The abomination: if it's an experiment gone wrong or just a creature that hates the scavs, the abomination is on our side.
Pros: increased health, immune to grapple, increased melee damage, abominations wrath, morale debuffs reduced by 45%, resistance to the infection.
Cons: cannot use guns, slightly slower movement, burns rations faster, receve 10% more ranged dmg, the hunger.
Abominations wrath: uses its spider like limbs on its back to jab enemies, deals 25 dmg X2, if a enemy is killed enter a short frenzy where you receve 25% less dmg from melee, but drop your current weapon and use your extra limbs, increases jab dmg to 45.
The hunger: an extra nourishment bar is added, consume the dead body of friends or foes to restore nourishment, if nourishment is low you are much weaker and can't enter frenzy, if nourishment depletes, the abominations resistance stats are null.
Hidden pro: connection to the infection, hangers are neutral to the abomination, hangers say to the abomination, "used" "enemies" "Don't trust" "join us",sicklers are still hostile to the abomination, can identify skinners from red eyes on the scavs.
Quote, it believes in tearing apart the problem without second thoughts, luckily we're not a problem.
The trickster: plays with the minds of those around it.
Pros: move faster, immune to sickness, stronger shoves, 30% more recoil control, can't be influenced.
Cons: reduced defense, reduced damage, fragile bones.
Fear monger: takes advantage of the targets fears to cause hallucinations, cause a mind blast in the general location your facing enemies hit will become frightened and stunned for 5 seconds, the trickster will become disoriented, using while the ability is recharging will Harm the trickster for 10 dmg, friendly fire!
Quote. You believe in taking every chance and find ways to make your own.
The lost: finding their way to survive took desperate measures and all their willpower. The cooler dammed
Pros: burns less calories, stronger shoves, finds more ammo, swings faster, worthless.
Cons: spawn dehydrated, suicidal, lost hope.
Till death do us part: the punishment they endured toughened them up physically, auto ability, when at critical health cling to what life you have left in desperation, a timer of 20 seconds appears, cannot die while this timer is above 0, when a teammate dies the timer resets, cannot sprint cannot heal and cannot use guns, all melee weapons deal a solid 70 dmg and you swing faster, when the timer depletes you die instantly.
Worthless, your existence is not noticeable by the agents, do not cause morale when you die.
Lost hope and suicidal: lost hope, you don't believe anyone will come for you and you never expect to survive, start with one moral, suicidal, it's harder to resist killing yourself when you want to so badly, harder to resist the influence.
Quote, this pathetic organism doesn't deserve my word.
Original character.
Agent 6
Cares about his friends and desires to take the punishment for them.
Pros: receive 30% less dmg from all sources, deal more dmg, Increased health, immune to fracture.
Cons: suffers the loss of a agent more harshly, move slower, eats slower, gather less scrap.
guardians aura, when used nearby agents will Be protected by a transfer shield, 6 will take 25% of incoming damage, deactivates automatically when 6 is at 30 hp, if no one is nearby when used 6 will heal for 20 hp but the cool down is increased.
hidden con, hates alcohol, will avoid drinking but if the player repeatedly trys to drink, 6 will consume the alcohol but the drunk effect is harsher and lasts longer.
Quote. Loyal to the company, maybe a little too loyal, try not to get close with him if you plan on dying.
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decaying winter Perk And Other Ideas
FanfictionThese concepts can be used in your story's! It's both my brain pumping out shit and a community story, hell you don't gotta credit me I don't really care, make whatever you want and use the concepts as you please.