Chapter Idea: Broken Inside
Killer: Marcus Sonel (The Mechanic)
Marcus lived a happy life with his wife Sasha, having a good job repairing vehicles and taking care of his son. Their living status could've been better; the streets were filthy, the tress were dying, and store lived in danger of the local gang. One day however, Sasha left Marcus for better ambitions in life, believing he was holding her back. She left, leaving Marcus nothing but their son, Jackson. Marcus pulled through and took care of his son, while juggling the hard work of his job. This would go on for years, until the unthinkable happened. Jackson was killed in the crossfire of a gang war and Marcus didn't believe the news at first. Once it did hit him, something inside of him snapped. Over the next few weeks a big chunk of the gang members were killed in mostly car accidents; faulty breaks, gas leaks, and what could be identified as homemade explosives. The saboteur was pinned down as the only man who both stood up to the gang's heinous crimes and knew their way around a car, Marcus Sonel. The gang raided his workshop where Marcus was waiting, and where his last few murders would take place. Limp from his injuries from brass knuckles and spiked baseball bats, Marcus practically crawled out of his shop, until dark clouds swirled over him. The next thing he knew, Marcus saw a group of teens, waiting by an ominous campfire.
Power- Repair and Disrepair
Your knowledge of repairing almost anything helps you catch your prey. The Mechanic can place different curses on objects to hinder survivors progress. You gain eight charges on this power that can work on different objects, these include;
-Pallets: If a pallet is not dropped, you can sabotage it to break on impact.
-Lockers: You can shut a locker that keeps survivors from hiding in it.
-Vault Points: You place nails on the edge that prevents survivors from using that point.
A survivor can perform a skill check similar to Hex Totems to remove the sabotaged effect. This only works on lockers and vault points. Number of charges and removal of the effect can be adjusted using add ons.
Perks:
Marcus's perks focus on hunting survivors, while simultaneously halting their progress.
-Drive For Violence: If a survivor fails a skill check when the generator is above 85/70/55%, they will suffer the exposed debuff for 10 seconds.
"You totally got this dad" -Jackson Sonel
-Fear in Headlight: Survivors auras are revealed behind cover or through walls when you look straight at them for three seconds. Fear in Headlights has a 60/50/40 second cooldown.
"Shame about your son. Looks like we need to finish the job." -Unnamed Gang Member
-Breaking Point: Once/Once/Twice a trial, you can slash at a chest to damage the item inside. When the survivor takes it out of the chest, it will have 80/65/50% durability.
"Son, I'm so sorry. I never wanted you to get hurt. I'll make them pay." -Marcus Sonel
Survivor: Catherine Jot
Catherine was a usual high school teenager who was always doing her best, in both classes and in her social life. Despite being beloved by her close ones and friends, she suffered from something none of them could comprehend, depression. She always did far better than she was told to, but her eyes were blinded by the shroud of her struggle to make her believe that she wasn't good enough. This inner feeling kept getting worse over the following months. Catherine never told anyone, not wanting to feel like a burden and to them. On her walk home, Catherine felt the emptiness inside drive her away from her destination, without having control over it. This force was the Entity in disguise, pushing her into a shady alley, walking into a cloud of pitch black smoke. Catherine was never seen again after that day.
Perks:
Catherine's Perks focus on distracting the killer and keeping them focused on her.
-Over Here: Press the action button while standing still to let out a shout and draw the killer away from others. This sound will cause a notification 15/25/40 meters away from your location.
"If you want some of this, come and find me." -Catherine Jot
-Shroud of Shadows: When you finish repairing a generator, the killer will be notified 4/6.5/8 seconds later than usual. Shroud of Shadows has a 90/75/60 second cooldown.
"I can't let them find out, not yet." -Catherine Jot
-Inner Struggle: If you are hooked, the killer will suffer from slight/moderate/full effect of blindness for 5 seconds.
"This emptiness inside can be a bit blinding." -Catherine Jot
This is my first killer and survivor concept. Feel free to leave any adjustments or additions in the comments.
Comments
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Killer power
Pallets and Vault points are already covered by in-game perks like Bamboozle, Enduring etc. Not to mention the 3-vault rule of the core game.
Lockers are kind of debatable.
Generally speaking, I'm not sure this should be a power rather than a set of perks.Killer perks
Drive For Violence - it's both overpowered and underpowered in my opinion: Exposed status for failing a regular Skill check is somewhat an overkill, especially since failing a Skill Check on a Generator gives the Killer a noise indicator - and yet the 10s is so low the Killer won't have time to react. It's kinda...bad.
Fear in Headlight - hm, I dunno. Not bad, but again not sure if it can be used effectively.
Breaking Point - hitting the chest is just extra work. I would probably rework it along the lines of "As long as there are unsearched treasure chests left - each time you land a hit on a Survivor - this damages the item in the closest chest for 5% durability up to 80/65/50% durability."
Survivor perks
Over Here - Diversion perk is already in the game. Also 40 meters is way too much - standing on the edge of the KIller's Terror radius you would create a diversion on the opposite side of him.
Shroud of Shadows - 8 seconds is way too long. Also leaves a lot of questions:
- what if it's the last generator?
- how would Bitter Murmur perk interact with this?
- what if the killer is right next to the gen and can actually see it get done?
Inner Struggle - what exactly is "blindness" in this context?
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@Mockingbird_X said:
Killer power
Pallets and Vault points are already covered by in-game perks like Bamboozle, Enduring etc. Not to mention the 3-vault rule of the core game.
Lockers are kind of debatable.
Generally speaking, I'm not sure this should be a power rather than a set of perks.Killer perks
Drive For Violence - it's both overpowered and underpowered in my opinion: Exposed status for failing a regular Skill check is somewhat an overkill, especially since failing a Skill Check on a Generator gives the Killer a noise indicator - and yet the 10s is so low the Killer won't have time to react. It's kinda...bad.
Fear in Headlight - hm, I dunno. Not bad, but again not sure if it can be used effectively.
Breaking Point - hitting the chest is just extra work. I would probably rework it along the lines of "As long as there are unsearched treasure chests left - each time you land a hit on a Survivor - this damages the item in the closest chest for 5% durability up to 80/65/50% durability."
Survivor perks
Over Here - Diversion perk is already in the game. Also 40 meters is way too much - standing on the edge of the KIller's Terror radius you would create a diversion on the opposite side of him.
Shroud of Shadows - 8 seconds is way too long. Also leaves a lot of questions:
- what if it's the last generator?
- how would Bitter Murmur perk interact with this?
- what if the killer is right next to the gen and can actually see it get done?
Inner Struggle - what exactly is "blindness" in this context?
Diversion merely is to draw the killer to another location. I think that Over Here is a good idea but only if the notification is only 5/8/10 meters from your location.
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@AokiiSenpaii said:
Diversion merely is to draw the killer to another location. I think that Over Here is a good idea but only if the notification is only 5/8/10 meters from your location.0m can already be done by fast-vaulting a window or a pallet. Putting something in between that and Diversion... I dunno.
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