New survivor :)

Survivor: Dr. Maria Watson

Description: A brilliant science prodigy; Watson's personal perks, Spacewalk, Experimental Chaos, and Supercharged Analysis give her utilities to evade the killer when things go south and to maximize her tools to their fullest potential.

Brief background: Coming of Irish and Philippine descent, Watson was a natural genius. She loved the world of physics and engineering even at the age of 10. She would craft small samples from anything she could find that demonstrated her crazy imagination while gradually expanding her love for science. She ended up winning science fairs from her college days and ended up with an internship at NASA. She had a gift. A gift that would however plummet her to her demise, or so she thought. She continued to work there for the next decade quickly proving them the power she held. After being asked to volunteer as an extra astronaut for an important mission to the moon, the ship's interior quickly went ablaze due to a malfunction as it attempted to break through the earth's atmosphere. This is it, she thought to herself. She could no longer hear the screams of the others, but only the whispers from fog slowly engulfing her.

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Spacewalk:

You'll make gravity work to your benefit.

Fall from great heights 30/40/50% faster and the stagger effect is reduced by 25%.

Experimental Chaos:

When the project goes wrong, you'll always have an idea of what to do.

While working on a generator, if it explodes for ANY reason, you and all survivors within 20 meters from the generator receive a 5% haste status effect for the next 5/7/9 seconds.

Supercharged Analysis:

Your brilliant mind has given you the ability to enhance your tools to their fullest potential.

After repairing generators for a collective amount of 100/90/80 seconds, the perk activates.

Hiding in a locker for at least 15 seconds triggers it, thus deactivating it for the remainder of the trial.

Triggering the perk replenishes or activates all other equipped perks all at once.

i.e) Autodidact would have all 5 tokens, MoM would have the 3 required stacks, Flashbang & Blast Mine would have its gen requirements ready, Distortion replenishes its 3 tokens, etc.

Note: One-time use perks like Unbreakable would not be recovered (or maybe? Not sure)

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I hope you guys liked it!

Comments

  • To the person who voted this up and probably read through it.

    Thank you .jpg


  • I like the last perk idea.

  • @Sakurra said:

    I like the last perk idea.

    Thank you!

    I wanted a perk that could potentially be strong/meta-viable while remaining entirely unique and balanced which is the inspiration of the perk.

  • You have a knack for this. Keep going.

  • @pimin said:

    You have a knack for this. Keep going.

    Thank you! I like sharing what my imagination comes up with.

    Here's another post I made with a survivor idea (the first one I came up with) if you're interested :)

    @Mazoobi said:

    Just a quick idea of a survivor I've had in mind for awhile! His perks were fun to make. 

    Survivor: Alan Neski 

    Brief bio: Alaskan-born man who has lived within nature's harsh territories with his parents until at the age of 25, his parents were caught in a storm and were never seen again. 

    Short desc. (in the selection screen): A lonely, but tough hunter capable of setting traps for unwanted visitors and escaping deadly situations at the nick of time. 

    Perks:

    - Nearby Shelter: You can sense a storm coming and you know how to avoid it. Slow-vaulting into/out of a locker is increased by 30/40/50%. You leave no scratch marks for 3 seconds after leaving a locker. You also no longer suffer from the blindness status effect while in a locker. 

    - Wolf Pack: Learning from past experiences with your companions, traveling in groups can be a blessing. While you are within 6 meters from another survivor, the perk activates. While the perk is activated, you and all survivors within range receive a 1/2/3% haste effect. Survivors can only be affected by ONE wolf pack at a time (similar to leader and prove thyself)

    -Tripwire: You have learned techniques to hunt, not to be the hunted. While you are standing at an upright positioned pallet, press the activate ability button to begin setting a tripwire on the pallet (3 seconds to set-up). 

    The tripwire will have an aura that will be shown to nearby survivors. The tripwire will only last for 35/40/45 seconds after being armed. If a killer walks through a pallet with a tripwire, the pallet will automatically drop. If a survivor drops the pallet instead, the tripwire is automatically destroyed. Setting up a tripwire causes a lengthy cool-down of 80 seconds. 

    I hope you guys liked it hehe, this character has been floating in my head lately so I might as well share it :)