New Killer - The Wendigo
New Killer - The Wendigo (and survivor too). I thought it would be cool to go with a Native American theme here. On a side note, there are many different versions of Wendigos out there, depending on your source material. What I'm going for here is less pure creature and more human possessed by a blood thirsty spirit that is slowly mutating the physical appearance of the host.
First of all (and yes I've said this exact same thing with every new killer I submit), sorry for the impending wall of text. Yes this is yet another new killer/new survivor kind of post. Sorry not sorry. I really appreciate this game and would like to see it evolve. Now then, all constructive criticism welcome. If you like my ideas, say so. If they're crap say so then help me polish the turd a little. You get the idea. Backstory to follow if this idea is liked. Will respond to comments as able.
The Wendigo (115% base speed. 32m terror radius. Weapon=hand/claw (weathered, sharpened fingers/nails). Appearance, Back Story, Map, and Add-ons to follow later.
Power: Blood in the Water - Countless years of being on the hunt in the dead of the night to slake your thirst for blood have altered your senses, leading to your once perfect vision being dimmed and your ability to smell fear and blood being transformed. As such, a shadowy black mist borders your eyesight (think insidious visual without the stealth) and you no longer see scratch marks or blood pools left by survivors. Instead, you perceive the scent of running survivors as a visible, continuous, wispy trail of floating red mist lasting the same amount of time as scratch marks from before. This trail is tremendously more focused and less divergent (though it does spread out as it dissipates) than scratch marks and emerges from directly behind the survivor. The mist is 50% brighter and lasts 3 seconds longer for running survivors that are injured. Additionally, even when not running, injured/dying survivors will emit a non-continuous puff of the red mist above themselves every 3 seconds.
Initial contact with a survivor's red mist will reveal their aura for 2 seconds. You must be out of their mist for 10 seconds before this can activate again. While in a chase, after having continuous contact with their mist for at least 10 seconds, you gain access to a Ravenous Charge attack. Holding down the power button will cause you to surge forward (full steering) at 130% speed for 4 seconds. Coming into attack range of a survivor during this charge will cause you to grab that survivor and hoist them onto your shoulder in one swift motion. This is not without risk however. A survivor grabbed in this way is especially panicked...they have their struggle meter filled to 50% from the start, and will be returned to whatever health state they were at when grabbed, should they be dropped for any reason. Furthermore, should you miss your charge attack, you can't attempt another one for 30 seconds.
Mori - You lift the survivor by their throat, plunge your sharpened nails/claw into their chest, and rip out their still beating heart. You then casually toss their body aside, lift their heart above your head, and squeeze, allowing the blood to drain into your mouth.
Perk#1: Fevered Reach - Being in a chase heightens your thirst for blood and invigorates your physical ability. For every second that you're in a chase, the range of your lunge is increased by 1%, capped at 20/25/30%. After the chase ends, the boost to your lunge range will go down by 1% per second until normal. Entering into another chase will again increase the boost to your lunge range, starting from whatever level it was at.
Perk#2: On the Prowl - Your elusive prey sometimes requires a more subtle approach. At the start of a trial and after not being in a chase for 20 seconds, you enter prowling mode. Your speed is reduced 15/12/10%. Also, your terror radius is cut in half and continues to drop by 1m every second until it reaches zero. Entering into a chase with a survivor or being detected by a survivor perk restores your speed/terror radius to full and energizes you, giving you a speed boost of 1/3/5% for 10 seconds. This perk will not take effect if within 24m of a hooked survivor. Being detected by a survivor perk will give you the applicable visual indicator at the side of your screen.
Perk#3: Vengeful Roar - Never mess with the Killer's...or the Entity's food. When a survivor is unhooked when you're more than 24m away, you become enraged and let out an entity-amplified roar that reverberates across the map. Upon hearing this, every survivor in the trial receives a panic mark, capped at 3. Each panic mark slows a survivor by 1/2/3% and reduces their action speed by 3/4/5%. After a survivor reaches 3 marks, each subsequent unhooking will instead cause a non-stacking exhaustion debuff lasting 40 seconds. A survivor already under the effects of exhaustion will not be affected, no matter how much or little time remains. The marks are erased upon being hooked.
Survivor - Chief Niigaanii (Chippewa spiritual leader - Native American). Yes the name is uncreative (it literally means 'he leads'). Run with it. Since The Wendigo has deep roots in Native American folklore I thought this would fit.
Perk#1: Nature's Pact - With a strong foundation in both the physical and spiritual realms, Niigaanii commands almost as much authority over the crows as The Entity does. Anytime the killer stirs the crows within a 24/36/48m range of you, the killer's aura will become visible for 2 seconds. There is a 20 second cooldown after the effect ends.
Perk#2: Spirit Protection - Your ancestors stand ready to aid you when called upon. Once per match/once every 4 minutes/once every 3 minutes, hit the activate button to escape to the spirit realm (same appearance as Freddy's world) for 3 seconds, gaining invulnerability/invisibility while still. Any movement will end the effect early. Activating this also erases all your scratch marks/scent trails from the past 3 seconds. Not compatible with other activatables.
Perk#3: Spirit Anchor - You were a leader in life and now in death as well. As long as you are not the last person killed, a sliver of your soul (manifested as an transparent version of yourself) remains after death, invisible to the killer's gaze. For 10/20/30 seconds everyone's auras become visible to you. During your remaining time you move at 115% speed and can interact with one survivor (and only one) to immediately heal them one health state or unhook them, which in turn grants you 50% more blood points for that trial. A survivor unhooked in this fashion receives the borrowed time effect. Alternatively, you can bestow a boon to one healthy survivor that will grant them a 50% bonus to their blood points at the end of the trial. Stackable. Interacting with a survivor or allowing the time to elapse will see you let go and accept your fate.