Stranger Things Vol. 2

## New Killer: The Lich

A fearsome entity aligned with the Upside Down, Henry Creel knows what it is like to be different and be a very dangerous threat to those he chooses to pick off.

## Power: Vecna's Curse

Becoming one with the upside down, and now the entity has unlocked the greatest potential in **The Lich**.

**The Lich** starts the trial in **The Upside Down** and cannot see or hear any survivors. **The Lich** to exit the upside down by accessing a **Gate**.

**Special Ability: Gates**

**The Lich** may traverse the Entity's realm using Gates. He can open gates and travel through them for a small time, and can enter the Entity's realm or **The Upside Down**, depending on where he teleports from.

When **The Lich** is near a generator or any light source, the light source will begin to flicker rapidly and give off an ominous sound.

**Special Ability: Cull**

Survivors can be pulled into **The Upside Down** by Culling them in. When Culling a Survivor, both the Survivor and The Lich are held in place. Upon completing the Culling action, they are both pulled into **The Upside Down**.

Special Realm: **The Upside Down**

After Culling a Survivor, they are pulled into a different realm known as **The Upside Down**.  Survivors that Culled, will have a -6% speed debuff to all actions.

A survivor who is trapped in The Upside Down may attempt to escape by finding and using a **Walkman**.

**Special Interaction: Walkman**

A survivor who is trapped within **The Upside Down** is required to retrieve a **Walkman** which can be found at a desk. Survivors can use this item by pressing and holding the ability button to begin a song.

When the song is playing, a large portal will enlarge itself far from the Survivors position. Once the Survivor begins running towards the portal, rubble for the environment will begin to crash down behind them. If a Survivor escapes through the portal before it closes, they will re-enter the Entity’s realm and the Walkman will be instantly destroyed.

**Special Ability: Grandfather Clocks**

At the start of the trial, four **Grandfather Clocks** will spawn on the map. Each grandfather clock has a special meaning and can progress with each survivor that **The Lich** hooks.

Each time The Lich hooks a survivor, a grandfather clock will chime, creating a map wide sound that can be heard by all Survivors.

A chime has different effects as the trial progresses.

**One Chime**: Map wide sound is heard

**Two Chimes**: The ground will begin to shake & Survivors will hear their names being called by **The Lich**.

**Three Chimes**: Cracks will begin to appear in the ground

**Four Chimes**: The ground will begin to crack open at a rapid pace, splitting it open in four different ways.

Once the ground is split open, the toxin from **The Upside Down** will start to seep through the cracks and spread into the environment.

As the trial progresses, the more intoxication the map will be affected with.

Intoxication will make Survivor's cough, not injure them.

Upon four chimes being achieved, **The Upside Down** replaces the Entity’s Realm for the remainder of the trial. **Walkman's** will disappear from the trial permanently after the final chime is achieved.

**SPECIAL ATTACK: Tormented Tendrils**

Press and hold the active ability button to charge **Tormented Tendrils**. When fully charged, release the active ability button to force the tendrils underground and attack a survivor that is within line of sight of you.

If a survivor is attacked with the tendrils, they will be held in place for a short duration and become injured. A survivor who finds themself injured and is attacked with the tendrils, will be pulled to **The Lich** using the tendrils, and instantly be carried.

## Perks:

**Intrepid Hunt:**

A good hunt always makes you more powerful.

After chasing a Survivor for 20/30/35 seconds, this perk activates.

One activated, press the ability button to instantly Expose the chased survivor for 30 seconds.

This perk deactivates upon putting the exposed Survivor into the dying state.

"A, lesser copy, each life." - Vecna

**Damned Philosophy:**

Your beliefs make for one hell of a strength.

When a generator reaches a total of 50% progress, any survivors who are repairing a generator with the same amount of progress, will scream and reveal the location to you for 4 seconds, blocking the generator for 15/20/30 seconds.

"All I needed, was someone to open the door. And you did that for me." - Vecna

**Hex: Intolerable Prey:**

You love breaking down a person one at a time.

All totems around the trial will be dull.

When injuring a survivor, their health state will be applied to a dull totem, making it into a hex. If you injure four survivors, they all suffer from the Oblivious status effect.

If a survivor begins cleansing action on their health state totem, their cleansing speed is 8/9/10% slower. Once the totem is cleansed, they gain their health state back, become healthy, but will be hindered by 6% until being injured again.

"It is over, Eleven. Your friends have lost. There is nothing... nothing you can do to stop this now." - Vecna

## New Survivor: Eleven "Jane" Hopper (aged up)

Jane Hopper, known as Eleven, was born and raised in Hawkins National Laboratory by Martin Brenner. She began fighting this evil at a young age, but now she swears to protect those around her with the brilliant and mysterious gift she has been given.

With her personal perks: "**Friends Don't Lie, Telepathic Connection and Hero Within"** grant her buffs to certain objectives after a survivor fails, connect with the obsession, and channel her inner fighter.

## Perks:

**Friends Don't Lie-**

You hate it when your peers lie, use it to your advantage massively.

Whenever a survivor stops healing you, or repairing a generator with you, this perk activates and you gain a 10% haste effect and speed boost to all actions for 40 seconds.

If a survivor fails a skill check while healing you, you will instantly gain 10% healing progress back instantly, this also applies to a missed skill check on a generator.

A Survivor who fails a repairing skill check, will cause the generator to instantly gain 8% of the loss progression back to the progression bar.

**Telepathic Connection-**

Seeing into others benefits the main objective.

After the Obsession has been chased for 30 seconds, crouch and press the Active Ability button when not preforming an action, or holding an item to instantly merge perspectives with the Obsession and see their chase for 12/15/18 seconds.

When viewing the Obsessions, you are Oblivious. This effect lasts for 100 seconds after switching back perspectives to yourself.

**Hero Within-**

Having fight within yourself has been there for a long time.

Press the secondary ability button when in the killers terror radius to instantly select a pallet within 12 meters of your position to drop it. After dropping the pallet, the killer sees your aura for 5 seconds. Dropping a pallet on the killer and successfully stunning them with it, will cause the killer to suffer from the Deafened effect for 10/11/12 seconds.

This perk then goes on a cooldown for 120/110/100 seconds.