Killer concept = "The Reliquary"

Origin =

A woman accepts getting full-body tattoo's of strange markings (from a strange artist), because she's promised they will allow her to absorb "power" from others. The markings turn her skin into a one-way prison for souls. She can harness their power through strange jewellery.

She is not told these souls will continue to live inside her, desperate to escape, pleading to her. The souls believe if enough of them are captured, she will explode from the inside, so they can be free. Therefore, they constantly plead with her to collect more souls (for new company, or to bring her closer to exploding).

Her effect on survivors =

When in proximity to this killer, or taking damage from her attacks, she drains the survivors of their "life force". This means the survivors slowly lose their "drive to survive". For example, they can no longer heal themselves (but can be healed by others). They no longer feel pressure to run away (they don't hear the terror radius), but other survivors can warn them to run (by emoting).

Survivors can regain "life force" by being close to other survivors, and interacting with them. This encourages survivors to stay close together, but it also makes it easier for the killer to pressure them.

Special mori =

Instead of a graphic violent death, she "inhales" or "eats" the soul of the survivor, and their body remains when the mori completes. The survivor's body is then controlled by the game's AI, to make them wander aimlessly around the map (no longer interacting with survivors or objectives, they are just a hollow husk). The player themselves is eliminated from the match.

Mechanics already in-game (so implementation is not radical) =

  1. "Nemesis" already displays wandering AI.
  2. "Vittorio" already displays detailed and glowing tattoo's.
  3. "Doctor" already displays effects within their terror radius.
  4. "Sadako" already displays building condemned stacks, which allow survivors to be mori'd despite hook stages.

The horror =

There are fates worse than death. It's easy to understand that a survivor is gone when their body has been "taken" or "destroyed". It's hard to understand that the survivor is still wandering around inside the match, but there is nothing left behind their eyes.

For audio, I think for each survivor successfully eliminated from the match, their pain noises can be heard when within the killer's terror radius, because their soul is now trapped in her (and you're next!)

Discussion? =

  1. How can this be balanced and implemented?
  2. What's missing, and what do you propose?
  3. Visual and audio depictions?
  4. Other aspects
Tagged: Killers

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