
New entity concept "The Skulker"
- Basic Information
Entity name: Skulker
Scientific name: Furtivus errans
Sigurd danger level: 70%
Dwells: indoors
Radar blip size: medium blip
Attack damage: 35 when aggravated, 65 when enraged
Attack speed: 1.11 seconds when aggravated, 0.44 when enraged
Power level: 3
Max spawn: 1
Cannot spawn again when killed.
Shovel hp: 6
Shotgun hp (at point blank): 2
Stun time: 4.22 seconds when passive, 1.54 seconds when aggravated/enraged
Entity behaviors: Roam, stalk, spotted, aggravated, enraged
- Spawns
>!Artifice!<: 13%
Assurance: 12.11%
Titan: 6%
Dine: 5.33%
>!Embrion!<: 4.31%
March: 2.56%
Vow: 0.9%
Experimentation 0.21%
- Physical appearance
The Skulker is a tall, lanky & pale humanoid with a height of 4'9 on average and a wingspan of 7ft, with loose skin that slightly sags. It has 6 arms each with 4 webbed non-apposable fingers that it scutters around on, making a faint patter as it moves around.
The creature is carnivorous & has long black claw like nails on its hands that it uses to tear into prey and or for self defense. It has two, large eyes, with large pupils obscuring its red sclera & has a large mouth filled with uncannily human like teeth, although it has about thrice the amount of canines a human normally has. It's jaw is usually seen nearly unhinged, with an unknown but acidic substance drooling out of it's mouth.
- Mechanics & Gameplay
The Skulker is a bit similar to the Bracken in that it works by stalking employees & doesn't like being looked at, but it has different mechanics to distinguish itself from Brackens.
Skulkers love observing things, specifically humans & other humanoid things, they will attempt to watch employees without being detected & gets agitated when its disturbed.
Skulkers make quiet bubbling & gurgling sounds, aswell as leaving a faint trail of bluish green colored liquid on the ground when they're retreating or when they're attacking an employee.
When they spawn, they'll enter their roam phase, wandering around the facility at a slow pace, using the basic pathing system most entities use. If an employee spots a skulker in this phase, it will immediately enter it's spotted phase
When a Skulker hears commotion from employees, that being noise making items, excessive running or loud sounds in voice chat, they will make their way over to where the sounds are coming from & watch the employees from around a corner, entering its stalk phase. The skulker will stay in this phase either until the employees move out of its line of sight (in which it will keep following the employees) or when an employee spots the Skulker in it's stalk phase.
When an employee spots the Skulker or gets too close to it, it'll enter its spotted phase, making a loud, gurgle sound while scurrying off with loud pattering sounds, traveling a little bit faster than the employee's base running speed. Its recommended to not try to follow Skulkers while they're in this phase, as it will agitate them and may cause them to attack if they're chased.
Skulkers will retreat to the farthest possible node they can traverse to in the facility, but will also stop retreating after 35 seconds if there are no employees within a 20 unit radius of them.
If an employee either chases after a retreating Skulker or spots a Skulker more than 3 times, it will enter its aggravated state. When a skulker is in it's aggravated state, it will pick a random number between 6-14 seconds & charge at the nearest employee and start attacking them for that amount of time, adding an extra 3 seconds for every attack. If you hit the Skulker 2 times with a shovel during an attack, they will immediately retreat.
After the aggravation timer is up, the Skulker will retreat, running about 1.5x faster than an employee's run speed.
If an employee hits a Skulker when its not aggravated or when the skulker gets down to under half health while attacking an employee, it will enter it's enraged mode
While enraged, the Skulker will go on a frenzy & stop at nothing to kill all nearby employees. They will run alot faster, make a horrifying gurgled hiss and blitz any employees close to itself down. If there are no employees within the Skulker's line of sight but there's an employee within 20 units of a Skulker, the Skulker will search the area they last saw that employee. The only way a Skulker can exit enraged mode is when either it kills all employees within a 25 unit radius around itself, when no employees enter its radius for 15 seconds, or when it dies.
After exiting enraged mode, the Skulker will retreat to the farthest node that it can traverse to no matter what and stay there for about a minute, before returning to its roam phase.
The next time an employee aggravates a Skulker, they will enter the enraged phase instead of aggravated phase.
- In-game Bestiary Entry
Sigurd's danger level: 70%
D)ONT LOOK AT THENM.!!
Scientific name: Furtivus-errans
Skulkers are strange, carnivorous & highly observant humanoids that seem to possess an unusual fascination with humans and other humanoid organisms. They're commonly found in abandoned facilities where spend much of their time wandering around, quietly crawling around the building.
Skulkers are easily disturbed. Loud noises will draw them toward the source, where they will hide nearby and observe the noisemakers. If spotted, the Skulker will rapidly scurry away and retreat to an area it deems safe. It is strongly advised not to follow them while they're in this state. After one has spotted a Skulker enough times or chased it during its retreat, it'll eventually cause it to become aggravated, at which point it will charge and attack for several seconds before retreating. hurting it during this attack may force it to flee.
Hurting a Skulker outside of this state, or damaging one badly enough during an attack, can cause it to become enraged. An enraged Skulker abandons its usual timid behavior entirely, emitting a horrible gurgling hiss as it relentlessly pursues nearby living beings. Once its victims are gone or it has been left alone long enough, it will retreat to the farthest reaches of the facility and remain there for approximately a minute. tThese bastards creep me the hell out.. jess said she saw 1 watchjin her,..
- A few tips for dealing with Skulkers
1: - Skulkers make gurgling sounds while observing employees, use this sound as a warning that a Skulker is watching you & your teammates & to not look in its direction
2: - try your best to not make a Skulker retreat, as it'll tally up how many times its been scared off & will attack if spotted too many times.
3: - although killing it may be difficult, its certainly possible & it wont spawn again for the rest of the day which can be helpful.
Thx for reading! hope you liked the concept! :p
I would make a drawing but Im not the best artist (& im lazy asl) so I found an image that looks extremely similar to what I have in mind for what the Skulker would look like
images are from ArtStation at: https://silver\_skin.artstation.com/projects/xzOr2r
>This has been RedSoloCup