Chapter concept: Infernal Affairs
A touch-up of a concept I posted a year ago, now with a survivor as well. Most of the killer will be a copypaste, but I reworked a bunch of the add-ons and the functionality of the power just slightly. I was mostly inspired to revisit this after the angel chapter; a little dichotomy never hurt imo.
Survivor: Teagan Conley, Disgraced Sorcerer
Perks:
Close to Hell: The murmurs of your jailer tell you more than it likely intends. While within the basement, you see the auras of all survivors, the closest 3 totems, and the closest 3 incomplete generators. These auras linger for 10s after leaving the basement.
Infernal Hoard: While close to the Entity's heart, you can channel its fel power into back the scraps it's forged. While you are within 44 meters of the basement: flashlights, medkits, and toolboxes inside the basement regain charges at a rate of 1 every 3 seconds. Fog vials, maps, and keys regain 1 use every 30 seconds. You see the auras of all items in the basement, and the intensity of the aura reveals their charges/uses to you.
Invocation: Infernal Agreement: The power of this invocation trades your wellbeing for the safety of your allies. Completing this invocation renders you broken for the remainder of the trial. For the remainder of the trial, all other survivor's gain a 30% increase to their healing speeds. You gain a 100% increase to your healing speed, and injured survivors can see your aura.
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Killer: The Warlock
This dude is exactly what you think of when you hear the word "Warlock;" big cloak, extremely long white beard, glowing red eyes, and a demonic wizard staff tipped with a sinister symbol. Literally something you'd see in an old fantasy cartoon. Ripoff of Saruman but he's bald and his beard reaches all the way to his stomach. Unlike with most of my killers, I immediately had an idea for his release cosmetic, in which he becomes an Entity-aligned warlock instead of a devil-aligned one: Gigantic black cloak secured via a collar resembling the spidery limbs of the Entity to partially form a cage around his head. Bright red glowing eyes, tall wizard staff made of gnarled wood and Entity-bits, tipped with a hook from the trial, which acts as the focus of his malefic power.
115% killer, 32m terror radius, Medium height (Doctor height).
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POWER TL;DR: Has a pair of imps that passively wander the map like Nemesis zombies, except they're smaller, faster, noisier, and cannot damage survivors. Instead, imps seek out and cling to survivors, highlighting them for the Warlock and, with certain add-ons, granting him boosts. Unlike Nemesis, the Warlock can command them with his ability, forcing them to come to him and guard the area for a short time by creating a Diabolic Mark, which produces a large zone they will patrol. Imps will break walls and dropped pallets in their zone, but will pause whatever they're doing if they spot a survivor. The Diabolic Marks do not last forever, but some of the Warlock's add-ons power him up while he's within the zone or while they're in play.
A special pedestal appears in the trial that survivors can see from afar. On this pedestal is a Banishing Mirror that survivors can use like a normal flashlight. They can "blind" an imp by focusing the beam on them for several seconds, which destroys the imp utterly and forces the Warlock to perform a lengthy summoning ritual to get it back. In chests around the trial, survivors can also find Runed Orbs; when using an Orb, they are invisible to imps and the Warlock, and can throw the Orb to draw Imps to that location, where they stay until the Orb crumbles. The Mirror and the Orbs both slowly respawn.
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POWER IN-DEPTH
--Passive: Demonic Legion. One additional chest always spawns in the Warlock's trials. The Warlock begins the trial with two Imps in play, which spawn next to the two closest generators 6 seconds after the match properly begins. They are small, winged demons that fly in semi-random directions. Imps act in almost every respect as Nemesis zombies (wandering randomly but generally towards generators, tracking sounds and loud noise notifications, etc), except they have a wider field of view, move at 3m/s passively, and can fly over vault locations.
Their wing flapping is loud, as is their chattering to themselves. When an Imp spots a survivor, it shrieks, creating a unique noise alert for the Warlock, and begins chasing that survivor at a speed of 4.1m/s (as fast as the Knight's Carnifex and Jailor). If it makes contact with that survivor, it grapples onto their back, inflicting the Incapacitated status, hindering them by 6%, and and revealing their aura to the Warlock. An Imp grappling a survivor does not damage them. If a survivor leaps into a locker, the Imp flies back before latching onto the locker for 4s and prevents that survivor from leaving; after 4s, the survivor can push out, knocking the Imp to the ground and stunning it for 8s.
A survivor that is walking or standing still can fight off the Imp, holding the mouse button to fill a bar at a rate of 1 charge/second, or 3 charges/second if they're standing still. Once the bar reaches 15 charges, the survivor rips the Imp off and hurls it to the ground, stunning it for 8s. Imps can be blinded while patrolling or chasing a survivor (but not while grappling), causing them to fly in random directions for 8s while whining. An imp stunned though any means is stunned for 8s. Imps can be stunned while latching onto a survivor, but another survivor must do the stunning. Imps automatically release survivors that lose a health state, cackling at them for 3s before resuming their chase. Survivors cannot leave the trial if they have an Imp on them, and remain unable to leave for 5s after being released.
--Power: Diabolic Seal. The Warlock enters a special stance where everything else darkens and fades, akin to the Dredge channeling its power. He can hover his mouse over an Imp in the trial, and press the power button again to issue a summons to that Imp, which creates a glowing Diabolic Mark on the ground at the location the Warlock issued the summons from. An Imp receiving a summons immediately abandons whatever task it was performing (and recovers from being stunned instantly) to fly towards the Mark at 16m/s through all obstacles and terrain. Upon reaching the Mark, a patrol zone with a radius of 20m out from the Mark is formed, becoming visible to the Warlock and all survivors as a softly glowing red ring on the ground.
A summoned Imp becomes empowered, signified by a fiendish glowing aura. The Imp will patrol this zone at 4.1m/s with a widened vision radius as it constantly looks around. It chases survivors at 4.4m/s while powered by the Mark. These bonuses last even while it is outside the zone, so long as the Mark persists. After 40s, the Mark fades away and the zone disappears, de-powering the Imp.
While empowered by a Mark, Imps will seek out and break any breakable walls or dropped pallets within the zone over the course of 5s; if a survivor vaults over a pallet that an Imp is in the middle of breaking, the Imp is kicked to the ground and stunned for 3s. If an empowered Imp loses track of a survivor it was chasing, it returns to its patrol zone as swiftly as it can.
The Warlock can always see his Marks. The Warlock can only have one Mark per Imp active at once. Summoning the same Imp destroys the previous mark created for that Imp. Marks cannot be placed within 32m of another Mark, and are immediately destroyed if their zones intersect a hooked survivor. Diabolic Seal has a cooldown of 20s and begins the trial on cooldown.
--Secondary Power: Call Imp. This power is only available if an Imp is dead. The Warlock must be standing still to use this power, and using it roots him in place and prevents him from performing any actions. Using this ability takes 10 seconds and summons a new Imp at the Warlock's position. The new Imp is stunned for 3s as it adjusts to the world, then immediately begins moseying off. This ability has a 90 second cooldown.
--Special Item 1: Banishing Mirror. 20 seconds after the trial begins, one special pedestal with a unique prop spawns into the trial. The aura of the pedestal and Mirror is visible to survivors within 24m of them. A survivor can interact with this pedestal to obtain the Banishing Mirror special item, which acts as a purple flashlight with an additional 4 seconds of use (for a total of 16s). Focusing the light of the Banishing Mirror on an Imp will slow down that Imp to 2m/s and cause it to begin moving erratically as the light burns it. If it is grappling a survivor, it immediately releases them. Managing to keep the beam on it for 4s kills the Imp permanently until the Warlock calls another one.
If the Warlock finds the pedestal, he can attack the Mirror to destroy it. The Mirror is also destroyed if the survivor holding it is downed. The Mirror begins to degrade by 1 charge every 3 seconds if left on the ground or if the survivor holding it goes 1 minute without performing any of the following actions: fully opening a chest, fully cleansing or blessing a totem, healing, repairing a generator, or opening the exit gate. It audibly sizzles and cracks while losing charges in this way. Upon reaching 0 charges through any means, the Mirror is destroyed. 70 seconds after the Mirror is destroyed through any means, it reforms on a pedestal somewhere in the trial.
--Special item 2: Runed Orbs. Every 60 seconds, an open and empty chest in the trial spawns a Runed Orb, until there are three Orbs in the trial. A soft sound cue plays for survivors when this happens, and survivors can hear ethereal sounds while within 12m of an Orb, but they cannot see Orb auras like they can the Mirror. These Orbs can be used as a special map, possessing 4 uses and requiring the survivor to hold their item interact button for 2s to activate it. While in use, the Orb reveals the aura of the closest incomplete generator and the auras of any Imps within 32m for 6s. During this time, the survivor is utterly invisible to Imps and partially invisible (as Wraith's cloak) to the Warlock. If a survivor is being chased by an Imp and then uses the Orb's power, the Imp becomes briefly confused before wandering off.
An Orb can be placed on the ground like any item. If placed within a Diabolic Mark's active zone, the Orb and the Mark undergo a 4s animation in which they are both destroyed in a howl the Warlock can always hear. An Orb set on the ground otherwise loses 1 use every 6 seconds, crumbling to nothing once they reach 0 charges. Orbs are destroyed if the survivor holding one loses a health state or if it reaches 0 charges, though the Warlock also destroys any Orb he comes within 2m of, whether on the ground or in a chest.
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ADD-ONS
Common
- Shredded Sacrifice: Survivors within a Mark's zone when it first becomes active scream and reveal their locations for 3s.
- Cursed Hoard: One additional chest spawns this trial. Reduce the cooldown of Call Imp by 20s.
- Infused Glass: Moderately increases the detection radius of the Imps.
- Fel Chant: Survivors within a Mark's zone or who are grappled by an imp are blinded, and are blinded for an additional 15s after leaving/freeing themselves.
Uncommon
- Abyssal Infusion: The Warlock vaults windows 10% faster for each active Mark. This is increased to 15% if he is within the zone.
- Sacrificed Rodent: The Warlock breaks pallets and walls 15% faster for each active Mark. This is increased to 15% if he is within the zone.
- Sharpened Ruby: The Banishing Mirror must be focused on an Imp for 1 additional second to banish it.
- Focusing Glass: After performing Call Imp, the Warlock sees the aura of the closest survivor for 6 seconds.
- Beast Eye: The auras of survivors within 12m of a survivor being grappled by an Imp are revealed.
Rare
- Empty Soul: The Warlock gains a 5% Haste bonus for 10s after placing a Mark.
- Sacrificed Swine: Increases the speed Imps chase survivors at by 0.2m/s. Imps recover from being stunned by any source by 1s.
- Silver Chalk: Call Imp's cooldown is reduced by 10s and it is 2s faster. Completing Call Imp places a Diabolic Mark at the position of the summoning and binds the called Imp to it.
- Crystal Ball: For 6s after placing a Mark, the Warlock can see the progress of all generators by the intensity of their aura.
- Immaculate Circle: Diabolic Marks last for 10 more seconds and take 2 more seconds to destroy via Runed Orbs.
Very Rare
- Word of Binding: Windows within a Diabolic Marks's zone are blocked while the Warlock is in chase with any survivor.
- Impossible Geometry: Whenever an Exit gate is opened, a permanent Diabolic Mark appears in front of it, binding a random Imp. If this Mark is destroyed by an Orb, another one forms 10 seconds later.
- Tiny Lunch Bag: If an Imp goes 2 minutes without spotting a survivor, it will head towards the nearest uncompleted generator and sit, quietly, on a prop near that generator (a window vault, pallet, locker, or the generator itself) and enjoy a sandwich and thermos. Its vision radius becomes 180 degrees during this time. The Imp will attack any survivor it sees during its lunch break and will still respond if called, but will otherwise linger near that generator for 1 minute before seeking out the next closest generator to repeat this process.
- High Imp Pact: Moderately increases the detection radius of the Imps. Imps patrol 0.3m/s faster, chase survivors 0.6m/s faster, and the charges required to pull them off once they begin grappling are increased by 3.
Iridescent
- Iridescent Gemstone: After hooking a survivor, Call Imp's cooldown is refreshed. In addition, hooking a given survivor for the first time grants this add-on 1 token. At 4 tokens, the add-on visibly transforms and becomes empowered, allowing the Warlock to call one additional Imp and maintain one additional Diabolic Mark for the remainder of the trial.
- Ruinous Infusion: Reduce the duration of Diabolic Marks by 10s. Generators within the zone of a Mark that aren't being worked on regress at 100% speed (1 charge every 4 seconds).
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PERKS
Hex: Imp's Mischief: An offering of blood calls upon invisible, insidious spirits to plague the fools that oppose you. After hooking a survivor for the first time, a random dull totem ignites with the power of this Hex, cursing that survivor. Cursed survivors performing a repair or healing action have skill checks appear 30% more often, they appear with no warning noise, and missing one causes an additional 3% loss of progress. The survivors do not become aware of the curse until they miss at least one skill check; the curse triggering is also accompanied by mocking Imp laughter. Cursed survivors can see the aura of the Hex totem cursing them while within 16m of it.
Infernal Offering: You plunge the treasures of others as close to Hell as you can reach in this new world. You see the auras of Survivor Items on the ground within 32m of you. By standing over the item, you can press an interaction button to send that item to a random location in the Basement, as close to the Basement Hook as possible.
Scourge Hook: Grasp of Hell: A foul prayer to the infernal forces whisks the dying to their damnation. This perk begins the trial with 2 tokens. Each time a generator is completed, this perk gains two additional tokens, to a maximum of 5 at a time. Each time a survivor in the dying state comes within 16m of an empty Scourge Hook while this perk has a token, that survivor is surrounded by a particle effect similar to Shoulder the Burden. If they remain within the area of effect for 2 seconds, they are teleported directly onto the hook and this perk loses a token. This does not trigger for survivors on your shoulder, but you may drop them to trigger it (the particle effect triggers while on your shoulder to show that you're close enough to trigger it), or keep them on your shoulder to preserve the token.
Posted Mar 5, 2026, 2:25 AM UTC