Royalty Free FNAF Chapter Idea (Day of Fun Chapter)
IMPORTANT NOTE: This is primarily a concept and I have no faith that it will make it into the game. I simply thought it might be interesting to do a FNAF style animatronic killer and such and so I did that but it’s truly more of an idea than anything.
PLEASE NOTE: I am by no means a professional at this so I welcome your CONSTRUCTIVE criticism in order to help balance it out. I'll be giving my opinion of why I did blank by putting them in parenthesis.
Scooter the Cat: The Animatronic
Description: Scooter is a large (FNAF art style) animatronic cat. A large 6’1”/185cm lumbering beast. He is dark blue by default with a white belly and muzzle? He wears a hat somewhat reminiscent of the Scout’s from TF2, a bandolier style backpack, and shorts similar to those found on Foxy.
Terror Radius: Normal - 12m, During Jumpscare’s Effects - 32m
Speed: Walking - 3.4m/s, 2 seconds after being stuck - 5.6m/s, Normal Jumpscare Walk - 4.6m/s (To further explain the walking speed, normally he moves slower, after he teleports he moves at 0m/s for 2 seconds, then has 2 seconds after that to move at 5.6m/s to get on the trail of a survivor. It calms down and for the next 15 seconds he has a 4.6m/s move speed unless he enters a chase in which the 15 seconds limiter cancels out and he chases the survivor at 4.6m/s during the chase with bloodlust activating and affecting him as normal.)
Ability: Jumpscare - Hold M2 to see all generators currently being worked on, hold LCtrl to teleport to the one you’re currently looking at, a jingle will play at the generator. You’ll pop up and explode the gen, knocking it down by 8% but the gen does not regress from this, each generator has a 30 second cooldown before Jumpscare will decrease it by 8% again. After you teleport there are 2 seconds before Scooter can start moving again, and has 15 seconds to keep it’s movement speed and enter a chase or lose it. Jumpscares effects are lost after you lose a survivor in a chase. (I figured that comparably since he is limited by speed and relies on jumpscaring people to increase his move speed. Since every Gen he can teleport is being worked on it’ll only ever activate when he scares a survivor so he can’t just gain move speed as he pleases. The 2 second thing could be an animation of him adjusting himself.)
Animatronic Jaw - When hitting a survivor you inflict the Mangled status effect. Performing skill checks while the survivor suffers from Mangled are slightly/moderately/significantly more difficult. (I thought it might be interesting to have a situation in which, working on generators while injured makes things difficult and having the mangled effect doesn’t quite give any immediate cause for concern. This would counter things like how my friend decides there’s only one gen left to do, heal me after.) “His bite is far worse than his bark, don’t forget that.”
Phantasmagorical Performance - After Hooking a survivor your terror radius is increased to 46m for 10 seconds after which your terror radius will be reduced to 0 for 8/10/12 seconds. (I think having a killer just...disappear would be an interesting experience to say the least.) “One minute he’s there, but then you blink, that’s all it takes, and he’s gone just like that.”
Automatonophobia - After leaving your terror radius, Survivors have a 30/40/50% penalty to generator repair for 8 seconds, each survivor can only be affected by this every 25 seconds. (Initially I was gonna steal Coulrophobia and change it to gen progress but I feel like this is a more interesting way and the cooldown per survivor makes it so that Ruin doesn’t gain an even greater foothold where it doesn’t need it.) “He’s a terrifying monster and worse yet he doesn’t even know.”
Pizza Slice (common) - Generators will decrease by 1% more when using Jumpscare.
Greasy Napkin (common) - Slightly increase your move speed outside of a chase. (3.7m/s)
Pack of Balloons (common) - Slightly decreases Jumpscare’s terror radius.
Soda Cup (common) - Teleport to a Generator 2% faster.
Birthday Cake (common) - Slightly decreases the time before Jumpscare’s jingle activates.
Can of Oil (uncommon) - Generators will decrease by 2% more when using Jumpscare.
Spare Voice Box (uncommon) - Moderately decreases Jumpscare’s terror radius.
Spare Eye (uncommon) - Moderately increase your move speed outside of a chase. (4.0m/s)
Mechanical Wiring (uncommon) - Breaking a generator will regress 1% faster if you jumpscared it in the last 20 seconds.
Spring Lock (uncommon) - Teleport to a Generator 3% faster.
CCTV Tape (rare) - Teleport to a Generator 5% faster.
Company Phone (rare) - Moderately decreases the time before Jumpscare’s Jingle activates.
Fuel Canister (rare) - Generators will decrease by 3% more when using Jumpscare.
AA Batteries (rare) - When looking at a generator you can see how many survivors are currently working on it.
Office Key (rare) - Injured survivors working on a generator that you teleport to receive the broken status effect for 12 seconds.
Joshua’s Walkie-Talkie (very rare) - Tremendously decreases Jumpscare’s terror radius.
Joshua’s Flashlight (very rare) - Tremendously increase your move speed outside of a chase. (4.6m/s)
Joshua’s PDA (very rare) - Each survivor that works on a generator that was Jumpscared must face a difficult skill check.
Child’s Lost Shoe (Ultra rare) - After using Jumpscare you no longer need to wait, however you must now enter a chase in 10 seconds to keep the 4.6m/s speed.
Missing Persons Flyer (Ultra rare) - After using Jumpscare all survivors working on that Generator move 3% faster for 4 seconds but suffer from the exhausted status effect for 60 seconds after.
Description: Joshua is a young security guard. He’s a bit on the big side but not too bad. A head of black hair and a decent beard to accompany it. He wears the company uniform while on duty, a cap with the logo stitched on, a short sleeve shirt with a chest pocket and the logo stitched into it, and a pair of dark cargo shorts extending just past the knees.
Army Crawl - When in the dying state you move 3/4/5% faster and your health bar decreases slower by 6/7/8%. (I feel like there’s a good amount of perks that talk about the dying state and how you either empower yourself or get benefits by getting picked up or whatever. None of the perks have anything about holding on longer while dying.) “You gotta keep going, don’t stop for a second, that’s how they get you”
Watch for Opportunities - Every survivor within the killer’s terror radius but are not in a chase are given the Vision effect for 15 seconds and auras disappear 2/3/4% slower. For the first 2 seconds Lockers, chests, generators, and pallets are revealed to you and your team. Watch for Opportunities has a 30 second cooldown. (I thought it would be nice to have a perk that lets you see it all for a brief moment and then simply increases your aura reading range after that. I should make it clear that the latter half is not affected by the disappearing thing) “It’s important to keep a lookout at all times, sometimes the smallest glimmer of hope is all you need.”
Fast on Your Feet - When you are within the killer’s terror radius repair generators, cleanse totems, search chests, and climb pallets 4/6/8% faster. (I figure it would be a neat enough concept that, you can do this stuff faster but you need to be near the killer. It doesn’t silence or dampen your action’s sounds so this is good when chases are happening either around or to you.) “I’m fast, faster than they expect someone under pressure to be” - Joshua Webbs