The Convict

**The Convict** is a deteriorating Killer, able to place Spectral Barriers and slowly break down the Survivors over time. His three Teachable Perks, **Fatal Kismet**, **Marked For Death,** and **Crumbling Ambitions** to punish small mistakes, keep focus when in chase, and remove useful items for Survivors quickly.

## Appearance

The Convict appears as a large man wearing a tattered blue prison jumpsuit. Multiple sections of the Convict's body are missing their flesh, the bones and organs clearly visible within. The Convict wears large metal cuffs around both his wrists, to which are attached large metal chains which drag along the ground as he moves. Due to his legs being broken and rotting, the Convict floats a few inches off the ground, similarly to the Nurse.

## Lore

Rodger Kruller was once a kind, caring man. He did everything he could to help others less fortunate than himself. He gave to the less fortunate and volunteered for all types of charities.

One day, he was accused of the murder of a young woman. He pleaded innocent, but all evidence was stacked against him. Before he could make sense of it all, he was behind the bars of a cell in the Archveil Concentration Center.

While serving his sentence, he tried to keep a positive outlook on life, but was constantly beaten and mocked for his frail body by the other prisoners, as well as the guards. One night, he could take no more and his mind shattered. In a state of blind rage, he went on a murderous rampage, slaughtering everybody he could get his hands on. When the screams fell silent, he looked around and saw all that he had done. He felt so much pain. He could not bear to end the life of a bug, much less another person. In a state of torment and sadness, he drove a shank into his neck.

Before the life left his body, a spiral of black smoke enveloped him. When he opened his eyes, he was lying on a thick, muddy floor amidst gnarled trees with warped limbs. Then he realized. The gash in his neck was healed. The pain was gone. Then a thought formed: If more blood is spilled, then more of his pain just may leave him.

## Weapon: **Inmate's Chain**

*A heavy prison chain fashioned into a deadly whip to put your oppressors under lock and key.*

The Convict's weapon, the Inmate's Chain, is a metal chain adorned with heavy padlocks. The Convict swings the chain upwards and slams it down onto the ground to attack. If a Survivor is hit, the Convict will flick the chain back towards himself, grabbing it in his left hand. He quickly pulls the chain tight, causing any blood to fly off. He then drops the chain to his side, ready to attack again.

## Killer Power: **Locked Away**

*You have been held down for far too long, and now, you will guarantee that they experience how it felt when they took your freedom from you.*

The Convict begins the Trial with a set number of Tokens. By consuming a Token, the Convict can create a **Barrier**, a short wall of jagged metal and barbed wire, between any two solid surfaces. Any Barriers created after all Tokens have been consumed replace the oldest Barrier. The Convict can pass through a Barrier with no consequences.

When a Survivor passes through a Barrier, they will become Entangled. When a Survivor becomes Entangled, they are revealed to the Convict with Killer Instinct for a short time and will enter the new Deteriorating State. If a Survivor passes through a Barrier while they are Deteriorating, their Deterioration timer will be decreased by 5 seconds. (The Deterioration State works identically to the Deep Wound State, but it can be applied to both Injured and Healthy Survivors.)

By standing completely still, an Entangled Survivor can perform the Untangle action. It takes 10 uninterrupted seconds for Survivors to Untangle themselves completely, or 6 seconds of uninterrupted action if they are being Untangled by another Survivor.

If the Survivor does not Untangle themselves before the Deterioration timer expires, they will lose a Health State and be afflicted with the Hindered Status Effect for a short time. If Survivors completes the Untangle Action, the Deteriorating Timer will be removed. Being Healed by hand will pause the Deterioration Timer, but it does not remove the timer completely.

Survivors can destroy Barriers by interacting with them for 7 seconds When a Barrier is destroyed, a Loud Noise notification is created for the Convict, and Locked Away will regain a Token after 10 seconds.

## Teachable Perks

* **Fatal Kismet**

*The suffering you have faced passes onto others through their own mistakes.*

When a Survivor performs a Healing action on another Survivor, Skill Checks will occur more frequently. If the Survivor performing the Healing action fails a Skill Check, the Healing progress will instantly regress by 10% / 20% / 30% of the completed progress.

* **Marked For Death**

*When you have your victim in your sight, nothing can impede your pursuit.*

When a Survivor takes a Protection Hit for the Survivor you are in Chase with, you gain a 10% / 15% / 20% Haste effect for the duration that you hold Chase with the protected Survivor, and for 10 seconds after the Chase ends.

* **Crumbling Ambitions**

*Just as your will was broken, so will their methods of escape.*

After breaking a Pallet, this Perk activates for 35 / 40 / 45 seconds and you see the Aura of all unbroken dropped Pallets for 10 seconds. While this Perk is active, the speed at which you break Pallets is increased by 75%. Breaking a Pallet while this Perk is active resets the duration of the Perk.

## Power Statistics

Base time needed for Survivors to Untangle themselves: 10 seconds

Base time needed to Untangle another Survivor: 7 Seconds

Base Deterioration time before Entangled Survivors take damage: 60 seconds

Base number of Barriers the Convict can create: 6 Barriers

Base duration of Killer Instinct made by Barriers: 5 seconds

Base time needed for Survivors to destroy Barriers: 7 seconds