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LLoading

LLoading

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LLoading
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  • The Lord Of The Flies: Abilities: -Eyes In The Sky: Beelzebub lets a fly loose. The fly will head in the direction of Beelzebub's choosing. If the fly hits a wall it will stick to the wall. Any survivors that walk within 8 meters of the fly in it's vision then Beelzebub get's a notification. Beelzebub can recall his flies and can have 5 out at a time. Survivors can squash the flies making the
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  • The Lord Of The Flies: Abilities: -Eyes In The Sky: Beelzebub lets a fly loose. The fly will head in the direction of Beelzebub's choosing. If the fly hits a wall it will stick to the wall. Any survivors that walk within 8 meters of the fly in it's vision then Beelzebub get's a notification. Beelzebub can recall his flies and can have 5 out at a time. Survivors can squash the flies making the
    1 comments 21 views last activity
  • The Greedy: Power: -Coins: Everytime you hit a survivor, complete a chase, damage a generator, or break a pallet you gain a coin. If you interupt a survivor and grab them you gain three coins. With three coins you can make a chest a mimic chest. If you have five coins it can curse a survivor's item. If you have eight coins you can use Greed's Gambit. -Mimic: Turn a random chest into a mi
    1 comments 41 views last activity
  • The Butcher: Power: -Butcher's Cleaver: The Butcher can strike lunging forward 6.5 meters. Breaks pallets instantly. Missing a survivor stuns The Butcher for 2 seconds. Hitting a wall stuns for 2. Has a 15 second cooldown. If the Butcher hits a survivor or a pallet with Butcher's Cleaver the ability has a 0 second cooldown. Not considered a basic attack. Hitting a survivor takes 2.5 seconds to
    2 comments 51 views last activity
  • The Abyss: Power: -Fear Vissage: The Abyss can create Vissage's of themself up to 10 meters infront of themself. The vissages have a terror radius of 12 meters. If a survivor walks within 6 meters of a visage they will get feared for 4 seconds. Vissages last 40 seconds. The Abyss has a max of 6 vissages. -Reality Switch: The Abyss can channel for 3.5 seconds to switch places with one of t
    0 comments 61 views last activity
  • The Gorgon: Power: -Stone Gaze: The Gorgon can let out a shriek and glare. If any survivor looks at The Gorgon while she stone gazes they will be turned to stone. This has a cooldown of 30 seconds and the range is 28 meters to turn to stone. -Stone: Survivors that are turned to stone cannot move or act. The Gorgon may break them out which injures them and makes them broken for 40 seconds.
    0 comments 22 views last activity
  • The Darkness: Power: -Vessel Of Shadows: The Darkness is constantly surrounded by a large circle of pure darkness. Survivors cannot see through it. The circle is 16 meters long and is 10 meters tall. The Darkness has no terror radius unless inside the circle then it sounds like he is right on you. If a survivor enters his circle not crouching they are revealed to him for 6 seconds. While in t
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  • The Drowned: Apearance: A tall sailor with a large fishing hook lodged in his back. His body is rideled with holes as well as being covered in barnacles and seaweed strewn about all over him. Height: 6'8(Is 6'11 but is hunched over to 6'8) Terror Radius: 32 meters Movement: 115% Power: -Sunken Penance: At the start of the match The Drowned becomes Obsessed with one survivor. That survi
    0 comments 61 views last activity
  • The Magician: Power: -Hat Trick: The Magician can throw his hat up to 18 meters. The hat will travel at 3 meters a second. While he does not have his hat he cannot attack. The hat at the end of it's arc will stop mid air then return back to him at 3 meters a second and will not stop until it comes back or hits a wall. If the hat hits a wall it will bounce off it ricocheting up to two times the
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  • Power: -Never-ending hunger: The Glutton wants to consume all he can. He can unhinge his jaw and swallow up a survivor in a 4 meter cone in front of him. If he swallows up the survivor he will begin digesting the survivor. If the survivor is not injured it will take 10 seconds to down them and 5 to injure. If they are already injured it will take 5 seconds to injure them. Survivors being digest
    2 comments 61 views last activity
  • The Chained: Speed: 110% Power: -Harrowed Chains: The Chained can throw his chains up to 24 meters. If the chains hit a wall or obstacle he will be pulled to it at 10 meters a second. If it hits a pallet he will be pulled through the pallet breaking it and being stunned for 2 seconds. It has an 18 second recharge. If The Chained hits a survivor with his chains he will pull himself to the surv
    1 comments 21 views last activity
  • The Crazed: Power: -Insatiable Hunger: The Crazed can crouch getting rid of their terror radius for 3 seconds charging up a powerful lunge attack. The attack has a range of 10 meters. The attack will apply deep wound status effect for 20 second.The attack will not stop when hitting a survivor. It will only stop if you hit a wall or the max range. If it goes through a pallet or vault space The
    0 comments 32 views last activity
  • The Witch Doctor: Power: Curse: At the start of the match a single survivor becomes cursed. Survivors that are cursed suffer from the blindness status effect and have a 50% higher chance of triggering skillchecks. Survivors Can dispell a curse from another survivor by performing the dispell action which takes 7 seconds. If a survivor dispells a friendly survivor's curse that survivor will bec
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  • The Hivemind: Power: Spore Modules: The Hiveind can place modules on walls, hooks, pallets, and vault locations. The Hivemind can have a max of 7 Modules at once. If a survivor walks over a module or vaults over one they are covered in spores and become infected and destroy the modules instantly. Survivors who become infected repair and heal 30% slower. To not be infected you must be pulled
    1 comments 42 views last activity
  • The Gatekeeper: Power: -Supreme Sacrifice: Whenever a survivor becomes injured The Gatekeeper gains a token. Each token adds an extra affect to their power. 1 stack creates the wounded, 2 stacks is the slaughter gate, 3 is the massacre gate and 4 is the Blood Gate: -Gates: The Gatekeeper can plant two gates one is an entrance the other is an exit. Creating a gate uses up all available tok
    3 comments 71 views last activity
  • The Siren: Power: -Sound Siphon: Every time someone performs a rushed action or fails a skill chick the sound powers Siren's Power. It takes 3 skill checks or rushed actions to fully charge her power. -Siren's Call: Siren can let out a shriek of pain and terror deafening every survivor in her terror radius. Her terror radius gives all survivors oblivious and makes it so they can't he
    0 comments 71 views last activity
  • The Tracker: Summary: The Tracker is an Hard killer focused on having a lot of map pressure and being able to focus on isolating survivors and picking them off one by one. Power: -Charlotte: The Tracker's life long companion Charlotte a grey and white wolf, trained to hunt any prey her owner sees fit. The Tracker can command Charlotte to go to a point or generator in a 42 meter range.
    2 comments 61 views last activity
  • Power: -Bone Vissage: There are 5 bone visages that you can put on the map. They each have a range of 12. When a survivor enters it's radius the radius is increased by 8. Survivors in the aura perform all actions 3% slower. Survivors in the range cannot use items while in the radius. Every survivor affected by a bone vissage gives you a token. At 3 tokens you can use Arsenal Of The Damne
    2 comments 61 views last activity
  • There is a river that flows for miles and miles near a farmhouse. Near the Farmhouse lives a small Kappa. This Kappa was so much different then others though. Most Kappa are playful tricksters but this one didn't like just playing harmful pranks. One day this Kappa say the Yamaoka family ran into the farmhouse panting as if they were running from something. The Kappa noticed this and smiled co
    0 comments 62 views last activity