The Gatherer

It stalks Daniel throughout the castle, ready to kill.

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Expansion Name: Amnesia

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Attributes:

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Height: Pig height

Speed: 115%

Terror rad: 32 m

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Story:

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"The halls of this castle strike terror into me. The darkness in here makes me cautious. The inhabitants in this castle are monstrous. Their massive jaw and large claws on a stumpy arm strikes fear into everyone who meets him." -Benedict Baker.

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Power: Insanity's grasp

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Drive your prey to madness with your strikes.

**Madness cut:** When holding the active ability button, rush forward with a series of slashes that, on contact, downs survivors. This slash, on miss, as a 3 second cooldown and on hit, the same cooldown animation as a basic attack. This attack can instantly break pallets and breakable objects. It has the range of pigs lunge and the speed of Demogorgon's slash. When hitting a survivor with this attack, **Insanity** begins to activate.

**Mind killer**: Everywhere you walk, splotches of red go over the walls and ground. These splotches last for 3 seconds at a time. When a survivor walks through these splotches, they will scream, slowed down by 40% and can't fast vault or fast locker entry. When survivors walk through these, or when they're hit by **Madness Cut**, they become affected by **Insanity.**

**Insanity**: The more time survivors spend in the killers terror radius or up to 5 meters around totems, the more their sanity begins to drain. After 1 minute around totems, in dark locations or in the killers terror radius, the survivor suffers a 10% penalty on repairing, healing and sabotaging, and they see hallucinations of the Gatherer. After 1 minute, their timer resets. After another minute, the hallucinations emit their own terror radius and the penalty is 15%. After another minute, the hallucinations start chasing the player without attacking and the penalty is 20%. Finally, after another minute, the hallucinations chase and attack the player and the penalty is 25%. The hits are fake, but any use of medkits or healing by other survivors is real. The Gatherer can pass himself off as one of the hallucinations, making its hits real. Survivors can regain sanity by spending time in lit places. Every minute in a lit location lowers them down a tier.

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Perks:

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**Help me**: You salivate at the taste of pain and terror. When hitting a survivor, for 10/15/20 seconds, a chasing terror radius is applied to all survivors.

**Sharp fingers:** The slippery feel of blood on your hands is intoxicating, so much so that your hands slip when you strike. When hitting a survivor with a basic hit, you gain a token. For each token, your hits take 50/70/100% longer to heal. You can earn up to 5 tokens and connected special attacks spends 1 token.

**Darkness prevails:** The darkness is your favorite place to hunt. When survivors are outside an area with a light, such as a forest, they suffer from the oblivious status effect until they reach a place with a light. When reaching a place with a light, the killers terror radius is increased to 45 meters for 6/3/2 seconds.

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Survivor: Daniel

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Story:

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Daniel was a normal young man who lived in 19th century England. He lived a tragic early life, with a mother who passed, an abusive, drunken father and a sister stricken with sickness who he constantly needed to protect above all else. He eventually graduated with a degree in archaeology at the age of 21, starting a new life. Along the way, he met a geologist by the name of Sir William Smith. Sir William and Daniel both came across a mysterious Orb and, after William's death, Daniel became obsessed with finding information about it. Then, his research landed him at a castle inhabited by Alexander of Breenenburg, who also sought the Orbs power. One day, Alexander stole the Orb, attracting the attention of the shadow, a mystical force who wanted the Orb as well. In a rage, Daniel chose to drink an amnesia potion and go after Alexander. But, before he could, a dark fog came over him and he found himself in the castle once more, terrified and alone.

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Perks:

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**Madness shield:** You are used to the teasings of madness and are able to counteract them rather effectively. When within the killers terror radius, you gain 30/40/50% increased movement speed, vaulting speed and item efficiency.

**Nyctophobia:** Despite your fear of the dark, you know how to navigate it. While in an area without light, gain the endurance status effect and the killers aura is moderately/considerably/tremendously easier to see in the dark.

**Safe in the light:** The light is your safe place, as it's always been. When in an area with a light, gain a 5/10/15% buff to repairing, healing and sabotaging. Additionally, all pallets and windows are highlighted in yellow until vaulted or dropped.

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New map: The castle from Amnesia

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