I got bored, decided to make a chapter and went way too far with it. Enjoy. [Long!]
Killer: The Warden
A killer who once worked as a prison guard in one of the most highest rated prisons when it came to violence. Constant riots, violent inmates, and poor working conditions turned The Warden from a run of the mill guard into one of the most brutal guards at the prison, to the point even the other guards tended to stay away from him.
During a night patrol, The Warden noticed three of the prisoners cells were open, the three belonging to the biggest trouble makers in the prison. Putting the prison on lockdown via a command over the radio, he searched for the men until he found them, having broken into a room under their cells, and cutting through the bars on a window. Without a sound he creeped through the shadows, until he was next to the lookout, before bringing his baton down over the inmates head, knocking them out. The sound alerted the other two, who panickly lept out the now open window, running into the foggy yard outside. With a scream and a snap, a trap went off under one of the running prisoners are The Warden went through the window. With one immobilized, he chased the other prisoner into the dark fog waiting outside. As the fog thickened, he'd lose sight of the prisoner, but followed the sounds he heard, bushes rustling, and sticks being stepped on/
At the next morning's roll call, he was absent, as well as one of the prisoners from last night. Rumors spread about what happened to him that night, as, to many, he seemed to have vanished into thin air and the fog. After all, there wasn't really any way to leave the prison from the yard he had been in.
Ability: Lockdown
An ability designed to maintain control of a trial. Gives the ability to trap generators, chests, the exit gates, and totems, locking the generator down and forcing survivors to remove the lock first before being able to interact with the locked item. While locked, a generators regression is not stopped, but it cannot have further regression applied (Such as from perks, or kicking it after a lock), and requires the lock to be broken before survivors can stop the regression. While removing a lock, the survivor becomes oblivious. The warden will not be alerted to protected totems being unlocked. Breaking a lock takes 5 seconds.
If any other perk or action causes the item to be blocked by the entity, the lock breaks. Only 1 of each kind of item can be locked at once.
Special Trap: Leg trap
A trap meant to hold attempted escapees in place, this one has been tampered with.
Traps can be placed around the map, with a max of 4. These traps can be deployed at any time, but must be manually recollected, or have been activated and used, to be recycled.Traps are painted a dark color.
Upon stepping in a trap, the survivor will let out a scream, but aren't revealed to the killer. They are unable to free themselves, and require either another survivor freeing them to escape, or waiting 20 seconds. Upon reaching 20 seconds, the trap will break, causing the survivor to scream again, revealing their location, and taking damage. The trap returns to the warden's inventory
Traps within 20m of the Warden will deactivate until he leaves the area.
Addons:
(Common)
Broken Lockpick
A broken lockpick, confiscated off a prisoner attempting to escape his cell at night.
Breaking a lock takes +2.5 seconds
Screwdriver
A generic screwdriver, one of the ones he used to tinker with the traps he modified, loosening the traps pressure restrictions.
Traps will break and injure 2 seconds quicker
Rusty Chains
A bunch of rusty chains. Not very sturdy, but do the job nonetheless
Traps will break automatically after 30 seconds. Gain +100% bloodpoints in the deviousness category.
Rusty Battery
An old battery. The fact it still works at all is surprising.
Leg Traps will take 2 seconds before they disable when The Warden is nearby
(Uncommon)
Broken Wire Cutter
A wire cutter, one half of the scissor is missing.
Breaking a lock take +4 seconds
Makeshift Shiv
A makeshift shiv that was once used on The Warden. It's memory reinforces his ideals.
Leg Traps inflict the mangled status effect upon survivors damaged.
Crushed Radio
An old walkie talkie belonging to The Warden, broken in a riot. Every now and then, it still picks up signals.
When a lock is broken, the items aura will glow yellow for 1 second.
Flathead Screwdriver
A flathead screwdriver, allowing for better access to the inside of traps.
If a survivor is attempting to rescue another from a trap as it breaks, they are also damaged.
Extra Chains
A few extra chains don't really hamper prisoners removing the lock, but it does make it louder.
The sound of survivors removing locks can be heard from twice as far.
(Rare)
Spare Springs
Higher spring power in the trap causes a crushing amount of force once it fails, causing massive trauma to the leg.
When a survivor is damaged by a Leg Trap, they are inflicted with the broken status effect for 45 seconds.
Broken Baton
A baton, broken during a scuffle in the cafeteria that almost caused the death of a guard, reminding him of the cruelty prisoners can have, and why he shares it.
Attacking a survivor caught by a leg trap will inflict them with the deep wound status effect.
New Lock and Chains
A new set of lock and chains, making it harder for survivors to remove locks.
Breaking a lock takes +5 seconds
Blaine's Pickaxe
Some prisoners believed the movies and thought they could dig out with makeshift tools. If it wasn't for your superiors, you'd have simply used the hole as their grave.
Starting to break a wall or pallet will cause nearby survivors to be hindered by 8% until it is broken.
Signal Current
A mechanism in the lock causes a signal to be sent when opened, alerting the reciever.
When a lock is broken, the generator's aura will be revealed in yellow for 3 seconds
(Very Rare)
Professional Tools
A set of of tools makes modifying the traps a breeze, allowing for devious new implementations, such as a taser.
Upon a survivor freeing another from a trap, the saviour will become injured and will scream.
Barbed Wire
Chains may be stronger, but barbed wire is much more dangerous to interact with without help.
Locks are broken 5 seconds quicker, but breaking a lock will injure the survivor doing so if not assisted.
Broken Cell Key
A shattered key to the cells of the prison. A grim reminder of the failures of protocol.
Leg Traps will stay closed for 5 more seconds
Guard Badge
When it comes to who to believe between the guard or the prisoner, the badge will always win.
When a survivor is held in a Leg Trap, every survivor except the trapped survivor become oblivious.
(Ultra Rare)
Overstrengthened Mechanism
The Leg Traps create a crippling amount of pressure, breaking the legs of thse trapped.
When a survivor escapes a trap without the help of another survivor, they suffer from a 4% hindered effect until healed or put into the dying state.
Iridescent Solitary Key
A key to the solitary confinement block of the prison. Attempted Escapees will be met with brutul punishment.
Survivors breaking locks will have their aura revealed as they do. Breaking a lock will inflict them with the exposed status effect for 20 seconds.
"You'll never see the light of day again!" -The Warden
Perks:
Evidence
The prisoners always leave evidence behind in their haste to flee your wrath
Whilst within 8/12/16m of a generator, totem, chest, item, or exit gate, their aura will turn yellow if a survivor has interacted with them in the last 15 seconds.
"Don't bother trying to escape. He always knows when you do." -Unknown
Crackdown
You won't let the prisoners make off with contraband.
Gain the ability to "inspect" open chests
Inspecting a chest will reveal the location of survivors holding items that came from that chest via notification. If the item is on the ground, its aura is revealed, along with its charges, for 5 seconds.
Items found in chests will be missing 30/40/50% of it's charges
"Where the ######### did you find that?! Throw it away before he knows you took it!" -Orson Taylor
Death Row
Escape is futile, and you make an example out of those who try.
Upon hooking a survivor, this perk activates for 20/30/40 seconds
While this perk is active, initiating a chase at least 24m away from a hooked survivor will afflict the chased survivor with the exposed status effect, and this perk will deactivate.
If the survivor escapes chase for 5 seconds, they will lose their exposed status effect.
"Solitary is too good for the likes of you." -The Warden
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Survivor: Orson Taylor
A prisoner who did nothing that was deserving to be locked in this place. That's how many would describe Orson anyway.
He had been a low end crook. Break into a few homes, steal some stuff, but he never harmed anyone. He didn't want to hurt people, after all what reason was there to? But being in the wrong place and the wrong time isn't a valid defense, and breaking into a home with a murdered person, then being caught red handed as the police turned up, was not a good look in front of the jury. Slapped with a charge for murder he didn't commit, he was sentenced to life in prison.
He didn't really fit in with anyone around him there, and was often pushed around, until eventually 2 people saw his worth, Carter Brenton and Blaine Riley, two convicts much in the same boat, both convicted by a corrupt jury. Together, they schemed, managing to obtain floor plans of the prison, and some basic tools they could use for their escape. Orson's ability to smuggle items pass guards and keep them distracted earned him the nickname weasel to those who knew him.
One night, their plan went into action. Using tools Blaine had managed to make out of sight of the guards, they broke open the locks to their cell doors, and all head over to Orson's cell room, where hidden under the bed was a hole, leading into an unused room below. Together, they went through, and started working on the bars of the window down there when the alarm went off. Orson and Blaine hurridly continued work on the window as Carter kept watch.
That was until they heard the body of Carter fall to the ground, and seeing the brutal guard who had made their lives torturous here behind them.
Panicked, Blaine managed to pry off the weakened bars, and he and Orson went through the window, the guard closely behind. A loud snap echoed around as Blaine's leg was caught in one of those traps the brutal guard had been making. Knowing stopping meant they'd both get caught, and that him fleeing might be distraction enough for Blaine to free himself, Orson kept running, the guard close behind, as a dense fog swirled around them.
He slowed, the sound of footsteps pounding behind him gone. In his panicked state he hadn't even realized that the distance he ran for was impossible, there was meant to be an opposing wall...
In the distance he saw an orangeflickering light. Upon approach, he saw the camp fire. Not knowing who lit it he waited before approaching, and his exhaustion quickly causing him to fall asleep.
Little did he realize this would simply be another prison, one he couldn't leave no matter how hard he tried.
Perks:
Lookout
You look out for your team during the most crucial operations.
While near survivors repairing a generator, but not repairing it yourself, gain the ability to see the killer's aura within a 24/32/40m radius after 3 seconds. This ability is shared to those on the generator.
This perk will not activate while afflicted with blindness.
"Someone's gotta watch out for the guards, you know what they do to breakouts!" -Carter Brenton
Crafty
Your resourcefulness allows you to see solutions where others can't.
After repairing a generator for 45 seconds this perk activates. Press [Key] to reinforce the generator. When the generator begins regressing, any instant regression is reduced by 20%, and the generator will regress 20/30/40% slower. The reinforcement is lost afterwards, or after 30 seconds. Any further damage will not be reduced.
"Hey, pass me that wrench, I think I can do something here." -Blaine Riley
Weasel
It's your job to make a distraction, so you'll make sure it's a good one.
For every 18/15/12 seconds in chase, or after taking a protection hit, gain a token
1 tokens: Gain a 2% haste effect
2 tokens: Vault 15% faster
3 tokens: Increase the cooldown of the killer's missed attacks by 20% while chasing you
4 tokens: Gain the ability to stun the killer by fast vaulting into them. Doing so causes the loss of all tokens and an exhaustion timer of 20 seconds. You cannot be grabbed while vaulting. This cannot be done while exhausted.
While not in a chase, lose a token every 5 seconds. Lose all tokens when hit
"If he wants a chase I'll bloody give him one!" -Orson "Weasel" Taylor
Comments
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I give you props in the details and effort you put in. Very original perks. Nice work!
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Lookout seems kind of strong a a perk. Then again, you're actively doing nothing, so it's a good trade off I'd say.
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