KILLER CONCEPT: THE WOLF
The Wolf, the personification of Death, had grown weary of the little cat. For years, he had watched Puss in Boots squander a gift few creatures were given: nine lives. The cat had treated his existence like a game, dying with cavalier arrogance—crushed, blown up, and otherwise meeting his end in ways that reeked of disrespect for the natural order. Eight times, Death had waited, patient and impartial, but the ninth life was to be different. This time, the Wolf would go to the cat himself and reclaim what was so carelessly discarded. This hunt was personal, a matter of principle.
The confrontation began in a tavern, where the Wolf, cloaked and bearing his twin sickles, first made the feline bleed. The sight of true, mortal fear in Puss's legendary golden eyes was a profound satisfaction. The cat, terrified for the first time in his life, abandoned his identity and fled into retirement. But the scent of his fear was a beacon, and the Wolf followed, knowing Puss would inevitably seek the Wishing Star to cheat him yet again. He became a persistent shadow, appearing to the cat as a chilling reminder of his finality, enjoying the panicked unraveling of the celebrated hero.
The chase culminated at the Star. The Wolf arrived, not to simply claim a life, but to witness a final, defining moment. He challenged Puss to a duel, creating a ring of fire that symbolized the inescapable truth of their encounter. What he found was not the swaggering fool he had hunted, but a cat who had, through his journey, learned the true value of his one last life. Puss accepted his mortality, facing the Wolf not with a plea for more time, but with the courage to fight for the life he had. The arrogance was gone, replaced by a genuine appreciation for the moment. Seeing the wastrel transformed into a creature who finally understood the gravity of existence, the Wolf was satisfied. His lesson was learned, his principle upheld. He simply smiled, lowered his weapons, and granted Puss a reprieve, knowing they would always meet again, but not today.
As the Wolf stepped back through the flames of their battlefield a dark fog grew thick, engulfing the Wolf, and almost as fast as it arrived, it vanished. The Wolf opened his eyes to see himself in a new realm, a new collection of lives meant to end and interrupted. A new world with its balance thrown off, and he must fix it…
Height: 2.0 Meters
Movement Speed: 4.2 m/s
Terror Radius: 32 Meters
Weapon: Twin Sickles
Power: Chilling Whistle
Your presence is enough to strike true fear into the hearts of your targets.
During the match you will switch between Hunter Mode, Pursuer Mode, and Fearful Chase.
Hunter Mode
While in Hunter Mode you can not attack and your Terror Radius is reduced to 8 meters, and you gain 10% haste.
While in Hunter Mode you will whistle a chilling tune that can only be heard within 15 meters of you. Any survivors within this radius will gain the Hindered status effect.
Pursuer Mode will be unavailable until you initiate a chase for the first time, in which you will automatically enter Pursuer Mode and the survivor you're chasing will become the Obsession.
Pursuer Mode
Pursuer Mode activates automatically anytime a chase is initiated.
While in Pursuer Mode your Terror Radius increases to 32 meters, and you lose the Haste effect.
While in Pursuer Mode, you can throw your second Twin Sickle forward. If it hits a survivor, as long as they are within 10 meters of a 15° cone in front of you, you can dash forward to close the gap and pull the sickle out of them, making them lose one health state. If the sickle misses, you will suffer a 5 second cooldown before you can throw it again. If you succeed in retrieving the sickle from a caught survivor, you will have a 30 second cooldown before you can throw it again.
If the Obsession is injured during a chase, then you enter Fearful Chase
If the chase ends, you automatically enter Hunter Mode.
Fearful Chase
Once Fearful Chase is activated, any survivors within 20 meters will become Exposed. If the survivor exits this radius, the Exposed effect lingers for 5 seconds.
Fearful Chase lasts 30 seconds before going on a 90 second cooldown.
Perk 1: Smell of Fear
“I just LOVE the smell of fear..”
Your presence is enough to terrify those around you.
For every 20/15/10 seconds an injured survivor is within 20 meters of you, you gain 1 token, up to a maximum of 3 tokens.
Upon initiating a chase with a survivor, press the active ability button to consume all tokens and activate the Bloodlust status effect until the chase ends or the survivor is put into the dying state.
Each token is equivalent to its respective tiers of Bloodlust:
1 Token = Tier 1 Bloodlust
2 Tokens = Tier 2 Bloodlust
3 Tokens = Tier 3 Bloodlust
Once any number of tokens have been consumed in a chase, there will be a 90 second cooldown before you can begin earning tokens for Smell of Fear again.
Perk 2: Inevitable Death
“Go ahead, run for it! Makes it more fun for me.”
While not in a chase, if there is at least one survivor within your Terror Radius, Inevitable Death activates.
While Inevitable Death is active, survivors who leave your Terror Radius while not running will have their aura revealed to you for 3/4/5 seconds.
If all survivors leave your Terror Radius, Inevitable Death will become unavailable for 70/50/30 seconds after the survivors' auras disappear.
Perk 3: One Life Left
“What's the matter? Lives flashing before your eyes?”
The threat of death looms above all.
When the Obsession is placed on a hook, all survivors will be afflicted with the Exposed status effect for 8/10/15 seconds.
V1.0
Add-Ons are still in development.
This is a concept, and is subject to change.
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