural Being.
"Did you know a young boy drowned the year before those two others were killed?" -Pamela Voorhees
Slasher- You become obsessed with one survivor. As long as your Obsession is alive, while in a chase, the cooldown of successful attacks is reduced by 22/26/30%. While not in a chase, hitting a survivor results in a 14/16/18% reduced cooldown. The Obsession receives a 100% bloodpoint bonus in the Boldness category. Killing or sacrificing your obsession removes the faster cooldown.
Does not affect missed cooldowns.
"His name was Jason." -Pamela Voorhees
Forestalled- The Entity favors you when you please it. Each time you hook a survivor, every other survivors' actions are paused for 8/10/12 seconds. Survivors performing actions while another survivor is hooked suffer a penalty of 3/4/5% to action speeds until the survivor is unhooked.
"You let him drown! You never paid any attention. Look what you did to him." -Pamela Voorhees
New Survivor: Chris Higgins
Appearance
Christine Higgins has long, curly brown hair. She has a yellow striped shirt with red belted jeans and brown dress shoes. Her secondary outfit is a blue sweater with a jacket over it, dark blue jeans and white running shoes. Her hair is a bit messy with this outfit.
Difficulty Rating
Difficulty Rating: Intermediate
(based on only using her Unique Perks)
Backstory
Christine Higgins was one of the people that encountered Jason Voorhees before he went on a killing spree. At a young age, she, along with her parents, traversed to her vacation house over the summer in order to get away from her original residence. At the vacation house, Chris and her parents got into a quarrel over returning home late from her date. This resulted in her mother slapping her, causing Chris to leave confused, frustrated and wanting to harm her parents, as her mother never done this in her life. Chris sat underneath a tree, waiting for her feelings to pass. She eventually dozed off into a slumber. She woke up, hearing the strident footsteps behind her, reasoning it was her dad looking for her. She turned around and noticed a man with a deformed face and a knife. She fought back, but he kept attacking. Chris eventually lost consciousness, waking up on the cold forest floor. There wasn't a trace of the man in the vicinity of Chris. She arose and saw a campfire close to her. She trembled as she was even more perplexed, wanting to return home. She sat by the campfire, thinking of a way to get home.
Perks
Girl Next Door- Your beauty, calming personality and free spirit nickname you the 'Girl Next Door', however, you can turn into a beast who desperately tries to survive. Pallets you throw down take 10/15/20% longer to break and you can vault 1 more time before The Entity blocks off the vault.
"This was my bedroom. It's yours for the weekend." -Chris Higgins
Escape Artist- You can hold off the killer for a long time and escape from them, allowing you to be free of their wrath. The hatch's aura is revealed to you within 10/14/18 meters and the killer's aura within the hatch's range is revealed to you for 2 seconds each time they get near the hatch.
"We would've been there already if someone didn't have to go to the bathroom every five minutes!" -Chris Higgins
Determined- You are determined to get the job done. After completing a generator, the next action you perform is increased by 40/45/50% for the next 90 seconds. Every action except for repairing is affected by Determined.
Determined ends if you complete the action or get hooked.
Determined has a cooldown of 15 seconds.
"No! You can't be alive!" -Chris Higgins
Map
The map is an all-time favorite, Camp Crystal Lake. Most people know what it looks like, but if you don't, it's a map with a lot of cabins, a large lake, and a center cabin where all the counselors 'join' and hang out. It is mostly forest with trails that can lead you through the forest if needed.
Realm
The realm is Crystal Lake, which is the hometown of Camp Crystal Lake.
Comments
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A couple issues....
1) The Mask? I feel Jason should be The Undead
2) his weapon should be a machete
3) lose the traps. He already sounds like a slightly better Trapper in that regard. And the rest of his power is overly complicated. Love the name though.
4) The survivor isn’t Tommy Jarvis?!?1 -
@Sandt21 said:
A couple issues....1) The Mask? I feel Jason should be The Undead
2) his weapon should be a machete
3) lose the traps. He already sounds like a slightly better Trapper in that regard. And the rest of his power is overly complicated. Love the name though.
4) The survivor isn’t Tommy Jarvis?!?
1) I'll change the name.
2) In the movies, he uses plenty more weapons other than a machete, but ok.
3) Alright, and I'll change the power/add-ons. Any requests for a power?
4) No, I based the survivor off of Chris Higgins, who is similar to Laurie Strode in a way. This version of Jason doesn't encounter Tommy Jarvis, but I'll change the survivor to Tommy as he's more heroic.
As you requested, your Majesty.
EDIT: Actually, no, I'm not going to change the survivor.
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sounds pretty good. i only read the jason bit though.
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Even though the devs can't make Jason a killer due to ownership right etc1
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@XxAtomicAlfiexX said:
sounds pretty good. i only read the jason bit though.thanks, and that's cool> @TrueKn1ghtmar3 said:
Even though the devs can't make Jason a killer due to ownership right etc
yeah, considering the lawsuit and vIcToR mIlLeR.
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Whole thing is worth it due to the idea of a Dwight trying to go into a locker and Jason just being there and grabbing him
Hell that should be the trailer for it
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@Mrrgle_the_Mediocre said:
Whole thing is worth it due to the idea of a Dwight trying to go into a locker and Jason just being there and grabbing himHell that should be the trailer for it
Lmao it'd be really cool seeing that.
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Your ideas are some of the best I have seen, like his ability is quite interesting and it still makes sense. His perks are balanced and Chris’s perks are balanced too, seriously, amazing work, buddy.
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@BillyBoiMain said:
Your ideas are some of the best I have seen, like his ability is quite interesting and it still makes sense. His perks are balanced and Chris’s perks are balanced too, seriously, amazing work, buddy.Thank you!
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I just noticed something, I've re-used these perks from an old fan-made chapter I made o-o
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I would love to have Jason in the game.
And I also think you did a great job thinking about this and writing all this up. That's some dedication right there.
There are a couple of things I would suggest changing though, for now:
Entamaphobia, as you describe it, won't let crawling survivors leave the trial. I think this would lead to serious griefing, as in, I could down one or two guys and just leave them there to bleed out to annoy them. And I find it too similar to Blood Warden and / or Remember me. Maybe this perk can be reworked and make them have a penalty to crawling speed, or something like that, but still able to leave.
Determined could also be an annoyance, wasting your exhaustion that could be used in a better scenario instead. I would change it so it activates on demand. But then it would be just plain old Sprint burst... So I think this perk should be reworked so it gives instead a bonus to other actions, like healing an injured teammate, searching a chest, etc. right after finishing the gen.
Overall, nice ideas. Adding Jason would be really great IMO, and Meg would get some serious competition for the runner archetype.
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@Condorloco_26 said:
I would love to have Jason in the game.And I also think you did a great job thinking about this and writing all this up. That's some dedication right there.
There are a couple of things I would suggest changing though, for now:
Entamaphobia, as you describe it, won't let crawling survivors leave the trial. I think this would lead to serious griefing, as in, I could down one or two guys and just leave them there to bleed out to annoy them. And I find it too similar to Blood Warden and / or Remember me. Maybe this perk can be reworked and make them have a penalty to crawling speed, or something like that, but still able to leave.
Determined could also be an annoyance, wasting your exhaustion that could be used in a better scenario instead. I would change it so it activates on demand. But then it would be just plain old Sprint burst... So I think this perk should be reworked so it gives instead a bonus to other actions, like healing an injured teammate, searching a chest, etc. right after finishing the gen.
Overall, nice ideas. Adding Jason would be really great IMO, and Meg would get some serious competition for the runner archetype.
Thank you. I know my response sounds very plain but I'm thankful for your feedback.
I'll change up Entamaphobia and Determined, as I noticed Entamaphobia DOES seem like Blood Warden, just a buffed-up version of it. I'll take your suggestion into consideration.
As for Determined, I'll change it so that after finishing a generator, your next heal, chest search, cleanse, hook rescue, or opening a gate action is increased by 30/40/50% for the next 90 seconds. After an action is completed, the timer runs out and has a cooldown of 15 seconds so you can't complete a generator that's 99'd and get the 90-second boost again.
Anyway, thank you for your ideas!
I guess it takes some dedication but it's simple to make a chapter/paragraph suggestion xD
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@yes said:
Thank you. I know my response sounds very plain but I'm thankful for your feedback.
I'll change up Entamaphobia and Determined, as I noticed Entamaphobia DOES seem like Blood Warden, just a buffed-up version of it. I'll take your suggestion into consideration.
As for Determined, I'll change it so that after finishing a generator, your next heal, chest search, cleanse, hook rescue, or opening a gate action is increased by 30/40/50% for the next 90 seconds. After an action is completed, the timer runs out and has a cooldown of 15 seconds so you can't complete a generator that's 99'd and get the 90-second boost again.
Anyway, thank you for your ideas!
I guess it takes some dedication but it's simple to make a chapter/paragraph suggestion xD
How about a nasty Hindered penalty for all survivors left for entamophobia, once the gates are powered...
New determined sounds great! It'll be even better than We'll make it.
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@Condorloco_26 said:
@yes said:
Thank you. I know my response sounds very plain but I'm thankful for your feedback.
I'll change up Entamaphobia and Determined, as I noticed Entamaphobia DOES seem like Blood Warden, just a buffed-up version of it. I'll take your suggestion into consideration.
As for Determined, I'll change it so that after finishing a generator, your next heal, chest search, cleanse, hook rescue, or opening a gate action is increased by 30/40/50% for the next 90 seconds. After an action is completed, the timer runs out and has a cooldown of 15 seconds so you can't complete a generator that's 99'd and get the 90-second boost again.
Anyway, thank you for your ideas!
I guess it takes some dedication but it's simple to make a chapter/paragraph suggestion xD
How about a nasty Hindered penalty for all survivors left for entamophobia, once the gates are powered...
New determined sounds great! It'll be even better than We'll make it.
that sounds better, and thank you! it could replace We'll Make It but however, similar to Leader, it doesn't grant a bonus to generator repair speeds.
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@Condorloco_26 said:
@yes said:
Thank you. I know my response sounds very plain but I'm thankful for your feedback.
I'll change up Entamaphobia and Determined, as I noticed Entamaphobia DOES seem like Blood Warden, just a buffed-up version of it. I'll take your suggestion into consideration.
As for Determined, I'll change it so that after finishing a generator, your next heal, chest search, cleanse, hook rescue, or opening a gate action is increased by 30/40/50% for the next 90 seconds. After an action is completed, the timer runs out and has a cooldown of 15 seconds so you can't complete a generator that's 99'd and get the 90-second boost again.
Anyway, thank you for your ideas!
I guess it takes some dedication but it's simple to make a chapter/paragraph suggestion xD
How about a nasty Hindered penalty for all survivors left for entamophobia, once the gates are powered...
New determined sounds great! It'll be even better than We'll make it.
I changed Entamaphobia. The perk is now called Slasher.
I also changed Determined a bit, I cleaned up the description and changed the values to 40/45/50% instead of 30/40/50%. The cooldown is the same along with the other 'tip'.0 -
@yes said:
I changed Entamaphobia. The perk is now called Slasher.
I also changed Determined a bit, I cleaned up the description and changed the values to 40/45/50% instead of 30/40/50%. The cooldown is the same along with the other 'tip'.Determined looks great now! I think Chris is in a fine state.
i don't want to annoy you, I like the name "Slasher" and the fact that it's an obsession perk. The thing is, the benefit of using it is not enough to use a perk slot, given that attack speed is already quite fast I don't think anyone would notice a difference in how quick you swing a weapon.
I would instead suggest you to turn it into a successful attack cooldown reduction (20/25/30%), meaning the wiping of the weapon would be faster. Jason would be really hard to lose once in a chase and it would be a nice perk for a chaser build
However, many obsession perks give a benefit to the survivor too, so I would suggest he/she gets 100% additional Boldness BP. What do you think about it?
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@Condorloco_26 said:
@yes said:
I changed Entamaphobia. The perk is now called Slasher.
I also changed Determined a bit, I cleaned up the description and changed the values to 40/45/50% instead of 30/40/50%. The cooldown is the same along with the other 'tip'.Determined looks great now! I think Chris is in a fine state.
i don't want to annoy you, I like the name "Slasher" and the fact that it's an obsession perk. The thing is, the benefit of using it is not enough to use a perk slot, given that attack speed is already quite fast I don't think anyone would notice a difference in how quick you swing a weapon.
I would instead suggest you to turn it into a successful attack cooldown reduction (20/25/30%), meaning the wiping of the weapon would be faster. Jason would be really hard to lose once in a chase and it would be a nice perk for a chaser build
However, many obsession perks give a benefit to the survivor too, so I would suggest he/she gets 100% additional Boldness BP. What do you think about it?
I'll leave Chris alone
I'll change Slasher, but, Save the Best For Last also has the successful attack cooldown. It's a token-based perk and if you hit the other survivors, you gain a token and hitting the obsession results in 4/3/2 token loss. you can get up to 8 tokens and each token grants a 5% reduced successful attack cooldown
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An issue with the locker thing is that if a survivor doesn’t hear the killer’s terror radius, they’ll have no reason to hide in a locker, perhaps hiding in a locker could actually extend the terror radius but always have it so that it’s faint, baiting the survivors into hiding but not into just running away. Sure the candy bar somewhat rectifies this, but the terror radius will just make survivors run.0
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@Steamtastic_Vagabond said:
An issue with the locker thing is that if a survivor doesn’t hear the killer’s terror radius, they’ll have no reason to hide in a locker, perhaps hiding in a locker could actually extend the terror radius but always have it so that it’s faint, baiting the survivors into hiding but not into just running away. Sure the candy bar somewhat rectifies this, but the terror radius will just make survivors run.Olritey, I'll also change that. Not hearing the terror radius could make the ability very useless, like you said, survivors wouldn't hide in lockers when they know how to face The Undead.
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Honestly, this sound like a more powerful Huntress with a useless added power, entering a locker removes all pressure you can have as a killer and gens would be done fast
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