The Controller

*"While wandering through the abandoned labs located in a post-apocalyptic wasteland, scavenging for resources and looking for generators to turn on, I accidentally noticed a silhouette of a strange humanoid-like figure standing in front of me. When I'm about to approach that figure quietly, it quickly turned out that this "thing" isn't even human. In fact, it appears to be some kind of mutant experiment gone horribly wrong, covered in bandages. However, the mutant quickly vanished without a trace before my eyes. Did I hallucinate something yet to come, or am I slowly going completely insane?" - Unknown (Possibly Benedict Baker)*

**The Controller** is a licensed killer from the video game series S.T.A.L.K.E.R. This character is based on the psychic mutant with the same name.

* Height: Medium
* Terror Radius: 50m
* Movement Speed: 114%

# Lore

There was once a secret organization known as The Group, who were formed in the Chernobyl Zone of Exclusion following the collapse of the Soviet Union. These scientists are responsible for researching applications for psychic weapons and the Noosphere, whose existence was established in the way of a trans-global experiment. One of their laboratories, codenamed X-16, was primarily focused on researching one of the side discoveries of The Group's clandestine research: that living creatures are able to generate directed psy-emissions.

Their genetic-modification experiments on death-row criminals and volunteer test subjects with the purpose of creating psychic super-soldiers as well as the development of mind control technology for the Ukrainian army. However, the injection of a mutagenic compound fluid from the C-Consciousness within the test subjects’ bodies immediately resulted in their increased brain activity outside predetermined parameters in addition to cellular repair, however scar tissue remained unaffected. This series of experiments successfully generated new prototypes of mutated superhumans known as Controllers.

The Controllers are a species of rare mutant creature found somewhere in the abandoned areas across the Zone, it bears a superficial resemblance to a humanoid with a disproportionately large head. Despite their appearance, they are highly intelligent, possess good perception and generally rely on their psychic radiation-based abilities to manipulate and control the behavior of less developed creatures through hallucinations and mind control. Although they suffer from decreasing physical strength, mature specimens are potentially capable of communicating with humans through psychic means according to the studies. The psi-emissions generated by the Controllers throughout their bodies were effective at mind controlling trespassers and subjecting them to the will of the collective, essentially converting them into mindless zombified stalkers that are nothing more than highly-aggressive husks.

The experiments in affecting the human psyche on a massive scale took place on March 4, 2006. It lasted two full hours before it was shut down, likely due to unforeseen developments. A month later, on April 12, the experiment was performed again and this time it continued until its completion. However, it did not have the desired effect - instead, the generators created a rift in the noosphere, allowing it to directly affect the biosphere, creating a large area where physical laws were outright broken and mysterious phenomena not understood by modern science began to manifest.

At this point during this catastrophic incident, an anomalous thick fog of darkness starts to emerge from the concrete walls in one of the containment chambers in the underground section of the Agroprom Research Institution, which surrounds one of the Controllers, causing the creature to be released from its confinement and taking it into an unknown realm.

From there, the Controller now pursues his potential victims of it’s supernatural abilities freely, with a new purpose...

# Weapon: Psychic Claws

**Psychic Claws**: The exposure to psi-emission from the illegal experiments seemingly grant your powerful claws a high aptitude of psionic energy.

# Power: Psychic Assault

Your extraordinary intelligence and the myriad of psychic abilities ensures that you always have an overwhelming advantage over the others through playing with your victims’ mind.

Press and Hold the Power button to channel an electromagnetic psychic field, increasing your Terror Radius by **20%** and your movement speed by **5%.** While **Psychic Assault** is active, Survivors within **18 meters** from your line of sight for **6 seconds or longer** will be **Distorted** for **35 seconds** (represented by purple tendrils crawling up from the edges of the Survivor's vision and a loud static noise in the background), which immobilize the Survivors’ movement for roughly **2 seconds**, and causing them to lose a single *Health* state.

Survivors **Distorted** by you that remain outside of your Terror Radius for more than **4 seconds** will have their auras revealed to you and start to experience hallucinations such as seeing other survivors as **The Controller**. Survivors **Distorted** by you that remain inside of your Terror Radius will suffer from the **Incapacitated** status effect until they leave the Terror Radius. Hitting a Survivor while being **Incapacitated** by you will inflicted them with the **Haemorrhage** status effect for **25 seconds**.

### Special Ability: Psychic Wall

During a chase, press the *active ability* button to summon an immobile barrier of radiation psi-emissions within your Terror Radius that the Survivors cannot pass through, forcing them to change directions and cause the chase much more close-quarters. The **Psychic Wall** can block down doorways and other escape routes, which can easily trap a Survivor attempting to escape an enclosed room or a linear corridor.

This ability has a cooldown of **15 seconds**.

### Special Attack: Psychic Blast

Press the Attack button while channeling a *Psychic Assault* to launch a bolt of psychic energy from a great distance. Survivors when hit by a projectile from the Psychic Blast, will immediately take damage. Survivors **Distorted** by you when hit by a projectile from the Psychic Blast, will suffer from the **Hindered** status effect**.**

# Perks

### Hex: C-Consciousness

The thoughts circulating in your broken mind are giving direction to physics. All Totems has a **40/45/50%** chance to be replaced with **Corrupted Totems**. Survivors cleansing the Corrupted Totem will become your ***Obsession***.

*The Hex effects persist as long as the related Hex Totem is standing.*

*"The documents refer to one of the side discoveries of the research, specifically the discovery that living creatures are able to generate directed psy-emissions.” -Research documents*

### Shadow of Chernobyl

If a Survivor doesn’t stare at you for more than **8 seconds**, you’ll gain a **4/6/8%** Action Speed bonus to picking-up and dropping Survivors, breaking Pallets, damaging Generators, and vaulting Windows.

*“No one has returned from there alive though and no one can tell for sure just what nasty surprises await you there.” - PDA description*

### Hex: Brain Scorcher

Whenever a Survivor fails to succeed at a Skill Check while working on a Generator, they will scream, triggering a *Loud Noise notification* and losing one Health State.

*The Hex effects persist as long as the related Hex Totem is standing.*

*“A human shell is all that's left. No-one has ever returned with a sound mind.” - PDA description*

# Mori

The Controller pummels down a Survivor into the ground with its claws. Afterward, it'll began casting out high quantities of his psychic powers, causing the Survivor to shake rapidly before exploding into a bloody mess.

# Survivor: Strelok

### Zone Experience

Thanks to your past military experience while exploring the abandoned remains of Chernobyl as a Stalker, you quickly learn to how to become more resistant to all physical pain and trauma.

You will recover **30/40/50%** faster from any negative debuffs afflicted on you (such as **Blindness**, **Exposed**, **Hindered**, **Mangled**, and **Haemorrhage**). Whenever you cleanse a Dull Totem, all of your debuffs will automatically be removed and you are protected by the **Endurance** status effect.

* Any damage taken that would put you into a Dying State will instead trigger the **Deep Wound** status effect, after which you have 20 seconds to Mend yourself.
* Taking any damage while under the effect of **Deep Wound** or if it's timer runs out will put you into the Dying State.
* Getting hit by the Killer will instead cause the Killer to be temporarily stunned for **2/4/6 seconds**.

### Scavenger

You open Chests **30%** faster.

Crouching and pressing the *active ability* button over an Item on the ground to store that item on your backpack, allowing you to carry up to **1/2/3** items in your inventory in total. You do not lose the items you’re carrying with you when you’re killed or sacrificed.

### Cheeki Breeki!

After staying in Dying State for more than **25 seconds**, *Cheeki Breeki!* can be activated as long as you remain in Dying State.

Press the active ability button while in the Dying State to revive yourself and instantly recover to the Injured State and suffer from the **Broken** status effect for **60 seconds**. You are able to see the auras of other Survivors for **4/6/8 seconds**. You do not leave *Scratch Marks* while in the Injured State.

This Perk can only be used once throughout the match.