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TheLegendarium

TheLegendarium

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TheLegendarium
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  • Please give me pointers/critique on these! I worked on them for quite a long time!

  • Teachable Perks:

    Master Magician: Survivors who cleanse any totems are Hindered for 15 seconds after doing so. When a Hex Totem is cleansed, continue to keep its effects for 45/60/75 seconds even after it should no longer be active.

    “My magical prowess exceeds that of the greatest you’ve ever seen.” – Alekzander Morningstar

     

    Hex: Divine Intervention: A Hex rooting its power on a deep partnership with The Entity.

    You can damage generators that are regressing, already blocked, or that do not have any progress on them. While you damage a generator, press the active ability button to have the Entity block that generator for the duration that the Hex totem it is attached to stands. Only one generator may be blocked in this way. The generator’s Aura is highlighted white for all players in the Trial.

    Divine Intervention has a cooldown of 50/40/30 seconds.

    “I am no mere servant of The Entity - we are partners in every sense of the word.” – Alekzander Morningstar

     

    Hex: Infinite Wisdom: When a Survivor begins performing an action of completing a generator, cleansing a totem, or healing another Survivor, gain 1 token for the duration of the action up to 5/6/7. Gain 1 additional token for each additional Survivor doing the action if the action is being performed as a coop action. Each token grants 1% Haste. If you have maximum stacks of Infinite Wisdom, gain 2/3/4% additional Haste.

    When this totem begins to be cleansed, gain a loud noise notification and instantly receive maximum stacks of this perk.

    “His intelligence is incredible… he almost appears to be omniscient.” – Andrew Vanderbilt

     


     

    NEW SURVIVOR: ANDREW VANDERBILT

    DIFFICULTY: INTERMEDIATE

    A learned coven leader, capable of evading the Killer while helping his allies in powerful ways.

    His personal perks, Overinformed, Weakness Into Strength, and The Assistant’s Revenge, allow him to keep tabs on the Killer’s location and keep his allies out of dangers’ way, even if he must sacrifice himself to do so.

    Teachable Perks:

    Overinformed: You have spent a lifetime studying your enemies from afar, as knowing your enemy is the best path to defeating them.

    Each time the Killer hits, downs, or finishes killing a Survivor, see the Killer’s aura for 3 seconds.

    “I am prepared for every situation, more than you can ever know.” – Andrew Vanderbilt.

     

    Weakness Into Strength: You must put up a strong front for others and help take away their pain – it’s what you’ve always been taught.

    Whenever you heal yourself, gain 32/48/64 tokens when you finish, up to a maximum of 128.

    When healing other Survivors, you gain a speed increase equal to the number of tokens you have accumulated. You lose tokens as you heal other Survivors, losing up to half of the total tokens you have as you heal them.

    When healing yourself while you already have tokens, gain the benefit of only half of the tokens you have and gain only 16/24/32 tokens.

    “I’ll never give up on you, Alekzander, but you have to trust me. Please.” – Andrew Vanderbilt

     

    The Assistant’s Revenge: You are incapable of leaving others to die, and you know just the trick to do it.

    When a Survivor is on Death Hook and they take a hit that would otherwise down them, you instead switch places with them and take the Deep Wounds status effect, as well as the Broken status effect permanently until you are downed, but you receive no burst of speed if you are healthy and are immediately dropped to the ground if you are injured. That Survivor is instead given the Deep Wounds status effect.

    This can only happen once per Trial, and can only happen once per Trial per Survivor. This perk automatically deactivates if you are on Death Hook yourself.

    Equipping this perk increases your chances to be the Killer’s Obsession at the start of the trial.

    If more than one Survivor is running this perk, the one who is the Obsession will swap places if possible, and another player still running the active perk is chosen as the Obsession.

    “His magic is potent, and the only thing stronger than it is his unwavering and unselfish desire to help others.” – Alekzander Morningstar

  • Power: Flourish

    Passive: Energy Conversion

    Active: Divine Daggers, Beam of Beelzebub, Orb of the Occult

     

    A gift passed down from a hierarchical bloodline, magic is a power that Alekzander excels at and utilizes for deadly purpose. Known for his affinity for converting any type of energy into magic, he can take power and devastate opponents with blasts of their own making.

    ENERGY CONVERSION

    When Alekzander has a generator within his terror radius with progress on it, he siphons its energy and converts it into usable Magic that fuels his projectiles. While close to a generator that is actively being repaired, Alekzander steals its energy at 100% of normal generator regression value (0.25 Charges per second) until he leaves its range, and when a generator is not being repaired, he steals its energy at 150% the normal stealing value. Alekzander can hold up to 200 charges of magic at any time. Regression of those generators immediately stops when Alekzander is either at maximum charges or leaves their radius. Every .25 Charges stolen from a generator corresponds to 1 charge of Magic. Alekzander begins each game with 30 Charges immediately available

    Alekzander has 3 stances, each of which grants him access to different projectiles. Pressing the ability button allows him to switch between the three at will, altering his flying stance slightly and the color of his Magic.

    Altar of Confession

    Throughout the map, Alekzander has Altars of Confession where Survivors can go to rid themselves of any Curses they may have. There are 5 in any given Map spread throughout it – 1 near the center, and 1 near all of the 4 corners of the map. When a Survivor Confesses, they are cleansed of any debuffs associated with their Curses but leave behind charges that Alekzander can consume and convert into Magic. Survivors will always be able to see the Auras of Altars of Confession at any time.

    Divine Daggers

    Alekzander’s first projectile stance is Divine Daggers. These are summoned by holding the power button for 1 second, which spawns 3 glowing red daggers from Alekzander’s hands. Alekzander can hold the power button indefinitely, charging the shot, which increases their speed. When he presses the attack button, one of the 3 daggers flies forward at incredible speed, lodging itself inside of any Survivor it hits. When he presses it again, the second dagger is fired, and when he presses it once more, the third dagger flies. If all 3 daggers land in the same Survivor that is not Cursed, that Survivor is injured. If a Survivor is afflicted by a Curse, they only need be shot with 2 Daggers to become injured. If a Survivor is afflicted by both of his Curses, they only need 1 Dagger to become injured.

    Summoning Divine Daggers consumes 20 charges each time it is attempted.

    Beam of Beelzebub

    Alekzander’s second projectile stance is Beam of Beelzebub. This is a mid-ranged projectile with a range of 32 meters that is conjured by holding the power button, which causes Alekzander’s hands to glow a bright green color. When Alekzander fires it, it sends forward a wide beam that afflicts Survivors with Beelzebub’s Curse. This Curse afflicts them with the Oblivious and Blindness Status Effects, in addition to causing them to hear intermittent crying and screaming from other Survivors in the game at varying distances.

    Firing a Beam of Beelzebub consumes 10 charges each time it is attempted and has a cooldown of 10 seconds in between each attempt.

    Orb of the Occult

    Alekzander’s third projectile stance is Orb of the Occult. This is a long ranged projectile with a range of 40 meters that is conjured by holding the power button, which causes Alekzander to create a glowing blue orb in his right hand. When Alekzander fires it, it sends forward the orb, exploding on contact with a Survivor or terrain, showering the area in a mist that afflicts Survivors with the Occultic Curse, which causes Survivors to be unable to perform the sabotage or totem cleansing actions, in addition to seeing dense, thick dark blue fog everywhere, rendering them unable to see things that are outside of a 32 meter range of themselves besides Auras.

    Firing an Orb of the Occult consumes 10 charges each time it is attempted and has a cooldown of 10 seconds in between each attempt.

     

    ASCENSION

    When the exit gates are powered, Alekzander is overcome by an anger that is almost psychotic in nature. His normally handsome and beautiful features transform, corrupting and turning him into a dark demonic figure – still beautiful in nature, but now more menacing and much more malicious.

    While ascended, The Magician no longer requires charges to cast his magic, and Beam of Beelzebub and Orb of the Occult both injure heathy Survivors. Divine Daggers now charges instantly as well. In addition, Alekzander’s lunges gain an extra 40% range and travel in the same time as before.

     

    Addons:

    Common: 3

    Bronze Bead  – Common Flourish Add-On

    A bronze bead from Alicia Morningstar’s extensive jewelry collection. It won’t be missed.

    ·        Slightly Increases charges stolen from generators per second. (+.083 Charges stolen per second)


    Ripped Tome Page – Common Flourish Add-On

    A page ripped straight from Alekzander’s basic spell book. It has information written in Latin, though it is largely unreadable.

    ·        Slightly decreases Charges consumed per spell (-1 Charge consumed)


    Glass Reservoir – Common Flourish Add-On

    A small glass reservoir that refreshes the user and keeps them capable of using magic. It has long outlived its usefulness.

    ·        Slightly decreases spell cooldowns (-2 seconds)


    Uncommon: 3

    Silver Bead – Uncommon Flourish Add-On

    A silver bead from Alicia Morningstar’s extensive jewelry collection. It hums with a faint power.

    ·        Moderately increases charges stolen from generators per second. (+.25 Charges stolen per second)


    Severed Spell Sheet – Uncommon Flourish Add-On

    A page containing many spells and intricate rituals. Pulled straight out of the book granted to Alekzander by his Coven.

    ·        Moderately decreases Charges consumed per spell (-2 Charges consumed)


    Moissanite Reservoir – Uncommon Flourish Add-On

    A reservoir made of moissanite, reflective and beautiful. It is the gold standard of reservoirs and is still in good shape.

    ·        Considerably decreased spell cooldowns (-3.5 seconds)


    Rare: 3

    Gold Bead – Rare Flourish Add-On

    A gold bead from Alicia Morningstar’s extensive jewelry collection. When the right words are uttered, it glows and reveals its true form.

    ·        Considerably increases charges stolen from generators per second. (+.41 Charges stolen per second)


    Coven’s Textbook – Rare Flourish Add-On

    A textbook containing many secrets of Alekzander’s Coven. The book is covered head to toe with additional notes and additions from Alekzander himself.

    ·        Considerably decreases Charges consumed per spell (-3 Charges consumed)


    Diamond Reservoir – Rare Flourish Add-On

    A diamond reservoir, crafted by the greatest of magicians in Ethiopia, the magic capital of the world. The reservoir is capable of reigniting the magic in anyone, regardless of their state.

    ·        Considerably decreases spell cooldowns (-5 seconds)


    Very Rare: 6

    Vanderbilt’s Sacred Codex – Very Rare Flourish Add-On

    A codex gifted to Alekzander by his fiancé Andrew Vanderbilt. This tome contains the greatest spells known to the Coven and all magical beings in general. Andrew Vanderbilt himself has written notes in it.

    ·        Considerably decreases Charges consumed per spell (-3 Charges consumed)

    ·        Tremendously increases maximum Charges held (+100 Charges held)


    Bloody Sacrificial Dagger – Very Rare Flourish Add-On

    The dagger Alekzander used to draw blood from his entire family. The blood on it has flecks of gold and does not dry, continually dripping from the blade, as if the blade itself is weeping blood.

    ·        The Magician can no longer cast spells.

    ·        Increases The Magician’s base movement speed to 4.6m/s.

    ·        When The Magician has Charges, he can hold the power button to begin consuming them, increasing his movement speed to 4.8m/s, draining 4 Charges per second.


    Diamond Crystal Ball – Very Rare Flourish Add-On

    A diamond orb from Alicia Morningstar’s extensive artifact collection. She uses it to spy on those whom she wishes to curse, a tactic Alekzander was eager to learn.

    ·        Moderately increases charges stolen from generators per second. (+.25 charges stolen per second)

    ·        Tremendously increases charges stolen from generators above 60% progress. (+.50% charges stolen per second)

    ·        Generators that are above 60% progress now glow purple.


    Morningstar Family Tree – Very Rare Flourish Add-On

    Found on that fateful night, this is a poster of Alekzander Morningstar and his entire family and ancestral line’s pictures. When it arrives to where Alekzander would be, there is instead a giant hole where his picture was slashed out.

    ·        The Magician no longer has access to the Orb of the Occult attack.

    ·        Divine Daggers now spawns 2 additional Divine Daggers when channeling the attack.

    ·        Beam of Beelzebub now strongly hinders Survivors hit with it for 6 seconds.


    Forsaken Satanic Tome – Very Rare Flourish Add-On

    Found on that fateful night, this is the book Beelzebub granted to Alekzander upon his successful summoning. The book has spells written in a long forgotten language, as well as sporadic notes from The Magician on how to modify and improve them. On the back of the tome read the words, “Pathetic. My soul is worth more.”

    ·        The Magician no longer has access to the Beam of Beelzebub attack.

    ·        Divine Daggers now spawns 2 additional Divine Daggers when channeling the attack.

    ·        Orb of the Occult now also applies the Broken status effect to Survivors afflicted by the Occultic Curse.


    Coven Leader’s Ring – Very Rare Flourish Add-On

    Found on that fateful night, a ring from High Priest Andrew, Alekzander’s ex-fiancé and new leader of the entire coven. Now that it has been recovered from the Morningstar house, Andrew has excommunicated Alekzander. The Magician does not care.

    ·        The Magician no longer has access to the Divine Daggers attack.

    ·        Beam of Beelzebub now also applies the Exposed status effect to Survivors afflicted by Beelzebub’s Curse.

    ·        Orb of the Occult now also applies the Exhausted status effect to Survivors afflicted by the Occultic Curse.


    Ultra Rare: 2

    Iridescent Familial Blood Goblet – Ultra Rare Flourish Add-On

    A gold goblet spilling over with blood from The Magician’s family. The goblet shimmers and glows, and the blood within sparkles. As much blood as you pour out, it refills.

    ·        The Magician no longer requires charges or has cooldowns to perform his magic actions.

    ·        Generators now automatically regress at normal regression value regardless of The Magician’s proximity to them or whether a Survivor is working on it or not.


    Orb Of The Entity – Ultra Rare Flourish Add-On

    The orbuculum gifted to Alekzander by The Entity in exchange for his partnership in eliciting the raw emotions from Survivors. Gazing into it is enough to drive lesser minds insane – but Alekzander is not so weak. The Entity does not like that.

    ·        Survivors cannot be cleansed of any Curses they are afflicted by until they are placed onto a Sacrificial Hook.

    ·        You can see the Auras of injured Survivors that are Cursed while they are within your Terror Radius.

  • Killer: The Spirit or The Plague

    Survivor: Yun-Jin Lee


    Spirit's backstory is completely sad - she had never so much as killed an animal (that we know of) before being chosen for the Trials, so it saddens me that she's stuck there. Same with Adiris - she was a mere priestess that wanted nothing more than to believe in the gods that should've saved her and her people.

    For Survivor, I'd save Yun-Jin because her story resonates the most with me. I too grew up impoverished and am currently putting myself through college to try to make better for myself, so even though there are other Survivors I feel that deserve it more, I can't neglect that bias there.