



These would be mine
A quick note: There are some monsters I haven't used in a long time (Rosemary or FogBorn) or some I never used at all (Vapor post-rework).
So, don't expect the definitive ranking
Today, we are here to present several things regarding "Calamities."
-Three killers have been introduced: The Operator, The Jailer, and The Disorder.
The Operator will be a free character (like The Slasher) and will feature simple gameplay, with abilities and passive traits that help him stay constantly close to the survivors (compensating for his slowness).
The Jailer would be a map-control-based killer, utilizing minions and deployable traps, alongside the ability to send survivors to another dimension.
The Disorder as a killer similar to Springtrap/The Animatronic in DBD.
-We are sharing one of the maps that will be included in the game's first version—known as "Indigo Labyrinth"—which is a closed map.
-An official YouTube channel has recently been created for the game, where content related to it (such as the soundtrack, previews, and so on) will be shared.
-It has been decided to remove the survivors (Previously, the game was going to use the system employed by *Forsaken* or *OM*, but a decision was recently made to switch to the one used by *PC2* or *BBN*). Fortunately, work is underway on items to ensure survivors aren't just walking punching bags.
"Qué Aprendimos ayer?" would be a "movie" that essentially takes the film *The Hangover* and reimagines it using characters from *Fundamental Paper Education*.
The only requirement we have is that you speak Spanish—that's it.
If you're interested, you can look me up on Discord as "Mr. BH" or "enderfran456" :3
CCC: https://www.castingcall.club/projects/que-aprendimos-ayer-f4b3efd7-c03b-457b-beeb-cffe921fd0bf
That's right—another collaboration, this time with a fan-made project currently in development known as "Pillar Chase: Movie."
What would this bring?
Well, as you can see: a calamity, two survivors, and a map.
Calamity:
The Footage
Source: Pillar Chase Movie / The Suitmation Trials
Property of: Markvisen / OmegaJira
Price: 1745 coins
Difficulty: 3/5
Normal speed: 10
Sprint speed: 21
Stamina: 200
Abilities:
M1: Performs a frontal bite; has a range of 7 studs and deals 50 damage. Ignores survivor damage reductions or immunities. 2.5s cooldown.
Demolition: The Footage charges at a speed of 25; turning incurs a 0.3s delay, and stamina is consumed passively during the charge. Colliding with a survivor deals 25 damage and regenerates 35% stamina. Colliding with a structure or a survivor, or running out of stamina, causes the charge to end instantly. 19s cooldown.
I See You: The Footage remains stationary for 5s; during this time, the locations of all survivors are highlighted in white for 7s. Additionally, while highlighted, their screens display static and messages rapidly and constantly. The ability begins recharging once the effect ends. 36s cooldown.
Passives:
Heavyweight: When sprinting, the screens of survivors within 10 studs or less will vibrate slightly.
Back to My World: If The Footage is the main calamity, old televisions will appear next to the generators; interacting with them allows for travel across the map unseen. After exiting a television, one cannot be used again for 10s.
Survivors:
Danny:
From: Pillar Chase Movie
Owned by: Markvisen
Price: 685 Coins
Difficulty: 2/5
Role: Sentinel + Support
Health: 110
Normal speed: 10.5
Sprint speed: 21.5
Stamina: 105
Abilities:
Push: Danny charges for 2s and then delivers a forward strike; if it hits the Calamity, it pushes them back 7 Studs and slows them by 10% for 3s. Cooldown: 55s
Moral Support: Danny lets out a battle cry, causing himself and survivors within 8 Studs to take 20 less damage for 10s. Cooldown: 38s
Passives:
Combat Perseverance: Upon successfully landing a "Push," the next one will push 1 Stud further (up to a maximum of 10 Studs). If you miss a "Push," the ability reverts to its base value.
Anthony:
From: Pillar Chase Movie
Owned by: Markvisen
Price: 650 Coins
Difficulty: 3/5
Role: Sentinel
Health: 90
Normal speed: 12
Sprint speed: 24
Stamina: 75
Abilities:
Supreme Slash: Anthony performs a sword slash with a range of 6.5 Studs; if it connects with the Calamity, it stuns them for 2.5s, and Anthony gains a 5% speed boost for 2s. Cooldown: 60s
Energy Dash: Anthony dashes forward, moving until he collides with something. If he hits the Calamity, it is stunned for 3s. If he hits a structure, he becomes stunned for 4s and takes 15 damage. Cooldown: 41s
Any questions you wish to ask regarding the project will be answered immediately :3
The character models are being created from scratch to add features they didn't have before (thereby making them look better). Here are a couple of examples.
The game now has an official Discord server, so if you'd like to find out more about the game, chat, or contribute directly (as a programmer or musician), feel free to join.
Discord: https://discord.com/channels/1526660622597623968/1526660762368741570
That's all, goodbye.
I had planned to post images of the game's maps, but since both are still in development... I decided to do something else.
Ask me anything about "Calamities" and I'll answer.
You can ask about the basics—like the game's objective, the characters, and so on—or even less common things, depending on what you come up with :3
Hi!
I just wanted to announce that "Calamities" will feature a collaboration—specifically with a FNaF fangame currently in development called "FNaF: The Dark Descent."
What does this mean for "Calamities"?
Well, the usual: a new killer and perhaps a themed map. (Also, just so you know, this will be the first update the game receives after its release.)
Amalgamation's Datalist:
Price: 1350 Coins
Difficulty: 4/5
Normal speed: 12.5
Running speed: 24.5
Stamina: 80
Abilities:
M1: Delivers a forward swipe; has a range of 7 studs and deals 25 damage. 1.4s cooldown.
Facial Scanner: Amalgamation’s vision turns green and highlights the locations of all living survivors in red for 6 seconds or until the ability is used again. While active, Amalgamation loses energy 10% faster. 38s cooldown.
Stretch: Amalgamation extends its arm forward, reaching up to 25 studs; if it collides with a survivor, it quickly pulls them in, slowing them by 15% for 2 seconds, though you cannot attack for 1.5 seconds. 29s cooldown.
Passives:
- Features an energy bar that depletes at a medium-slow rate; when completely empty, Amalgamation cannot move, attack, or use abilities for 5 seconds, after which it recovers 75% of the energy bar.
- There are 10 recharge stations across the map; Amalgamation can interact with them to restore 25% of its energy bar and increase overall speed by 20% for 3.5 seconds. After interacting with a station, it cannot use that specific station again.
- Upon killing a survivor, Amalgamation grabs and fuses them to its body, causing its M1 to deal 5 additional points of damage.
What do you think about that?
I mean, I think it's about time to change the PC2 YouTube channel banner.
- MX and Stricken should be replaced with their non-copyrighted versions (In the case of Stricken, when its non-CR version is revealed).
- A01 shouldn't even be there.
- Valem and Ao Oni are using their old models.
It’s not that it bothers me; I’m just pointing it out because I find it interesting.
Calamities
---
OCs:
A51
Price: 1400 Coins/249 Robux
Difficulty: 4/5
Normal Speed: 11.5
Running Speed: 22.5
Stamina: 110
Abilities:
M1: Delivers two consecutive swipes; has a range of 7 Studs, and each hit deals 20 damage. 1.4s Cooldown.
Sabotage: The entire map goes dark for survivors for 5s, and everyone receives the "Paranoia" debuff for 9s (Paranoia: The survivor's stamina drains 15% faster, and their location is revealed to the Calamities). 65s Cooldown.
Environmental Mimicry: A51 transforms into one of the match's survivors for 15s. If you revert the transformation by using the ability again, A51 simply returns to normal form; however, if the duration expires naturally, A51 triggers an explosion within a 9-Stud radius, dealing 25 damage to affected survivors and stunning them for 1.5s. You cannot attack for 1s after reverting. You cannot transform into survivors you haven't killed yet; at the start of the match, you can only transform into your own survivor. 45s Cooldown
Passives:
-If A51 is the main calamity, survivors will not be notified which teammates are dead; additionally, the player controlling the calamity is added to the survivor count.
---
Miss Cannillis
Price: 1650 Coins / 349 Robux
Difficulty: 4/5
Normal Speed: 11
Running Speed: 22
Stamina: 105
Abilities:
M1: Performs a forward swipe with a range of 6.5 studs, dealing 20 damage. 1.6s cooldown.
Aim: Miss Cannillis moves at a speed of 9.5 while aiming the bone in her hand forward; releasing the ability button throws it, sending it traveling 21 studs at high speed. Hitting a survivor deals 40 damage. If a survivor is hit while within 4 studs or less of a structure, they become pinned against it; they remain immobilized until struck (breaking the bone) or until Miss Cannillis interacts directly with them to retrieve the bone—a process taking 1 second that also frees the survivor. This ability cannot be used if your bone reserves are empty. The ability does not begin recharging until "Pull from Sack" is used. 9s cooldown.
Pull from Sack: Can only be used when Miss Cannillis is not holding a bone. Miss Cannillis pulls a bone from her back, reducing her bone reserve by one. 18s cooldown.
Passives:
-If Miss Cannillis is the Calamity being faced, "Lost & Found" boxes appear across the map; interacting with them adds a bone to your reserve. After 30 seconds, a box that has been emptied will generate a new bone.
-You start the match with 6 bones in your reserve.
---
Skorpio
Price: 1350 Coins / 199 Robux
Difficulty: 3/5
Normal speed: 11.5
Running speed: 23.5
Stamina: 95
Abilities:
M1: Delivers a strike with a range of 6.5 studs, dealing 45 damage. 2s cooldown.
Dirty Flask: Skorpio takes one of his bottles and throws it forward; it travels 19 studs before shattering upon impact with an object or person. It leaves behind a yellow substance with an 8.5-stud radius that persists for 15 seconds. If a survivor comes into contact with it, they receive the "Stinky" debuff for 25 seconds (Stinky: The survivor's location is constantly highlighted in yellow; their footprints last twice as long, and they are slowed by 15%). You start the match with 3 bottles; once depleted, the ability begins to recharge, granting you another 3. There is a brief cooldown between individual throws. Throw cooldown: 10s. Depletion cooldown: 21s.
Torture Tactics: Skorpio releases a greenish gas from his body for 7 seconds. While the gas is active, survivors within a 10-stud radius (or closer) have their stamina drained at a moderately fast rate, and their screens flicker every 3 seconds; this continues until they move away from Skorpio or the ability ends. The ability does not begin to recharge until the effect has ended. 28s Cooldown
Passives:
- Upon killing a survivor, your M1 cooldown is reduced by 0.1s.
- Survivors who are highlighted in any way become "Altered" until the highlight ends (Altered: The survivor emits heavy breathing sounds that intensify as a Calamity draws nearer; their stamina drains 10% faster while running and regenerates 20% more slowly).
---
Pandemonium
Price: 1550 Coins / 299 Robux
Difficulty: 2/5
Normal Speed: 10.5
Sprint Speed: 21.5
Stamina: 145
Abilities:
M1: Delivers a forward strike with a range of 6 Studs; hitting a survivor deals 50 damage and knocks them back 3 Studs. Ignores damage reductions or immunities. 1.8s Cooldown.
Smash: Pandemonium leaps forward, traveling up to 25 Studs in the direction the camera is facing. Upon landing, it creates a tremor within a 9-Stud radius, stunning nearby survivors for 2s, though Pandemonium requires 2.5s to recover. 18s Cooldown.
Power Expansion: Pandemonium stands still for 4s to charge energy, then releases an explosion within a 25-Stud radius. Survivors caught in the blast take 75 damage; those at the edge of the radius take 20 damage and are slowed by 10% for 3s. 36s Cooldown.
Passives:
-At the start of the match, Pandemonium chooses where to spawn; upon spawning, it cannot use abilities or its M1 for 5s. It cannot spawn directly where survivors start.
-Pandemonium can eliminate its teammates in two hits.
-Upon killing someone, Pandemonium gains a permanent +0.5 increase to its overall speed for the remainder of the match.
---
Replacements:
Keimeno
Price: 1600 Coins / 349 Robux
Difficulty: 3/5
Normal speed: 11
Running speed: 22
Stamina: 125
Abilities:
M1: Delivers a downward strike; has a range of 7.5 studs and deals 25 damage. 1.5s Cooldown.
Focusing Attention: Keimeno emits a red glow for 8s, forcing survivors who see him to lock their camera onto him; they become unable to run and their location is highlighted. Additionally, Keimeno’s overall speed increases by 5% for every survivor looking at him. He cannot use his other ability while this one is active. 37s Cooldown.
Sign to the Face: Keimeno lunges forward, moving 9 studs, and attempts to grab a survivor. If successful, he can use that survivor to strike others, dealing 45 damage per M1 hit and 5 damage to the held survivor. The trapped survivor must complete a QTE to break free, though Keimeno can reuse the ability to drop them and trigger the cooldown. 42s Cooldown.
Passives:
-Keimeno can only be used on maps without a roof.
---
Moe Moe
Price: 1500 Coins / 249 Robux
Difficulty: 4/5
Normal Speed: 12
Running Speed: 24.5
Stamina: 90
Abilities:
M1: Leaps forward, advancing 10 Studs; if it collides with a survivor, it deals 30 damage. 2s Cooldown.
I See You: Moe Moe lets out a loud scream, revealing the location of all survivors and inflicting "Weakness" for 12s on those within 20 Studs (Weakness: The survivor takes 15 extra damage). 32s Cooldown.
Tantrum: Moe Moe stomps the ground several times, causing robotic hands to emerge and move automatically toward the nearest survivor. If a survivor collides with these hands, they suffer "Bleeding" (Bleeding: The survivor loses 2 HP every 4s and leaves a blood trail while running), are slowed by 10%, and have their location highlighted—all for as long as the hands remain attached. The survivor must shake their camera to shake them off. A maximum of 5 robotic hands can exist at once. 13s Cooldown.
Passives:
-If Moe Moe is the main Calamity, all survivors receive a gaming tablet. It activates every 60s, requiring the survivor to perform a specific action based on the tablet's prompt within 5s. If it says "KNEEL," the survivor must crouch; if it says "STAY STILL," the survivor must not move; if it says "RUN," the survivor must run for at least 3s; and if it says "CALM DOWN," nothing happens. If the survivor fails to perform the required action, they will trigger a jumpscare, their location will be revealed to the Calamities for 4 seconds, and they will be blinded for 2.5 seconds.
---
Zical
Price: 1000 Coins/149 Robux
Difficulty: 2/5
Normal speed: 11.5
Running speed: 23
Stamina: 95
Abilities:
M1: Strikes with his tentacle; has a range of 6 Studs and deals 35 damage. 1.6s cooldown.
Fierce Drop: First, he charges for 1s, then John Doe leaps forward, covering 19 Studs; upon landing, he creates a tremor in a 10-Stud area, stunning affected survivors for 1s. 17s cooldown.
Reckless Rush: Zical charges at a speed of 26 while draining stamina at the normal rate; he does not stop until you press the ability button again, run out of stamina, or crash into a structure. Crashing into a structure triggers a minor explosion dealing 30 damage to survivors within an 8-Stud radius. Colliding with a survivor deals 20 damage and carries them along until the rush ends. The ability does not begin to recharge until the move is over. 15s cooldown.
Passives:
You will have a rage bar that fills by 25% with every basic attack (M1) you land on a survivor. When full, a basketball will emerge from your chest and highlight the locations of all survivors in green—pulsing every 2.5 seconds—provided they are within 22 studs; the bar will then begin to deplete, emptying after 35 seconds and causing the ball to retract.
---
Rework Ultravar's ability:
Master's Threads --> Lifespan
Lifespan: Ultravar snaps his fingers; the nearest survivor is highlighted in red, and a 60-second timer appears at the bottom of their screen. If Ultravar kills this survivor before time runs out, the survivor's speed increases by 100% upon becoming a Calamity. If the timer reaches 0 and the survivor is still alive, the highlight disappears, and Ultravar is stunned for 3 seconds. 45s cooldown.
---
If you're interested in helping with the project, get in touch with me somehow :3
-Calamities-
---
Premise:
This would be an asymmetrical 6v1 horror game.
-Survivors must repair 7 generators scattered across the map by completing a mini-game (the mini-game involves pressing three buttons at the precise moment; it is divided into 5 phases per generator, and missing a button causes the generator to explode, dealing 15 damage to the survivor). Once all generators are completed, one of the map's three exits will open at random. If only half the survivors remain alive, all exits will open.
-The Calamity (Killer/Monster/etc.) has the standard objective, with the added twist that upon killing a survivor, that survivor transforms into a Calamity—though they cannot use abilities or run.
---
Survivors:
Alex Doe
Price: Free
Difficulty: 1/5
Role: Survivor
Health: 100
Normal Speed: 11.5
Running Speed: 23
Stamina: 70
Abilities:
Time to Run: Alex dashes forward, advancing 21 studs. 38s cooldown.
Adrenaline: Takes 3 seconds to take effect. Alex drinks a can of soda, increasing overall speed by 15% for 2 seconds and regenerating 45% of missing stamina. 45s cooldown.
--
Rouchas
Price: Free
Difficulty: 2/5
Role: Sentinel + Support
Health: 110
Normal Speed: 11
Sprint Speed: 22
Stamina: 95
Abilities:
Barrier: Rouchas generates a barrier in front of himself for 8s, blocking the Calamity's path. The ability begins to recharge once the barrier disappears. 30s cooldown.
Protection X: Rouchas generates a magical shield around himself for 5s, reducing incoming damage by 20 points, though stamina drains passively. When the duration ends or stamina runs out, the shield dissipates, revealing your location to the Calamity for 2.5s. 38s cooldown.
--
Agari
Price: Free
Difficulty: 1/5
Role: Support
Health: 95
Normal Speed: 11.5
Sprint Speed: 23
Stamina: 90
Abilities:
Mycelium: Agari strikes the ground with her staff, applying the "Healed" buff to herself and any survivors within a 9-stud radius for 6s (Healed: When the survivor transforms into a Calamity, their vision becomes blurred for 3s; they regain 5 health every 2s). Cooldown: 32s.
Luminous Spore: Agari remains stationary and releases a spore cloud that you control for 10s. If the cloud collides with a survivor other than yourself, that survivor heals 2 health for every 0.5s of contact, and the cloud's duration is extended by 2s. This ability can be manually cancelled by pressing the indicated button. Once the duration ends or the ability is cancelled, control returns to Agari. If Agari takes damage while controlling the spore cloud, the ability ends and enters cooldown. Cooldown: 36s.
Passives:
-Agari can see the health of teammates within a 20-stud range.
---
Calamities:
MOR
Price: 1200 Coins / 199 Robux
Difficulty: 3/5
Normal speed: 12
Running speed: 24
Stamina: 85
Abilities:
M1: Delivers a forward strike with a range of 6.5 Studs; it slightly knocks back the survivor and deals 35 damage. Cooldown: 1.6s
Malevolent Omnipresence: You enter an astral plane for 7s, becoming invisible to survivors (and vice versa), though you can still see their footprints. When the duration ends or if you use the ability again, you reappear but cannot attack, run, or use abilities for 1.5s; additionally, nearby survivors within a 12-Stud radius are highlighted for 2s. You can pass through walls in this state. Cooldown: 22s
Paralysis: MOR stomps the ground, emitting a shockwave with a 12-Stud radius around you; affected survivors are immobilized for 1s and suffer severely reduced vision for 4s. Cooldown: 20s
Passives:
-When a survivor is working on an objective, your terror radius is reduced to 0 for that specific survivor.
-When a survivor completes an objective, you gain a 15% speed boost for 5s, and the survivor's location is highlighted for you for 4s.
--
SillyBilly
Price: Free
Difficulty: 1/5
Normal Speed: 10.5
Running Speed: 23.5
Stamina: 100
Abilities:
M1: Delivers a machete slash; has a range of 6 Studs and deals 40 damage. 1.5s cooldown.
Slicing Throw: SillyBilly takes a saw blade and throws it forward; it has a range of 20 Studs. If it hits a survivor, it deals 25 damage and inflicts "Bleeding" for 22s (Bleeding: The survivor loses 2 health every 4s and leaves a blood trail while running). Throwing a saw consumes one of three; once you run out, the ability begins to recharge, granting you three new saws after the recharge completes. Cooldown per throw: 6s. Cooldown when out of saws: 18s.
Pinned to the Ground: Place a bear trap (takes 2s). If a survivor steps on it, they take 20 damage and are immobilized for 3.5s. You can place a maximum of 5 traps. 9s cooldown.
Passives:
-At the start of the match, the locations of all survivors are revealed to you for 3s.
-Upon killing a survivor, the location of the nearest survivor is revealed to you for 1.5s.
--
SwampKing
Price: 950 Coins / 149 Robux
Difficulty: 2/5
Normal Speed: 11.5
Sprint Speed: 22.5
Stamina: 110
Abilities:
M1: Delivers a claw swipe with a 5-stud range, dealing 30 damage. On hit, it inflicts "Poisoned" for 12s (Poisoned: The survivor loses 3 HP every 2s; stamina drains slowly; screen sways slightly). Cooldown: 1.4s.
Splash: First, mark a landing zone; SwampKing then lunges rapidly to that spot, slowing survivors within a 12-stud radius by 30% for 4s. You cannot attack, sprint, or use abilities for 1.5s after the lunge. Cooldown: 13s.
Chase: SwampKing automatically sprints at a speed of 26, though stamina drain increases by 4% and there is a 0.3s turning delay. If you collide with a survivor while the ability is active, you grab and bite them (dealing 35 damage) before throwing them away; you become fatigued for 2s when the ability ends. The affected survivor is "Poisoned" for 16s (Poisoned: The survivor loses 5 HP every 2s; stamina drains slowly; screen sways slightly). Ability duration: 6s. Cooldown: 17s.
Passives:
-Every 30s, your ability cooldowns are reduced by 1s (non-stacking). Reduces cooldowns by a maximum of 8s.
---
Extras:
Any questions or assistance (direct or indirect) you have regarding the project will be taken into account :3
I ask because I saw some who did.
Judith
Price: 965 Coins/49 Robux
Difficulty: 3/5
Role: Sentinel
Health: 105
Normal Speed: 11.5
Sprint Speed: 22
Stamina: 105
Abilities:
Takedown: Judith moves forward 6 Studs and delivers a shoulder charge; it has a range of 10 Studs, and if it hits the Calamity, it stuns her for 2.5s. Cooldown: 42s.
Block: Judith blocks the next incoming hit with her hands for the next 2.5s; if she is hit by a Calamity M1 during this time, she negates the damage and leaves the Calamity stunned for 2s. Cooldown: 38s.
Passives:
For every successful "Block," the next "Takedown" applies an additional debuff to the Calamity (With one "Block": Once the stun wears off, the Calamity is slowed by 10% for 2s. With two "Blocks": Once the stun wears off, the Calamity is slowed by 10% and her vision becomes blurred for 2s. With three "Blocks": Once the stun wears off, the Calamity is slowed by 20% and her vision becomes blurred for 3s).
---
Barrdel
Price: 945 Coins / 79 Robux
Difficulty: 3/5
Role: Sentinel
Health: 85
Normal speed: 11.5
Sprint speed: 21.5
Stamina: 100
Abilities:
Iron Ball: Barrdel charges for 2 seconds (during which he cannot move) and then fires a cannonball with a range of 19 Studs; if it hits the Calamity, it stuns her for 2.5 seconds and knocks her back 3 Studs. The ability does not begin to recharge until "Reload" is used. 26s cooldown.
Reload: Barrdel pulls out a cannonball and begins reloading his cannon; this takes 6 seconds, during which he remains completely stationary. 0s cooldown.
Passives:
-Barrdel increases his maximum health by 5 each time he stuns the Calamity, up to a maximum of 115 health.
---
Spirit
Price: 675 Coins / 49 Robux
Difficulty: 2/5
Role: Support
Health: 95
Normal Speed: 10.5
Running Speed: 21
Stamina: 105
Abilities:
Soul Heal: Upon activation, you must keep your cursor over a survivor (other than yourself); this heals them for 1 HP every 0.2s while the cursor remains focused on them. The ability ends after 18s and enters cooldown. Cooldown: 31s.
Relief: Spirit remains stationary for 5s. If a survivor interacts with her, Spirit removes all their debuffs and grants them a shield that negates the damage from the next attack they receive. Cooldown: 60s.
Passives:
-She floats, meaning she leaves no footprints and makes no noise while moving.
-Spirit can see the health of teammates within a range of 16 studs or less.
---
Luna Henderson
Price: 1085 Coins / 149 Robux
Difficulty: 4/5
Role: Support + Sentinel
Health: 100
Normal Speed: 11
Sprint Speed: 20.5
Stamina: 95
Abilities:
Turn the Page: Luna takes 2 seconds to turn the page of her book, changing her second ability. She cannot sprint while turning the page. 5s Cooldown.
Healing Touch: Luna casts a spell from her book; after 3 seconds, she emits a green shockwave with a radius of 8 Studs around her, healing 50% of missing health for all survivors within that radius. 40s Cooldown.
Speedster Touch: Luna casts a spell from her book; after 1 second, she emits a blue shockwave with a radius of 10 Studs around her, increasing the overall speed of all survivors within that radius by 15% for 3 seconds. 16s Cooldown.
Blinding Touch: Luna casts a spell from her book and fires a purple shockwave forward; it travels until it collides with something, and if the Calamity is hit, it becomes blinded for 3.5 seconds. 38s Cooldown.
---
H3NR1
Price: 1125 Coins / 149 Robux
Difficulty: 2/5
Role: Sentinel + Support
Health: 150
Normal Speed: 10
Sprint Speed: 20
Stamina: 125
Abilities:
Serious Strike: H3NR1 charges for 1s and then lunges forward, covering 8 Studs; if he collides with the Calamity, he stuns it for 3s. If he fails to hit anyone or crashes into a wall, he becomes stunned for 2s. 32s Cooldown.
Escape Button: H3NR1 takes flight for 8s (or until stamina runs out), moving at a speed of 23.5. If he collides with a survivor while flying, he carries them along but moves 20% slower. The carried teammate has the option to break free by pressing the indicated button. 35s Cooldown.
Passives:
-H3NR1 cannot be healed in any way, except if a Ron interacts directly with him, healing 5 HP for every 2s the Ron maintains the interaction.
-H3NR1 cannot be affected by debuffs.
Do you think Roblox should no longer be used to publish asymmetrical horror games? (I ask because I recently saw an issue on the platform that caused the games to crash, or something like that.)
Survivors:
SK8
Price: 755 Coins/79 Robux
Difficulty: 4/5
Health: 100
Normal Speed: 11/12.5
Running Speed: 22/23.5
Stamina: 90
Abilities:
Kickboard: SK8 will hop on his skateboard, changing his speed stats, slowing his stamina drain by 15%, and changing "Energize" to "Freestyle" (with a 0.3s delay when turning). When he uses the ability again, he will dismount, restoring his speed stats and stamina drain to normal, and changing "Freestyle" back to "Energize". 5s Cooldown
Energize: Takes 2.5s to take effect. SK8 will drink an energy drink, and if successful, all of his stamina will be regenerated, and for the next 8 seconds, there will be no delay when turning on the skateboard. If SK8 takes damage while drinking the energy drink, the ability is canceled. Cooldown: 45 seconds.
Freestyle: SK8 will jump forward, advancing 10 studs. If he collides with a structure, he will have 1.5 seconds to use the ability again, up to a maximum of 5 times. If he uses it 5 times or if he doesn't use the additional jump, the ability ends and begins to recharge. Cooldown: 26 seconds.
---
Gachinpo
Price: 1005 Coins/149 Robux
Difficulty: 5/5
Health: 105
Normal Speed: 10.5
Running Speed: 21.5
Stamina: 100
Abilities:
Gamble: Flips a coin, with a 50% chance of heads and a 50% chance of tails. The effect depends on the result. 35s Cooldown
-Heads: Gachinpo will grant you 30 coins and grant allies within a 16-stud radius a 10% speed boost for 3s. He will also stun the Calamity for 3s, and there is a 30% chance to instantly recharge allies' abilities by 5s, but only if they are within 16 studs.
-Tails: Gachinpo will take 40 damage, and there is a 20% chance that your location will be highlighted to the Calamity for 3.5s. If it lands on Tails, the ability recharges instantly.
-Master Play: Gachinpo will be sent to the furthest companion, and both he and that companion will become invisible for 3s. This cannot be used when the Calamity is within 7 studs. 40s Cooldown
Passives:
- Upon completing a Generator phase, you will receive 15 Coins.
- If you win the round using Gachinpo, or if he was your chosen Survivor while you were one, you will receive an additional 25 Coins.
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The Knight
Price: 945 Coins
Difficulty: 2/5
Health: 105
Normal Speed: 11.5
Running Speed: 23
Stamina: 95
Abilities:
Stinger: The Knight will advance 10 Studs and strike with his weapon, stunning the calamity for 2.5s. If the ability is used in the air, the Knight will fall with his stinger, causing a slight tremor in a 12-Stud radius and stunning the calamity for 3s. Cooldown: 65s
Concentration: Hold the indicated button for 5s. The Knight will remain still for a short time and then heal for 55 health, consuming 45% of the SOUL gauge. 42s Cooldown
Passives:
- You will have a SOUL bar, which will fill by 12.5% when you stun the calamity. When full, the next hit you receive will do 20 less damage, but will consume 80% of the bar.
- The Knight can grab onto walls, slowly sliding down.
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Calamities:
Ultravar
Price: 1785 Coins/199 Robux
Difficulty: 5/5
Normal Speed: 12.5
Running Speed: 25
Stamina: 90
Abilities:
M1: UltravarDuxo slashes forward, with a range of 6.5 Studs, dealing 35 damage. Cooldown: 1.3s
Master's Threads: UltravarDuxo draws a pair of red threads from his hand. They have a range of 22 Studs, and if they hit a survivor, the player controlling UltravarDuxo will take control of the survivor for 6s or until the ability is used again. If the ability is used again, UltravarDuxo will release control of the survivor and swap places with them. While controlling the survivor, UltravarDuxo is immune to knockbacks and stuns. The ability will begin its cooldown when it ends, fails, or UltravarDuxo swaps places with a survivor. The controlled survivor will be 20% slower. 38s cooldown.
"I'll Do It": UltravarDuxo will become invisible for 8s. If UltravarDuxo manages to hit a survivor while invisible, the ability will change to "Chaos" and will not go on cooldown. Once this second ability is used, it becomes "I'll Do It" and will begin to cool down. 55s cooldown.
"Chaos" (Special Ability): UltravarDuxo will begin charging an energy sphere in his hand for 5s, and cannot run while charging. If the player releases the ability button or 10 seconds pass since the sphere fully charged, UltravarDuxo will launch the sphere, which has infinite range, dealing 80 damage upon colliding with a survivor and passing through walls. However, the sphere will travel at a medium-slow speed.
Passives:
- UltravarDuxo gains 0.5 increased running speed for each survivor turned into a Calamity.
- Pressing the indicated button will cause UltravarDuxo to drain the life energy of all teammates, rendering them unable to attack for 6 seconds. During this same time, UltravarDuxo's M1 will deal 5 increased damage for each teammate whose life energy was drained. After the effect ends, it cannot be used again for the next 120 seconds.
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Elliodd
Price: 1155 Coins/199 Robux
Difficulty: 2/5
Normal Speed: 12.5
Running Speed: 23.5
Stamina: 85
Abilities:
M1: Slashes with his pizza knife, has a range of 6.5 Studs and deals 30 damage. Cooldown: 1.2s
Special Order: Elliodd throws a pizza forward, remaining on the ground for 20s. If a Calamity catches it or you hit it while throwing, you will grant a 12% speed boost for 2.5s and regenerate 50% of his missing stamina. 22s Cooldown
Frustration: Elliodd will stomp in an 8-stud radius. Survivors within range will be stunned for 4s, but if they take damage, the stun will be removed prematurely. Calamities within range will receive a 20% speed boost for 3s. 20s Cooldown
Passives:
-Elliodd will have a special area around him with a 12-stud radius. If a Calamity (except yourself) is within this radius, its stamina will regenerate 15% faster.
If you want to know certain information or contribute to the game directly, message me privately :3
Noob
Price: Free
Health: 100
Normal Speed: 11.5
Running Speed: 23
Stamina: 70
Abilities:
Swordsman: Draws a sword and dashes forward, advancing 14 studs. If it collides with the calamity, it will stun it for 2 seconds. Consumes 25% of stamina. 60s cooldown.
Bloxycola: Takes 3 seconds to activate. Your overall speed will increase by 15% for 2 seconds, and you will regenerate 45% of your missing stamina. 32s cooldown.
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Rouchas
Price: Free
Health: 110
Normal Speed: 11
Running Speed: 22
Stamina: 95
Abilities:
Barrier: Rouchas will generate a barrier in front of him for 8s, preventing anyone but himself from passing through. 25s cooldown.
X-Protection: Rouchas will generate a magical shield around himself for 5s, reducing damage taken by 30%, but passively draining your stamina. After the time expires, or if you run out of stamina, the shield will end, revealing your location to the Calamity for 3s.
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Agari
Price: Free
Health: 95
Normal Speed: 11.5
Running Speed: 23
Stamina: 90
Abilities:
Mycelium: Agari strikes the ground with her staff, granting the "Healed" buff to you and any survivors within 9 studs for 6 seconds (Healed: The survivor will not become a Calamity upon death. They will receive 5 health every 2 seconds). 32-second cooldown.
Light Spore: Agari remains stationary in her current location and releases a cloud of spores that you control for 10 seconds. If this cloud collides with a survivor other than yourself, they will be healed for 3 health for every 1 second they are in contact with it, and the duration of the cloud's use is increased by 2 seconds. This can be manually canceled by pressing the indicated button. Once the time runs out or if you cancel, you will regain control of Agari, but she will be unable to run for 3 seconds. Cooldown: 36 seconds
Passive:
-Agari can see the health of teammates who are within 16 studs.
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Ron
Price: 500 Coins/49 Robux
Health: 100
Normal Speed: 11
Running Speed: 23.5
Stamina: 100
Abilities:
Mastermind: You will emit an electrical shockwave that covers a 16-stud radius. If it hits a generator, it will be highlighted in blue, and after 5 seconds, a phase will be completed. The Calamity can interact with this generator to prevent this from happening. Cooldown: 120 seconds
Map Awareness: Ron will use a radar that covers an 8-stud radius and will show him the location of the nearest generator and the Calamity. If there were other survivors within the radius, they will also receive this buff. Cooldown: 38 seconds
Passives:
-Upon completing an objective, the location of the nearest generator will be marked for 3 seconds
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Devilish
Price: 500 Coins/49 Robux
Health: 80
Normal Speed: 11
Running Speed: 22
Stamina: 105
Abilities:
No Problems: Devilish becomes briefly invisible for 5s, and your stamina regenerates 4% faster for the same duration. 28s Cooldown
Substance: Devilish takes a drink and begins healing for 4 health every 3s for 21s. If hit, the healing is canceled. 34s Cooldown
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Zip
Price: 965 Coins/79 Robux
Health: 105
Normal Speed: 11.5
Running Speed: 22
Stamina: 105
Abilities:
Batter: Zip advances 6 studs and attacks with a baseball bat. It has a range of 10 studs and, if it hits the Calamity, stuns it for 2.5s. Cooldown: 35s
Block: Zip will block the next hit with her bat for the next 2.5s. If she is hit by an M1 from the Calamity during this time, the damage is negated, and the Calamity is stunned for 2s. 32s Cooldown
Passives:
For each successful "Block," the next "Batter" will inflict an additional debuff on the calamity (With one "Block": When the stun is removed, the calamity will receive a 10% slow for 3s. With two "Blocks": When the stun is removed, the calamity will receive a 10% slow and its vision will be blurred for 3s. With three "Blocks": When the stun is removed, the calamity will receive a 20% slow and its vision will be blurred for 4s)
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C00lkid
Price: 555 Coins/49 Robux
Health: 90
Normal Speed: 12
Running Speed: 24
Stamina: 75
Abilities:
/Broken Script: C00lkid throws a slice of pizza forward, advancing 15 studs. If it hits the calamity, it will be "Corrupted" for 3 seconds (Corrupted: Movement controls are inverted). 24s cooldown.
/Fly: C00lkid can move in the air for 8 seconds, but at 20% slower speed. When the ability ends, you will descend slowly. You cannot create generators while this ability is active. 60s cooldown.
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Any questions you may have will be answered :D
Survivors:
Noob
Price: Free
Health: 100
Normal Speed: 12.5
Running Speed: 25
Stamina: 70
Abilities:
Swordsman: Draws a sword and dashes forward 14 studs. If it collides with the calamity, it will stun it for 2 seconds. Consumes 25% of stamina. 60s cooldown.
Bloxycola: Takes 3 seconds to activate. Your overall speed will increase by 15% for 2 seconds, and you will regenerate 45% of your missing stamina. 32s cooldown.
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Rouchas
Price: Free
Health: 110
Normal Speed: 11
Running Speed: 22
Stamina: 95
Abilities:
Barrier: Rouchas will generate a barrier in front of him for 8s, preventing anyone from passing except him. 25s cooldown.
X-Protection: Rouchas will generate a magical shield around himself for 5s, reducing damage taken by 30%, but passively draining your stamina. After the time expires, or if you run out of stamina, the shield will end, revealing your location to the Calamity for 3s.
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Agari
Price: Free
Health: 95
Normal Speed: 11.5
Running Speed: 23
Stamina: 90
Abilities:
Mycelium: Agari strikes the ground with her staff, granting the "Healed" buff to you and any survivors within 9 studs for 6 seconds (Healed: The survivor will not become a Calamity upon death. They will receive 5 health every 2 seconds). 32-second cooldown.
Light Spore: Agari remains stationary in her current location and releases a cloud of spores that you control for 10 seconds. If this cloud collides with a survivor other than yourself, they will be healed for 3 health for every 1 second they are in contact with it, and the duration of the cloud's use is increased by 2 seconds. This can be manually canceled by pressing the indicated button. Once the time is up, or if you cancel, you will regain control of Agari, but you will be unable to run for 3 seconds. 36-second cooldown.
Abbie
Price: 1650 Coins/299 Robux
Difficulty: 4/5
Normal Speed: 12
Running Speed: 22.5
Stamina: 105
Abilities:
M1: Abbie throws the floating knife in her hand, quickly moving 15 Studs. If it hits a survivor, it deals 45 damage and you immediately retrieve the knife. Otherwise, you must wait 5 seconds before you can get another knife.
Chained: Abbie remains stationary for 4 seconds, during which she is immune to all stuns. If there is a survivor within 12 Studs, they are unable to move until the ability ends. When the affected survivor breaks free, they receive a 10% slow for 3.5 seconds. 12-second cooldown.
Game of Gods: Abbie marks her current location with a blue cross. If you use the ability again, you will be quickly teleported to where you left the mark. If there are any survivors within a 10-stud radius, they will be jumpscared. Your M1 will change for 10 seconds (M1: Abbie will slash, with a range of 12 studs, dealing 75 damage. 1.8-second cooldown). You will then be able to run (without needing to have hit anyone) for 5 seconds. When you use the ability a second time, it will begin its cooldown. 18-second cooldown.
Passives:
- You cannot run unless you land an M1 hit on a target. In that case, you can run for 20 seconds.
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Tumultum
Price: 1355 Coins
Difficulty: 3/5
Normal Speed: 10.5
Running Speed: 20
Stamina: 200
Abilities:
M1: Delivers a downward strike, has a range of 7.5 studs, and deals 25 damage. 1.3s cooldown.
Earburster: Tumultum will stand still and emit a loud scream, highlighting all survivors for 4s. Those within 32 studs will have their screens blurred and hear a beep, both for 5s. If the survivor was within 10 studs or less, these effects will last 10s, and the survivor will receive "Weakness" for 8s (Weakness: The survivor will take 15 more damage). 20s Cooldown
Titanic Fury: Tumultum delivers a powerful stomp, stunning survivors within 9 studs for 1s. If a survivor was directly in the center of the radius, they will receive an instant kill. 11s Cooldown
Passives:
-Tumultum can only be used on open/roofless maps.
-When you have a survivor within your terror radius, your stamina drains 25% slower.
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Pal Percy
Price: 1450 Coins
Difficulty: 3/5
Normal Speed: 12.5
Running Speed: 24
Stamina: 110
Abilities:
M1: Strikes once, has a range of 6 Studs and deals 40 damage. Cooldown: 1.5s
Together Forever: Pal Percy will slam the ground, creating a cage of black tentacles within an 18-Stud radius that prevents any survivor from entering or leaving. After 5s, the cage will disappear. Cooldown: 16s
Come to Me: Pal Percy will use black tentacles on his body, with a range of 25 Studs. If they hit a survivor, they will deal 15 damage and quickly pull them towards you, but you will be unable to attack for 1s. 19s CD
Passive:
-If Pal Percy is the calamity to face, all survivors will have their own Percy Pad, which will feature three minigames:
°Shake the screen to fill a food dish with water. This will award two points.
°Use A and D to move a ball and press the spacebar to give it to the dog. This will award three points.
°Catch three falling bones. This will award one point.
All living survivors must reach 30 points with their respective Percy Pad; otherwise, the exit will not open even if all 10 generators are repaired. The same minigame cannot be played twice in a row.
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John Doe
Price: 1150 Coins/199 Robux
Difficulty: 2/5
Normal Speed: 11.5
Running Speed: 23
Stamina: 100
Abilities:
M1: Strikes with his tentacle, has a range of 6 studs and deals 35 damage. 1.6s Cooldown
Ferocious Fall: First charges for 1s, then John Doe leaps forward, advancing 19 studs. Upon landing, he causes a tremor in a 10-stud area, stunning affected survivors for 1.5s. 17s Cooldown
Reckless Charge: John Doe charges at a speed of 26, draining your stamina at normal speed. He will not stop until you press the same ability button, run out of stamina, or collide with a structure. If you collide with a structure, you will cause a small explosion that deals 30 damage to survivors within an 8-stud radius. If you collide with a survivor, you will deal 20 damage and pull them in until the dash ends. The ability will not begin its cooldown until it finishes. 15s cooldown.
Passives:
- While running, you can destroy cracked walls without needing to hit them.
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Clarification: Pal Percy, Siren Head, and 2011X will only be added if their respective owners allow it.