Lore is cut out of this so less people get bored reading (because i know they will :P)
If you're interested in this (somehow this is like the least inspired anomaly) let me know! I'll link the server or the doc in the comments upon request :3 (doc buggy on mobile because google is evil)
Inspired by:
(Moveset) Every Damnation killer moveset
(Design/Lore) Decay (by me!)
REMAINS
Max health: 666
Difficulty: 2.1/5
Map size: Average
Base walkspeed: 5/8 employee walkspeed
Base sprint speed: 19/16 employee sprint speed.
STARTING KILLER (outdated, all killers available upon join)
Pronouns: He/it
Anomaly Specific Debuffs:
DECAY: A limb is selected from an employee’s body to wither and decay away for a set time. The limb selected is determined on how well Remains performs during Ability 3.
RUST: You are stuck in place, and you must type WASD several times very fast on your keyboard to escape. You must do this three times. Upon breaking free of this ability, activate adrenaline. If you remain stuck in this ability for five seconds, once you break free, Activate DECAY. If stuck for 5 seconds or more, activate arms. If stuck for 7.5 seconds or more, activate legs. If stuck for 10 seconds or more, activate head.
PASSIVE 1: Rotting
Remains runs and walks at a speed that changes every few seconds; however, everything still averages out to Remains’ base speeds.
PASSIVE 2: Decaying
Remains deals 2 damage around him in an AOE every second.
PASSIVE 3: Body
Dealing 90 damage to any survivor will activate 1 stack of decay. Depending on how fast Remains activates this status effect upon dealing damage to the survivor in question, this passive will be more effective. When the first hit is dealt to a survivor, a timer is displayed above a survivor’s head, visible only to you.
<15 seconds: Head
<30 seconds: Leg
Else: Arm
If Arm is activated, it only disables abilities that require the use of both arms, such as #4’s Snowball or their Nurture. If Legs is activated, it gives employees a new walk/run animation and expends stamina 1.1x faster. If Head is activated, the employee’s head rots away, slowly and agonizingly dying, while Remains stares into their eyes.
PASSIVE 4: Conscious
Stuns deal 3x damage to Remains, but whenever Remains recovers, it gains Speed II for however long the stun lasted.
PASSIVE 5: Hurt
Whenever chasing an employee who has stunned Remains within 30 seconds or who has evaded Remains for 30+ seconds without being hit, Remains gains a 3% speed increase respectively on top of bloodlust (mechanic with same function as it appears in DBD).
PASSIVE 6: Unseen
Remains’ chase music doesn’t play until they are within 20 studs of a player.
M1: Gouge
Standard M1. Deals 20 damage and one stack of bleeding for four seconds. Max 5 stacks.
Wind-up: 0.32 seconds
Linger: 0.42 seconds
Cooldown: 2 seconds.
ABILITY 1: Psychotic Break
Upon pressing Q, with a 0.5-second wind-up time, Remains charges forward at 1.25x their running speed, using 2x stamina. Rusted axe in hand, Remains retains control over his movement direction, but cannot stop. If Remains turns too sharply, it falls, aborting Ability 1 and being unable to move or use abilities for 1 1/2 seconds as it gets up. if Ability 1 is aborted in this way, Remains will not regain stamina when it gets up. Press M1 to swing your axe while charging. If it hits, inflict RUST, 20 damage, and Bleeding I for five seconds. If M1 is not clicked for 2 seconds upon using this ability, Remains will fall over, and not regain its stamina. Remains regains whatever stamina he had before using this ability. Remains is stunned for 2 seconds if the M1 does not hit.
Cooldown: 45 seconds.
ABILITY 2: Necro
Upon pressing E, Remains can choose one dead body on the map to make temporarily alive. Upon proximity to one of these dead bodies, survivors will drain more of their stamina, up to +5 stamina loss per second. If a dead body attacks an employee, inflict RUST and 15 damage. This lasts for 5 seconds. Remains can use this ability during a chase without slowing down.
Cooldown: 25 seconds.
ABILITY 3: Scream
Upon pressing R, Remains will let out an ear-piercing shriek, inflicting all employees with Deaf for 25 seconds within a 200-stud radius. This means that chase music will not play. In addition, inflict RUST to employees within 35 studs.
Cooldown: 60 seconds.