Carrie White Chapter - Stephen King's Carrie Franchise - Killer & Survivor Perks and Power
Chapter: Carrie
Killer: The Prom Queen/ Carrie White
Power: Prom Queen’s Mind; Carrie can throw items left around the map with her mind, such as knives, glass shards or metal scraps. These items can only be tossed a certain radius and can only be thrown in a straight line until the falloff. Special Ability; Fury Fire - Carrie can select a window or pallet to be engulfed in flames for 10 seconds and if a survivor vaults or throws down these items, that survivor is put into the broken status effect for 20 seconds and is slowed for 2 seconds.
Perk 1: Pig’s Blood; All survivors start bleeding if another is injured, they bleed more with time, leaving bigger pools of blood.
Perk 2: Hex: Mind Games; While this totem is active, once you hook a survivor 3 random generators will start regressing 10/15/20%. If the random generator is below these percentages it automatically goes down to 0% progress. If a survivor is working on one of the random generators they get two difficult skill checks.
Perk 3: Late Bloomer; When a survivor misses a skill check there is a 10/15/20% chance to lose a health state. If a survivor is injured while this perk activates, they go into the broken status effect instead of the dying state.
Survivor: Billy Nolan
Perk 1: Blood Collection; After being in a chase for 40/30/20 seconds, if injured, your blood stops pooling on the ground for 10/12/15 seconds.
Perk 2: Peer Pressure; Being 20 meters within other survivors radius makes repairing easier. While working together you get 5/10/15% less skills checks.
Perk 3: Driver’s License; After escaping a chase you gain 10% walking speed for 3/6/9 seconds.
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