Killer Creation: The Boogeyman
The Boogeyman
Backstory
Gerald Tanner was a man of little means and fewer talents. He had very little in the way of motivation and his livelihood suffered for it. He was a leather worker in the blossoming city of London. The stone streets were full of travelers and merchants, but none of them came to his shop. When asked, people would tell him that his stare and presence sent chills down their spine.
In order to try and curb this menacing presence of his, he looked for something that could bring some sort of warmth to his being. Inspiration took him when he watched a group of children running no through the streets. He decided he would try and watch them as much as possible, but that was difficult since they rarely stood still. He devised a plan to volunteer at an orphanage where there were sure to be plenty of children.
He stayed late each evening, sneaking into the sleeping quarters of the children after they were asleep and watched them in their most peaceful state. But orphans were rarely happy and they even seemed to suffer in their sleep.
Eventually he began to sneak into the homes of people he knew had children during the day and waited in their closets and chifforobes until evening. He came out only after the children were asleep and watched them intensely.
But for some reason the children all seemed to sleep feverishly, as if his very presence gave them nightmares. One evening, though, one of the children woke up and cried out for her parents. Gerald panicked and snatched the girl up, covered her mouth and leapt back into the closet before her parents could respond. The girl wouldn't stop struggling or trying to cry out. Gerald was quickly found out but not before he had suffocated the girl to silence her.
He was sentenced to death after being convicted for the girl’s murder, as well as several counts of trespassing and stalking. As he he was being led to the gallows, a voice began to whisper to him. It promised him that it could show him the peace he sought and allow him to watch anyone he wished to find the inspiration he needed so long as he promised to help it with what it desired. Gerald agreed and as they passed by a large weapon locker, the whisper urged Gerald to leap in if he wanted to be free. Gerald did as it demanded and as soon as he leapt inside the doors shut. When the guards opened the doors, Gerald was gone, transferred to the realm of the Entity and becoming a universally feared presence that people eventually named the Boogeyman.
Attack:
A basic swing of a fist, and a long lunge if the same.
Mori:
The Boogeyman flips the survivor over and clasps its hand over the survivor’s nose and mouth. As the survivor struggles to pull the Boogeyman’s hand away, the Boogeyman lifts the survivor up and summons a pair of dark doors which open up and allow the Entity’s tendrils to come out and take the suffocates survivor away.
Powers
Closet Portal:
The Boogeyman can enter any locker. When he does, a map of all empty lockers around the area comes up and the Boogeyman can choose which locker to exit from. This use of this ability has a 10 second cooldown.
The Boogeyman can choose to charge this ability when in front of a locker. After 3 seconds, the Boogeyman reaches into the locker. If there are any survivors inside a locker, the survivor that has taken the most hits (hooks included) is pulled from the locker as if they were in the locker the Boogeyman had opened.
Whenever the Boogeyman injures a survivor, that survivor gains a token. Whenever a survivor is hooked, that survivor gains 2 tokens. For every token a survivor has, the survivor has a 10% chance that entering a locker will make them exit the locker closest to the Boogeyman, alerting the killer and their aura is revealed for 10 seconds.
Perks
Universally Feared:
Your name and exploits have gone on so long that they have become a part of every culture and known to all from birth to death.
The first time a survivor who is in perfect health sees the killer, they suffer from the Hindered effect for 2/5/10 seconds and their noises are increased by 10/20/30% for the duration of this effect. This perk cannot affect a survivor more than once every 100/80/60 seconds.
Unnerving Presence:
Your very presence makes those around you quake in fear.
Whenever a survivor is within your 10 meters of you, they suffer from the Exhausted effect and every 15/10/5 seconds a survivor stays within 10 meters of you, any perks they have on cooldown will remain on cooldown 1 second longer than normal until they come off of cooldown.
Hex - One Door Opens, Another Closes:
You understand the complexity of the Entity’s realm and how it can manipulate the world around you in order to create, and close, doors.
Whenever a survivor enters a locker, no survivor can enter another locker for 10/20/30 seconds. If this Hex is destroyed, survivors can no longer enter lockers and their vault speed is slowed by 5/10/15%.
________________________________________
And there you have it! I hope you all enjoyed my take on this classic creature and look forward to balancing it with your feedback.
Comments
-
I like that locker teleport. although with changing map tiles the maps probably will
1) not be very accurate/detailed
2) probably not even show the lockers / generators / stuff you currently see with aura reading
teleport would probably be redirected ro the closest closet where you clicked on the map.
An alternative to a map the devs might never get working would be to hold abikity button to reveal all locker auras and then teleport with m1 to the one youre looking at (gets highlighted in different aura) , similiar to hag. This might reduce the locker-hopper-identity but could be useable even in the field.
Your second perk needs a different name, trapper says hi. I think you should rephrase it to something like
"survivor perks take 20% longer to get off cooldown.
Good concept.0 -
Unnerving is already a perk, also the power is too easily countered, because survivors will not enter lockers sometimes
0 -
I like the idea of a locker-focused killer, though I agree with Raptorrotas that picking lockers off a map might not be the best way of doing it. Personally, I'd do something like this: The killer presses SPACE (or whatever) to enter the locker, and while inside the locker, the killer sees the aura of all other lockers. The killer can teleport to a locker with CTRL or M1, similar to the Hag teleporting to a trap, but doesn't exit the locker until they press SPACE again. If the killer teleports to a locker currently holding a survivor, they step out already holding the survivor (or maybe they just know the survivor is there but have the option not to step out). While within a locker, all auras are blocked (besides other lockers). They can see their surroundings when in a locker, but can't see or hear survivors or their effects (so no blood, scratch marks, flying crows, generator movement, etc.).
I'd definitely give this killer a slow movespeed to balance out their exceptional map control, too.
Unnerving Presence might be a bit too strong. It basically hard counters all exhaustion perks besides Adrenaline. Lithe in particular would be completely unusable since it basically never triggers unless the killer is right up your ass anyway. The other perks are interesting, but it's strange to see a Hex have a permanent effect *after* it's cleansed.
0 -
Thanks for all the feedback everyone. I’ll go through my thought processes and let you guys see where I’m at. Let me know if the changes I’m considering are good or not.
I actually thought about seeing the auras and being able to simply activate the movement that way but thought that might be too quick of a use of the power (and survivors would call it OP). I just figured a pop up map would slow it down and this balance it. But if you guys think the aura version more balanced I can go with that.
For Unnervin Presence I kept thinking about how the devs continually say that everything in the game has a counter. I thought this might be an interesting way of countering things like Sprint Burst, Dead Hard, etc. It won’t catch every survivor, but it could hange how survivors look at their loadouts. Do you think it would be more balanced if the Exhaustion effect happens after 15/10/5 seconds of being in the terror radius instead?
As far as the Hex goes, I thought it would be an interesting flip in the mechanic where you were given a choice between an annoying mechanic you can entirely avoid, or block a mechanic and deal with a rebuff the rest of the game. I may remove the aura reveal upon leaving a locker and keep it as the effect after it’s cleansed. That way it’s more of a red herring and you simply have to make the decision whether or not to cleanse it (like haunted grounds).
0 -
I love the idea of using the lockers for your power but I don't know if that alone will give you an edge over the Survivors, especially since no one will ever enter a locker once they know it's you. Maybe when Survivors go near a locker it highlights notifying you that someone walked by and then you can enter a locker and teleport there and look for that Survivor. That would give you more of an edge because a lot of Gens are near jungle gyms which have lockers so you would be like Hag except the Survivors won't know that they triggered you.
0