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 DreadThe 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
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 MeterEach 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.
Perks1️⃣ 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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