Clown Buffs: Varied Power

The Clown, as we know, is very good at one specific thing; closing down loops. But sadly, he seems to be only good at JUST that.

Well, he should be good at a good many things. He is good with chemicals, after all.

I think, along with his base power, he should have two additional powers:

  • His Afterpiece Tonic, instead of just being a single chemical compound, now is a placeholder for a number of chemical mixtures he has at his disposal.
  • These chemicals include his current Gas Cloud, but also a drinkable liquid and a flammable liquid.
  • The Drinkable Liquid is filled with sugars, caffeine, and some various alcoholic beverages to help give a boost.
  • The Flammable Liquid is filled with easily excited fumes that explode when lit.

The Clown can cycle through any one of these, which is determined by its colored bottle; Red is Flammable, Blue is Drinkable, Green is Gas.

Using any one of these bottles will result in losing one Afterpiece Tonic.


DRINKABLE TONIC

  • When activated, the Clown takes 2.5 seconds to drink from a Blue Bottle.
  • After drinking, the Clown burps softly. For a duration of 6 seconds, the Clown will have 20% Haste, a 40% cooldown reduction on missed hits, and a 30% slowdown reduction on successful hits.
  • After the duration ends, if the Clown has not hit a survivor, he will be stunned for 4 seconds, holding his head as though he has a headache.
  • If he makes a successful hit, the power ends but he uses the standard animation for successful hits, with the exception of 30% less slowdown during the animation. But, he will gain a level of intoxication, whether the hit is successful or not.
  • When intoxicated, the Clown's vision will go wobbly for a moment to indicate he has gained a level of intoxication. For each level, he gains more debuffs after the effects of Drinkable Tonic is over.
  • For each level, his vision will become increasingly blurry and disoriented. He will stumble, similar to how a killer is when a survivor struggles, progressively getting more noticableas he drinks. His cooldown duration for missed hits will increase by 10% for each level of intoxication. Furthermore, it will increase the duration of his stun if he doesn't land a successful hit during Drinkable Tonic by .5 seconds per level.
  • Max of 5 levels of intoxication.
  • Levels are lost after 30 seconds, indicated by the Clown's vision getting less blurry and less foggy, as well as his movement being less hindered by stumbling.
  • Uses one Afterpiece Tonic.

FLAMMABLE TONIC

  • The Flammable Liquid is the Clown's direct combat against generators.
  • When activated on a generator, the Clown pours a clear, fumy liquid on the generator from a Red Bottle, chuckling as he does so, for 3.5 seconds.
  • After a survivor interacts with a generator, anytime they miss a skill check or hit a good skill check, the generator will erupt in flames and prevent interaction with it from any survivor for a duration. 5 seconds if a good skill check, 15 seconds if they missed a skill check.
  • Any missed skill checks will start regression while the 15 seconds begins. Furthermore, any missed skill checks have an additional 10% penalty on progress if affected by Flammable Tonic.
  • Great skill checks ignores the tonic, but doesn't set it off, meaning any future skill checks that are missed or good are affected.
  • After the generator erupts in flames, the liquid must be reapplied for the effect to happen again.
  • Uses one Afterpiece Tonic

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