The Groundskeeper

## New Killer: **The Groundskeeper**

A hallucinatory and aggressive killer, able to slow down survivors progress, be aggressive, and become defensive with his power **FLORAL CONFUSION**.

With his personal perks “**Distant Trickery, Maniac Enhancement and Botanical Regression**” allow him to trick survivors into thinking he is close by, enhance his senses and punish survivors' mistakes.

## Power: **FLORAL CONFUSION**

Power: **Floral Confusion**

The bond between plants and **The Groundskeeper** is greatly strengthened when they are together.

At the start of the trial, **The Groundskeeper’s** power gauge is filled completely. **Valley Roots** will spawn in the trial and can be grown to full power by inserting Essence into them. When inserting Essence into the plants, it will blossom slowly and become powerful.

Special Ability: **Valley Roots**

Press and hold the secondary power button when standing in front of Valley Roots to fill them with Essence from the power gauge. After filling the Valley Roots, they will pulsate and let out a noxious toxin that can alter the movement of survivors.

There can also be empty spaces around the trial. When standing on an empty space, press the power button to begin the growth of Valley Roots. The growth process takes a considerable amount of time to grow. If they are grown to full power and left standing, they will create a vine barrier around itself for a lengthy duration.

Special Attack: **Vine Swipe**

Press the power button to lash out a Vine in front of The Groundskeeper. If a survivor is injured by this attack, they will be Hindered for a short duration. Pressing and holding the power will charge up a long range attack from The Groundskeepers mouth. If a survivor is caught with this attack, they can be pulled in and become injured by using a basic attack.

Special Effect: **Noxious Toxin**

After Valley Roots grow fully, they will begin to let out a poisonous gas that can intoxicate the environment. When survivors are in the radius of a fully grown plant, they are intoxicated and can lower the rate of intoxication by exiting the radius.

The intoxication levels can progress as the plants are active.

The effects of **Noxious Toxin** are as follows:

**Level One:** Environment will be intoxicated.

**Level Two:** Survivors coming into contact with **Noxious Toxin** start to cough.

**Level Three:** Survivors who are in the radius of **Noxious Toxin** cough louder.

**Level Four:** Survivors are Oblivious after being intoxicated.

**Level Five:** Intoxication rate is at its strongest, making Survivors hallucinate The Groundskeeper moving toward them and hear a terror radius as if nearby them. Their controls are completely reversed until they are not intoxicated anymore.

Survivors can remove their intoxication by taking Pills.

Special Interactions: **Pill Bottles and Hedge Trimmers**

A set number of medicine cabinets will be on the trial grounds. Survivors can open the cabinets, and retrieve a Pill Bottle. Press and hold the active ability button to take the pills, and remove the intoxication levels.

After a Survivor uses a Pill Bottle, their level of intoxication is lowered and is tagged with Killer Instinct for a short duration.

**Hedge Trimmers** can be found in Supply Cases around the map. Retrieving one will allow Survivors to cut down Valley Roots by pressing and holding the active ability button. The cutting action is lengthy and can be completed by succeeding at skill checks.

**Valley Roots** cannot be cut down in the early growth stages.

## Perks:

**Distant Trickery-**

They are fooled easily by the mere thought of you.

When standing still for 20/15/10 seconds, this perk activates and any survivor within 32 meters of you will receive a false terror radius of 12/14/16 meters.

Moving will deactivate this perk and the false terror radius lingers for an additional 8 seconds.

**Maniac Enhancement-**

The senses you present are greatly improved.

Scratch Marks and pools of blood last 6/7/8 seconds longer.

Breathing, grunts of pain and footsteps are 8/9/10% louder.

Killer Instinct and loud noise notifications are 5/6/7% longer.

**Botanical Regression-**

You hold a great power.

Survivors healing with Med-Kits, or repairing with a Toolbox, and fail a skill check will cause them to lose 5/6/7% charges.