Chapter Concept: Sins of the Damned

New Map: Saint Genevieve's

Church themed locale. Indoor chapel area, confessional area. Outdoor graveyard, shack, parking lot.

New Killer: The Matron

Name: Moiré Gomer

Appearance: Brown hair, blindfolded, "angel" archetype with damaged wings, bloodied and torn white robes

Weapon: Morningstar

Weapon Wipe: The Matron waves a magical light aura, cleaning her morningstar of any blood.

Lore: Abandoned in her teen years, Moiré fought to stay alive on the streets. She had been taken in by a local monastery, discovered by the head nun, Sister Grace who promised to raise her by her own hand. Moiré had soon become the whipping child, being forced to take the work of a couple of staff members. She kept all of her emotions to herself, being threatened that if she said a word, Moiré would lose her "home". Months passed to the point where Moiré could not take the abuse, and assaulted one of her tormentors. She had confessed her sin to the head matron in private, but instead of calling the police, Sister Grace told her she was already aware of the situation. The nun had chastised her for the action that was taken, calling it a sloppy job to Moiré's surprise. She had brought the girl into a secret room where the troubled staff member was bound and gagged to a chair.

Sister Grace had pulled out a dagger from her robes, explaining that she did not want to rob Moiré of her vengeance, instructing her to finish the job. The young maiden was wary, but also knew that if any witnesses were let free she would be cast out and arrested. Sister Grace had applauded her for completing the task swiftly, informing her that her actions were just; she had even confided that she was in a similar situation and needed to take action in order to punish the wickedness within their own temple. She had been used as a vessel to pass judgement by the Lord, and now it was Moiré's turn. Moiré had been taken under Sister Grace's wing, working together to cleanse the ugliness of the world, taking extreme measures in their faith.

Eventually, Moiré is lured into the Entity's Realm by false claims to become a savior of lost souls, and aid others in atoning for their sins so that they may find peace.


Killer Power: Sins of the Damned

Sins of the Damned is a meter that fills up over a time period of 75 seconds, but can be quickly gained by landing The Matron's special attack Atonement on Survivors. When the meter is full, The Matron can activate her special ability Ascension, strengthening her powers.

Special Ability: Atonement

Press and hold the Ability button to activate Atonement, readying your weapon with holy energy. While preparing this attack, you move at a slower pace. Tap the Attack button to fire a ranged attack in front of The Matron. This ability can inflict damage on a survivor when hit directly. If it passed through an obstacle, Atonement will instead mark any Survivors hit with a pale light, revealing their aura for 3 seconds. When Atonement travels in a straight line throughout the environment, it will reveal nearby Survivors with Killer Instinct.

(Desc: The Matron swings her weapon vertically, firing an arc of holy energy in front of her. Think similar timing to PH.)

Special Ability: Ascension

Press and hold the Active Ability button to use Ascension. You call forth a divine light that showers down on your location in a 24 meter radius for 4 seconds. Any survivors within range with be blinded and scream, revealing their location. You bathe in the light, radiating a flaming white aura around you, empowering your capabilities for a total duration of 30 seconds.

Special Ability: Indignation

While Ascension is active, Atonement transforms into Indignation and is augmented with a holy flame that trails behind the arc's flight path. The trail of fire dissipates after 5 seconds have passed, and is able to pass through vault locations, but not through walls.

Holy Flames

Any Survivor who comes into contact with the flames from Indignation will be marked with the Burning status effect. While under its effects, Survivors may spread it to others, to pallets, vault locations, and Breakable Walls. Survivors must take action to put out the flames on themselves, or they will enter the Deep Wounds state if not extinguished in 15 seconds. A pallet or breakable wall will be burned to cinders, and will be destroyed after 5 seconds if they come in contact with the Holy Flames, or if a Survivor vaults through them with the Burning status active. Survivors are able to extinguish the fire on pallets and breakable walls.

(Extinguishing the flame would take about 8 seconds.)

Killer Add-on ideas:
  • Broken Prayer Beads (Common): Atonement will send out 3 arcs in a 60 degree angle but cannot injure Survivors. Survivors hit will instead scream and have their Aura revealed for 4 seconds. Gain 100% Bloodpoints for successfully landing Atonement or Indignation on players.
  • Augments to cooldown of Atonement.
  • Augments to decrease requirement to gain Ascension.
  • Augment that reduces time it takes until able to act after using Ascension.
  • Augments to increase timer of Killer Instinct/Holy Flame's aura.
  • Increases time until trails from Holy Flames dissipate.
  • Survivors hit with Atonement/Indignation suffer the Exhausted status for 5 seconds.
  • Holy Flames will afflict Survivors with the Hindered status for a duration.
  • When a Survivor under the effects of the Burning status enters the injured or dying state, they will suffer from the Broken status for 25 seconds.
  • Survivors caught within Ascensions light gain the Blinded status for 30 seconds.
  • Survivors caught within Ascension's light gain the Oblivious status for 20 seconds.
  • Rare: Any Survivor caught within Ascension's light will gain the Exposed status for 12 seconds.
  • Holy Chalice (Iridescent): Ascension now afflicts Survivors in its radius with the Burning status. When Indignation hits a Survivor, the attack will explode in a 5 meter radius, spreading the Burning status to any nearby Survivors. Holy Flames from Indignation will destroy pallets and Breakable walls instantly.
  • Sister Grace's Amulet (Iridescent): Augment allowing Atonement/Indignation to fire an arc behind its indicated flight path as well as in front. You can set-up the arc's flight path in an idle motion, choosing when to fire after it has been placed. Atonement/Indignation will stay idle for 6 seconds when used like this.
Memento Mori

For the Matron, her Mori has two variations depending on if she is empowered by Ascension or not:

  1. The Matron will begin chanting a prayer, calling down a light upon the Survivor's location as they try to crawl away. The Survivor is attacked, and turned over to their back so The Matron can hold them down with her foot. The Survivor screams, being blinded by the light until the Matron silences them with her weapon.
  2. While empowered by Ascension, the light enveloping The Matron flies into the Survivor's body, causing pain from the inside. The Survivor is levitated into the air, struggling against the force until their final scream as the light flies out of their eye sockets and back to The Matron.
Playstyle

The Matron's general playstyle would be having ranged capabilities, kind of a mix between PH and Artist. You can use her power for scouting gens, although it would be 1 direction at a time for the major difference between her and Artist. She wouldn't have a strong early game due to her power, and has better snowball potential during mid-to-late game.

Ascension timing when its ready can be used to scout for nearby Survivors, especially those who may be searching for flashlight saves. The upgraded version of her power, Indignation, can be ideally used to cut off a Survivor's path of escape with the flames trailing behind the waves. If they decide to run through the flames, they not only take the risk of taking the Burning Status, but also spreading it.

The Burning Status would be a new effect specifically for the Matron (at least until a pyro themed killer comes along), which can work kind of like a base-kit Dissolution if the flames touch pallets. As fire has potential to spread, it would only be natural if a Survivor does not put out a flame they're carrying for it to travel onto another Survivor or a pallet they pass by (think Plague mechanics). It can be deadly for looping, Survivors potentially losing the safety of their thrown pallet, but any pallet (even breakable walls) can have their flames snuffed.


Killer Perks:

To Forgive is Divine

An accident is to be forgiven, however, you will take measures to correct the behavior.

When Survivors fail a total of 4/3/2 Skill Checks on the same object, reveal their aura(s) for 2 seconds. Any Survivor who is within your Terror Radius the following applies:

  • Increase trigger odds of Skill Checks by 11%/22%/33% while repairing a Generator.
  • Survivors are faced with a difficult Skill Check when they stop interacting with a Generator.

"It is okay my child, soon you will come to see the light." -Moiré Gomer

Hex: Rectify

A Hex rooting on its power on hope.

  • When you hook a Survivor, this perk activates. All Survivors in the trial suffer from the Oblivious status for 40 seconds. Any Survivor within a 20 meter radius of the hook is also afflicted with the Exposed Status for 20/30/40 seconds.

"I shall cleanse the Earth if its impurities!" -Moiré Gomer

Pass Judgement

Your passion to punish the wicked knows no bounds.

  • You become obsessed with one Survivor. When the Obsession is rescued from a hook, they receive the Broken status for 25/30/35 seconds. While Broken, the Obsession suffers from a penalty of 8% when repairing, healing, sabotaging, and cleansing/blessing totems.

"This is the time for prayer... your final chance at salvation." -Moiré Gomer

When coming up with The Matron's perks, I kept things on a somewhat basic level. Pass Judgement is kind of niche by punishing just the Obsession, and you have to put some pressure on the other players. To Forgive is Divine has potential to combo with other perks that focus on gen regression, with the added bonus of tracking a nearby Survivor if they mess up one too many times. Hex: Rectify came to be while thinking of perks to deter quick saves.


New Survivor: Isaac Werther

Age: 29

Nationality: American

Lore: Isaac was once a man who believed faith is the strongest thing anyone could hold onto, until one unfortunate encounter with the Entity. It had taken everything and everyone he held dear, leaving him filled with despair and grief for many years. Isaac had one opportunity to save his fiancé, yet chose to save his own life in cowardice. The face of his lover in their final moments, have been forever etched in his memory. He was ready to end it all, although something had prevented him from doing so. The feeling was supernatural to him; it was as though his loved ones were telling him to keep on fighting, yet something about this feeling felt odd in the back of his mind.

The next time he thought to take his own life, a dark mist enveloped his surroundings. The voice of his fiancé called out to Isaac, asking for their help. He had already accepted the cold truth that his lover was gone, but walked deeper into the black fog anyway... hoping to bring his suffering to an end.

Survivor Perks:

To Err is Human

You know that any mistake made, only reminds you of your humanity.

  • You start the trial with 1/2/3 tokens, up to a max of 3 tokens. If you fail a skill check, consume one token, transforming it into a Good Skill check instead. You regain tokens from being injured by the Killer or from being hooked.

"We all have skeletons in our closet... some secrets we take to our graves." -Isaac Werther

Boon: Sanctuary

A boon to ail those who are suffering.

  • Press and hold the active ability button near a Dull or Hex totem to bless it and create a Boon Totem. Soft Chimes ring out in a 24 meter radius. Survivors within the boon's range benefit from the following effects:
  • You recover from the Blindness, Exhausted, Broken, Oblivious, and Exposed status effects 10%/15%/20% faster.
  • This effect lingers for 2/3/4 seconds after leaving the Boon Totem's range.

"It's not much, but it's kept me safe up 'til now." -Isaac Werther

Redemption

In a dire time of need, you take the opportunity to regain the trust of your allies.

  • This perk activates after triggering 5/4/3 Protection Hits. You are automatically healed 1 health state after 15 seconds. Redemption is on hold if you are disabled at the moment it triggers, and will instead activate upon being freed.

"I wish I was brave enough to do this a lot sooner." -Isaac Werther

Isaac's perks were designed in a fashion to oppose the killer's own unique perks. To Err is Human can be thought of as a personal version of Jonah's Corrective Action, and would just be okay on its own. Redemption can have some value by itself, but would be something that can shine if paired with Mettle of Man or those who like to take aggro. And Boon: Sanctuary would be his best perk for obvious reasons for more chances to use Exhaustion perks; it does nothing against permanent status effects however.

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