Chapter Concept: Ancient Reckoning (Was added to the game guess Idea is done?)

Mystoc
Mystoc Member Posts: 66
edited May 2022 in Creations

 

KILLER: The Pharaoh/Memphis

 
Eons ago a vain and greedy pharaoh Memphis ruled with an iron fist any who opposed his rule were mercilessly cut down. It was decades later he stood at death's door an old and feeble man. In his greed and vanity, he decided he would conquer one final foe death... He sent his men across the lands searching for a cure to death. When the Memphis had all but given up hope a figure of immense but evil power appeared before Memphis with a solution. With his magic, he would entomb the pharaoh and place a spell of slumber on the pharaoh that would delay Memphis's death. while Memphis slumbered for each sacrifice whose blood flowed into the pharaoh's tomb would prolong his life evermore. The desperate pharaoh at the edge of death had nothing to lose readily agreed he then had thousands upon thousands of his subjects sacrificed for the greater good so when he was awakened from his slumber he could then guide his people for the vast eons to come! It was then that things went askew has the last sacrifice bleed into the pharaoh's tomb a rumble reverberated throughout the tomb inconceivably an earthquake struck at exact worst possible time and brought the tomb down upon the pharaohs resting place. in the dust, a lone hooded figure could be seen striding away face shrouded in shadow and chuckled a deal was a deal the warlock hadn't specified when the pharaoh would be awakened after all.. and he was sure that the black vale and their master would find a use for Memphis just not quite yet, perhaps some other hapless fool would discover the buried tomb and find out the hard way that some secrets were better left buried..

 
Appearance - an Egyptian mummified like a zombie with a headdress and other Egyptian like ornaments


(I did not draw this credit to Ry)

 

Map - A tomb/crypt (an inside only map)

Sounds - the pharaoh has clam regular breathing that almost sounds like growling but is not it never alters from this even when stunned or blinded

Height - Tall

Movement Speed - 115%

Terror Radius - 32 meters

-All lockers now appear as sarcophagus's and are opened like them this is purely a visual/Audio/animation change to fit the theme of the killer and warn to survivors who the killer is at the start of the game (the tomb map lockers will always be sarcophagi regardless of who the killer is)

 

Active Power - Transmit (useable while in lockers)

-Channel your power for up to 4 seconds while the power is channeled you move at 90% ms and the aura of all lockers with range are visible, each second channeled increases the range of your power by 20 meters up to 80 meters, lockers within range can be teleported inside of by looking in their direction and releasing the power
(the range and charge time can be increased/decreased with addons)

-The channel may be canceled even when fully charged by hitting control or by releasing power while not looking at a locker
-There is a 2 second delay on Transmiting to a locker a survivor just exited (you wont know the locker is blocked unless you have tried to use Transmit on it)

-Only the Auras of locker within the range of your power will be revealed to you
-While inside a locker you are shrouded this status is removed 3 seconds after exiting a locker
-Entering a locker ends any chases you are currently in
-while in a locker you still have killer first person point of view but can turn around inside the locker
-If a survivor is in the locker you teleport to or tries to enter a locker you are already in grab them
-You exit the locker same speed survivor does it when they exit one slowly by pressing spacebar

 

Active Sub Power - Dash (ONLY usable while inside a locker)

-You can choose to instantly dash from a locker by pressing M1 the attack is able to hit an survivor that is near enough to the locker, it your surprise attack misses suffer a 2.25 second stun (an dash means you run with weapon raised for 3 seconds similar to pig)
-You must of have been in a locker .5 seconds before dash attacks are useable
-The noise of exiting the locker like this is very loud and noticable
-Dash attacks noise cannot be reduced with addons (not sure about this one might change)

 

Passive Power - Entomb

-Lockers can be used and are treated exactly like hooks when carrying a downed survivor
-Locker auras are visible when carrying a downed survivor
-Once a survivor is stored in a locker it is no longer treated as a locker but a hook until that survivor is unhooked or dies in the locker
-If a survivor dies in a "hook locker" it will still be usable as a hook or a locker
-there is a 15 second transition period of a "hook locker" reverting back to a normal locker that can be to Transmited to again
-All perks and traits associated with hooks apply to survivors "hooked" in a locker
-Survivors still know where the victim is "hooked" and visible like entity tentacles will be coming out the locker

-To be clear the killer can use any locker to hook a survivor, once hooked another survivor cant hide in that looker instead interacting with it frees the hooked survivor

 

Addons

-Common: Channel Transmit slightly faster
-Common: Range of Transmit increased slightly
-Common: When hiding in a locker survivor auras are revealed who are working on a generator when within 8 meters of range
-Common: Dash attacks cause mangled status effect until healed
 
-Uncommon: Channel Transmit moderately faster
-Uncommon: Range of Transmit increased moderately
-Uncommon: Dash attacks cause the exhausted status effect for 15 seconds
-Uncommon: When hiding in a locker survivors auras are reveled who have ran or performed a fast action (any action that makes a noise) with in 24 meters of the locker in the last 3 seconds
-Uncommon: Hooks can no longer be used to hook a survivor hooking a survivor in a locker grants 100% more blood points for that action
 
-Rare: Channel Transmit considerably faster
-Rare: Range of Transmit increased considerably
-Rare: Dash attacks cause hindered status effect for 15 seconds
-Rare: When hiding in a locker survivor auras are revealed who are healing when within 28 meters of range
-Rare: when Teleporting out a locker into another locker one the locker you teleported out of now emits your terror radius for 60 seconds This can only be active on one locker at a time (you still have or your own terror radius that does not go away)
 
-Very Rare: Channel time of Transmit removed but now has a 4 second cooldown the range can no longer be increased with addons
-Very Rare: Range of Transmit increased Tremendously
-Very Rare: Dash attacks will reveal a survivors aura when within 6 meters of a locker until they are healed or hooked
-Very Rare: Transmit can now be used when carrying a downed survivor teleporting to a locker hooks the survivor in that locker instead (you stay where you are)
 
-Ultra Rare: Range of Transmit is now global at max charge time but can only be use now at max charge time, charge time can no longer be decreased with addons
-Ultra Rare: exiting a locker is silent and you receive the shrouded status effect for 20 seconds or until you attack

 
Weapon: 1 large sickle - lounges out and swipes sideways
Post hit animation - caresses sickle with his other hand to wipe off blood
Mori Animation - sticks the sickle into victims throat and begins to pick raise them up by it into air so they are dangling until the sickle emerges from their mouth then with the other empty hand they use it to pull out the survivors heart that is still beating then pulps it then throws the survivor to the ground

 

Teachable Perks

 
 
Lost & Found:

-When a survivor enters your terror radius and they are also destroying/blessing a totem, hiding in a locker or opening an exiting gate they will suffer from the oblivious status effect while doing so and 3 seconds after stopping
-5 seconds after a survivor stops interacting with an exit gate it will begin progressing/regressing at 50% of the normal gate opening speed until it reach's 50% progression
-This perk has a 40/35/30 second cooldown

 
Give & Take:

-Kicking a generator instead of regressing it progresses it by 25% and gives you a token, it then begins regressing like a normal kick would cause (the initial kick does not regress the passive regression still happens after the kick) (Max Tokens 1)
-If within 12 meters of generator its aura will turn purple if kicking it will complete it
-The next time you kick a different generator it will regress it by the same amount you progressed the first generator and consume your token
-If Your first kick completed the first generator the next generator you kick will revert the generator to 0% progression and consume your token the generator is then blocked permanently until another generator done or the perk gains a token again
-this perk has 120/100/80 seconds cooldown

-Your perk may only be active on two generators at a time kicking another generator will reset the perk
-Once a token is consumed put this perks power on cooldown for 120/100/80 seconds

 
Hide & Seek

-When a chase would have ended it doesn't instead gain a token that extends the chase while the token is active after 8/10/12 seconds the token expires and the chase ends unless the chase has been resumed with that same survivor within 8/10/12 seconds (Max Tokens 1)
-While you have an token survivors no longer hear chase music
-If you start a chase again with the same survivor and have a token consume it to gain a stack of bloodlust
-if already at max stacks of bloodlust tokens can no longer be consumed to gain bloodlust, instead if the killer does an action that would have lost them bloodlust consume the token instead
-If a token is consumed another cannot be gained for 15 seconds

 



 

SURVIVOR: Grant Dalton

 
It sounded like once in a century discovery and an untouched tomb filled with countless clues of the Ancient Egyptians culture and history. It was thought that all tombs of the pharaohs had long been unearthed decades ago, but there was a new tomb ripe for the taking it sounded almost too good to be true. And indeed it was and Grant Dalton's team were going to be the ones to find that out the hard way. Upon unsealing the lid they found not a preserved corpse of an ancient king no out of the sarcophaguses rose an ancient horror neither dead or alive its glowed with malevolent hate. The horror that was Memphis quickly began semantically killing off Dalton's Team each poor soul's death adding onto its unending life. Grant Dalton whether it be chance or choice was the last alive as Memphis turned around to finish off the lone survivor. The entity however had other plans because down the narrow corridor of the tomb that Grant Dalton fled was not an exit to the tomb but a portal to the entities domain soon after Memphis followed his prey uncaring where the corridor lead for as long as there was victims for him kill he would be satisfied, and as the saying goes the rest was history..

 
Appearance - looks like a tomb explorer or archeologist best example I could find was Indiana Jones


(I did not draw this duh)

 

Teachable Perks

 
 
Last Stand:
-Only useable if you have been hooked twice AND are injured or in dying state
-if used in the dying state heal to the injured state
-After being used gain the endurance buff for 8/10/12 seconds
-8/10/12 seconds After being being used you gain the broken debuff and exhausted debuff permanently
-The next time you enter the dying state instead die
(I could remove the hook restriction on using it but its there to avoid people hitting it by accident and dying before they are even hooked once)

 
Excavator:

-Start out the game with 1 token, destroying/blessing a totem or opening an chest will gain you another token (max 3)
-Any time you are interacting with a objective and doing so would of triggered a killers perk delay that notification by 20/25/30 seconds and consume a token (the unhook notification will not count for this since it isn't related to a killer perk)
-This perk as a has a 20/25/30 second cooldown

 
Explorer:

-The aura of generators you have progressed at least 25% are visible to you from 32/40/48 meters away while not in a chase
-If a survivor is working on a generator you have progressed at least 25% their aura will be visible to you
-Completing a generator you have progressed at least 25% will grant you the endurance status effect for 8/10/12 for seconds

Post edited by Mystoc on

Comments

  • Mystoc
    Mystoc Member Posts: 66

    well one of the new killer's perks revealed today is basically a weaker version of my hex hide & Seek perk gotta rework that perk now!

  • Mystoc
    Mystoc Member Posts: 66

    ok, it took a while but I reworked the hide seek to perk for the killer tell me what you guys think please!

  • Mystoc
    Mystoc Member Posts: 66

    any more feedback?

  • Pirscher
    Pirscher Member Posts: 604

    Ancient Egypt with a horrific mummy sounds like a good horror theme. I like it ^^

    Greetz

  • Mystoc
    Mystoc Member Posts: 66

    thanks glad u like it

  • RakNieborakYT
    RakNieborakYT Member Posts: 306

    Not bad. Think about more addons ;)

  • Mystoc
    Mystoc Member Posts: 66

    addons need lots of creative names, but without naming them the addons would interact with locker teleportation range and locker noise opening and its speed opening and extra temporary effects on exiting a locker effects like an little extra speed for a short time when u exit an locker, you get the idea

  • KillerKittens17
    KillerKittens17 Member Posts: 28

    This is a pretty cool idea, man

  • Mystoc
    Mystoc Member Posts: 66

    Thanks!

  • Mystoc
    Mystoc Member Posts: 66

    any more feedback for this idea?

  • Holijay
    Holijay Member Posts: 178

    Bro, that Indy drawing looks so real!

    On a more serious note, I was suprised at how inventive and refreshing the perks are. I like them a lot.

    The lockers as coffin teleports is cool. I think switching lockers and hooks is confusing and not necessary.

  • Gcarrara
    Gcarrara Member Posts: 2,263

    I like the work you made on this. Good job! 😁

  • Mystoc
    Mystoc Member Posts: 66

    they arent switched all hooks are transformed into lockers, and survivors can be stored in any locker likes its a hook, glad you like the perks though


    theirs no hooks on the map for this killer because any locker can used LIKE a hook

  • Mystoc
    Mystoc Member Posts: 66

    thanks!

  • Holijay
    Holijay Member Posts: 178

    I understand, I think the killer is unique enough and the hook mechanic does not need to be changed for this one killer.

  • Mystoc
    Mystoc Member Posts: 66
    edited July 2019

    maybe but the whole idea is he teleport to lockers this gives him more spots to teleport to, this in turn also gives survivor more places to hide,

    a small upsides is he has more hooks to use (and maybe they cant be sabotaged, might need to changed your right (or just let the survivor sabo a locker it would look weird!)

    it fits so perfectly that he entombs his victims like he was before the entity freed him though!

    Post edited by Mystoc on
  • Mystoc
    Mystoc Member Posts: 66

    changed the passive power so hooks still stay hooks, you can still "hook" survivors in lockers though

  • Mystoc
    Mystoc Member Posts: 66

    gah another teleporting killer first Freddy now stranger things, well my idea was first.. might have to change things up!

  • Mystoc
    Mystoc Member Posts: 66

    changed the addons let me know what you guys think

  • Mystoc
    Mystoc Member Posts: 66

    Added alot of new stuff! changed and balanced some numbers


    but most importantly added full/ all addons for killer!

    let me know what you think

  • Mystoc
    Mystoc Member Posts: 66

    wish there was a way to bump without commenting again more changes made

  • Mystoc
    Mystoc Member Posts: 66

    bumping thread again changed some numbers around lemme know what u think

  • Mystoc
    Mystoc Member Posts: 66

    bump, i can really see them adding a locker teleporting jump scare killer tell me what you think

  • Mystoc
    Mystoc Member Posts: 66

    changed the perks again since the newest killer had a perk somewhat close to one i had

  • Mystoc
    Mystoc Member Posts: 66

    changed two of the perks yet again, each new chapter ends up having perks similar to the ones I have so I come back and change them every now then let me know what you think

  • Mystoc
    Mystoc Member Posts: 66
    edited January 2022

    changed the lore one of the perks Give & Take and Final Stand let me know what you guys think

    Post edited by Mystoc on
  • Mystoc
    Mystoc Member Posts: 66

    So a killer who can teleport to into lockers was added into the game its a bit different then this one but main idea is there, was only a matter of time locker teleporting is such a cool concept!

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,047

    Given the timing and game development cycle, its possible this is where the dredge's base idea came from. Good job.

  • AnchorTea
    AnchorTea Member Posts: 1,021

    Even if that was the case, BHVR can't definitively say that they used this as an inspiration or else OP can sue for royalties

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,047
  • Mystoc
    Mystoc Member Posts: 66

    Thanks! it’s nice to think i inspired a killer into a reality with an idea I posted 4 years ago I always thought locker teleporting would be such a fun idea. It’s awesome to see it in the game now for sure.