Apocalyptic Trails

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Killer: The Tracker

Lore:

Cole Stone was born into another world. A world after the apocalypse. A world without great civilizations, without metropolises, and shopping centers. The only thing Cole inherited from the old world was his name. He didn't encounter many people with names from the old world. Most were named after attributes, only a few years after they were born.

Since his parents avoided communities for safety reasons, Cole grew up in isolation. The few times he accompanied his father to merchants were brief, and he barely spoke to peers.
His parents were already part of the new world and knew little else but isolation. It was a miracle that they met.
Cole's grandparents were the last generation before the apocalypse, but both of his grandmothers and one of his grandfathers died at the "end of the world."

Life in the ruins of long-gone times was not easy, and Cole had to become independent quickly. Despite decades-old canned goods, humans had to learn to hunt again. And Cole was a natural. Hunting was in his family's blood, and Cole often worked with his father to hunt deer and stag. He learned to read the trail of his prey, a craft he improved with the help of a white powder made from found chalk and wheat flour, while his father delivered the deadly shot.

In his twenties, Cole visited the larger communities, which his parents had always warned him about.
There he wanted to make a name for himself as a tracker and hunter, nothing unusual for a man his age. But Cole lacked charisma, and assignments came only sparsely.

However, everything changed when he encountered Grotti. A criminal old man who paid well for shabby jobs. Cole immediately realized what kind of person stood before him, the kind his parents warned him about.
But Grotti quickly made him aware of how good the payment would be for him.
The task was simple: find a wanted man and bring him down. Cole had already killed animals, but a human?
Was he even capable of such a thing?

Blood ran down Cole's hands to his fingertips, individual drops fell to the ground, creating a monotonous sound that burned itself into his thoughts.
Cole had killed a man, a middle-aged man barely older than Cole's own father. It all happened so quickly, the attack, the resistance, the fatal blow.
Cole began to retch as something began to crawl deep under his skin. A feeling of terror ran through his body, and Cole vomited on the corpse. The next moments passed by at a similar speed.
Him entering Grotti's house, a club firmly in his grip, how he repeatedly struck his employer on the head, the blood, the flying skin fragments, the feeling of rage and hatred.
Something died in Cole that day, making room for something malicious, a disturbance of his mind that bound itself to him like a parasite.

When Grotti's body was found in his house, bloody prints led through the entire house until the trail stopped in front of a solid wall.
Cole was gone, but not of his own free will.

In the deep fog, shrouded in darkness, Cole's mortal body writhed.
Two white sparks fluttered through the darkness and pierced both of his eyes. An iron mask consumed his flesh and merged with his skin.
His screams of pain echoed through the vast nothingness, yet every sound came back three times as loud, in the form of malicious laughter. Invisible, wrinkled hands clawed into his clothes, and bloodshot eyes stared directly into Cole's soul.
It was Grotti, he lived. But that was not possible. Grotti's skull burst like a grape under the pressure of Cole's club. "You are special, Cole. One last job. Catch me. Catch me, and you're free. Don't catch me, and you're mine." echoed the voice of the supposedly dead Grotti. The evil deep within Cole was brought forth by extreme physical and mental torture. Only with the right recipe could his full potential be unleashed.

The fog cleared, the darkness remained in the night sky, and trees surrounded Cole, the Tracker. In the distance, the flames of a campfire flickered, and four lonely souls warmed themselves on this cold night. In the midst of the group sat Grotti, surrounded by his newly found friends.

The Tracker simply stared into the eyes of his second victim.
Then into the eyes of his third victim.
And then into the eyes of his fourth.
Each person leaves a unique trail. And the tracker follows their owner until death.


Appearance:

The Tracker is a haunting figure, seemingly sprung from a nightmare. Cloaked in tattered garments, permeated with dirt and blood, he resembles a specter from long-forgotten times, rising from the shadows of nearly extinct humanity.
His mask, rusted and adorned with sinister engravings, conceals a ghastly visage, marked by a life on the edge.
With a calm yet resolute demeanor, he traverses the hunting grounds, his eyes nothing more than two white dots, coldly fixating on his prey.

His movements are methodical and calculated, imbued with a sinister determination to track down and annihilate his quarry.
During a chase, his posture transforms into that of a relentless beast, whose aggression and resolve seek to thwart any attempt at escape. His sight is a symbol of terror and doom, and every survival is but another chapter in his grim diary of death.

The Bludgeon, the Tracker's weapon, is a grim instrument of violence, crafted from sturdy, aged ebony and reinforced with worn leather at the grip. Heavy metal spikes are affixed to its head, bearing rusty stains and traces of blood from past hunts.
Every touch of this somber tool plunges Survivors into a fear deeper than mere physical threat. A gruesome demise awaits those who stand at the wrong end of the weapon.


Ability: Tracking

Everyone leaves a unique trail. And no matter how well one tries to conceal it, a skilled Tracker always finds their target.

Begin the Trial with 4 Powder Pouches.

Hold M2 to draw a pouch and release M2 to scatter the powder in a 3x3 meter radius. If a Survivor has passed through this area in the last 60 seconds, their trail briefly reveals itself and can be read and tracked for 30 seconds by pressing CTRL. While tracking a trail, you gain the Undetectable status effect.
Trails reveal the following information:
- Direction the Survivor moved in
- Survivor's health status
- Survivor's identity
- Items carried and their remaining charges

If the powder hits a vault location, locker, or totem, it marks these objects for 60 seconds. Survivors interacting with marked objects reveal their aura for 4 seconds.

When a Survivor is tracked for more than 30 meters and engages in a chase, Pursuit is triggered.

Any trails of hooked Survivors disappear. Survivors recently unhooked leave no trail for 20 seconds.
Powder Pouches can be fully replenished at lockers, or individually while on the move by holding CTRL.


Special Ability: Pursuit

Escape is futile. Now, we fight!

When a tracked Survivor is engaged in a chase, Pursuit is triggered.

While Pursuit is active:
- gain a 5% Haste status effect for 20 seconds
- destroy pallets and breakable walls 30% faster
- highlight blood in bright red

Pursuit ends after 40 seconds or upon being stunned.


Mori:

The Tracker strikes his victim with a pouch of powder to the head, disorienting them.
Skillfully like a cat toying with the pain of a mouse, the Tracker swiftly circles his victim, delivering targeted blows to the left knee, right arm, and back. As the victim struggles to support themselves on their healthy knee, a final powerful blow to the back of the head delivers the killing blow.


Map: Cementwood - World of Apocalypse

In the ruins of past civilizations, thick vines and strong trees penetrate the remnants of centuries-old buildings. In these former living spaces and workplaces, crows and rats have taken up residence, fighting daily for dominance.

Amidst these territorial battles lies a small district filled with structures whose construction was never completed. Bushes and trees fill the otherwise sun-kissed areas, and their sickly variants adorn the shady spots untouched even by moonlight. Pallets stand amidst rubble and dense flora, and mountains of burnt candles have fused with concrete to form barricades.

The Tracker's campsite is located in a corner of the district and contains an unnatural entrance to a bloody cellar. In the center stands an old hut, also a place where the bloody cellar can appear.

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