Chapter Concept – “Harvest of Fear”

Killer: The Scarecrow

Role: Stealth / Ambush / Psychological Pressure

Core Design Idea

The Scarecrow does not chase fast.
It controls space and punishes Survivors who feel “safe”.

It creates paranoia.

Power: Field of Dread

The Scarecrow can place up to 3 Effigies around the map.

Effigies look like normal scarecrows and blend into the environment.

Passive Effect:

Survivors within 12 meters of an Effigy suffer:

  • 10% slower healing speed
  • Slightly distorted audio
  • Subtle visual hallucinations

Secondary Ability: Take Their Place

When standing near an Effigy, press the Power button to:

  • Instantly teleport to that Effigy
  • Gain Undetectable for 6 seconds

Cooldown: 35 seconds

This creates mindgames and map pressure — not pure speed.

Special Mechanic: Fear Meter

Each Survivor builds Fear when:

  • Staying alone too long
  • Failing Skill Checks
  • Being near Effigies

At full Fear:

  • Survivor screams
  • Leaves louder grunts
  • Suffers from Oblivious for 10 seconds

Fear slowly decreases when near other Survivors.

👉 This encourages teamwork and prevents camping.

Perks

1️⃣ Isolation Feeds Me

When a Survivor is more than 24 meters away from all teammates, their aura is revealed for 3 seconds every 30 seconds.

2️⃣ Rotten Harvest

After hooking a Survivor, the furthest generator begins regressing automatically for 12 seconds.

3️⃣ Watch From the Fields

When you stand still for 4 seconds, you become Undetectable until you move.

Why Behaviour Would Like This

✔ Unique mechanic (Fear system)
✔ Strong horror atmosphere
✔ Anti-solo play pressure
✔ Not overpowered in chase
✔ Promotes strategic teleport mindgames

This feels like a REAL licensed-level Killer.

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