I wanted to try my hand at designing a role swap version of Felix since he's my favorite and I always thought it would be fun. I have one for Blight too that I'll post after this. Felix's design is inspired by the Void from the Halloween event.
Blight's Version
Felix Richter - The Architect
The Architect is an overwhelming, crushing, Killer, able to hinder Survivors map wide using his power Load-Bearing Curse. Survivors inflicted by his pillars become trapped and slowed down by their own actions, unless they find a way to repair the foundational pillars of the trial.
His personal Perks, Hex: Built to Last, Desperate Measures, and Visionary, give him the ability to turn the tides of a trial into his favor, while simultaneously punishing survivors who play too boldly.
Lore
The italicized part is from his real lore, everything is the same up to that part-
Eventually, Felix's girlfriend announced that he was going to be a father. The news shook him to the core and, wanting to inspire his unborn child as much as his father inspired him, he quickly pulled his life together. What he needed was a project that would challenge him and cement his worth as an architect. As fate would have it, the perfect opportunity presented itself when [a group claiming to be] old friends of his father commissioned his firm 'Richter and Golder' to build something new and unconventional on Dyer Island. The challenge excited and terrified Felix, who now drowned his anxieties with articles and books on parenting.
They offered him a contract: to design and build something extraordinary on the very island where he had once failed his father and lost him for good. To Felix, it felt like a chance at redemption, an opportunity to make amends for what had happened all those years ago. Maybe, just maybe, he could prove to his father- wherever he might be - that he had finally become the man he always wanted him to be.
He signed the contract without hesitation.
The project started like any other. He spent his time mapping out blueprints and envisioning ideas. He explored the island like he had all those years ago, picking apart rubble and terrain, finding inspiration in the ruins left behind from earlier buildings.
Old markings stuck out to him - markings none of his colleagues seemed to care for. Inspiration struck as he began constructing his projects, his drafting table filled overnight. He did not sleep. And even when he did, odd dreams began taking over his mind. Blueprints scrawled in his mind of spirals and symbols that defied geometry, walls that whispered in a voice uncannily like his own.
His employers were pleased with his work.
The more he was consumed into his drafts and designs, the more things began to go wrong on the island. The terrain seemingly shifted beneath their feet. Time stretched and contracted like breathing lungs. Tools rusted overnight. Materials refused to stay where they were placed.
More than once did the structures built up by his peers crumble for no apparent reason. Crystals embedding themselves into the supports, making them fragile and fall easily. More than once did workers get swallowed up by once solid foundation, their bodies later found pierced by the very same crystals, almost appearing to grow out of their cold flesh.
None of this bothered him. He hardly noticed.
Silence gradually built itself around him. He stopped sending progress reports. His co-workers resigned. Some disappeared entirely. Felix remained.
He built alone.
His structure grew - stone upon stone, hallway after hallway - not for function, but for reverence. It was no longer a building. It was a labyrinth, a temple, a confession. Its corridors shifted behind him. Its rooms observed. He stopped designing and started obeying.
When he stood beneath the central spire, shards of crystals almost rooted into the structure, staring into the infinite tessellation of arches and blue voids above, something stared back. The Entity spoke, not in words, but in blueprints drawn into his mind.
Felix dropped to his knees and offered his hands. Hands that were now cracked. Hands that now glowed icy blues, hissing with a power he understood but didn’t recognize.
He was not claimed by the Fog.
He opened the door and stepped into it, willingly - the final piece of his own perfect design.
Load Out
Weapon: Fractal Point
A drawing compass that seems to have been corrupted by crystals. Barbed and sharp, this weapon proves lethality as it creates fractal designs into its victim’s flesh.
Power: Load-Bearing Curse
The Architect raises 5 structural pillars across the map:
Special Object: False Foundations
Each pillar has a 20 meter radius surrounding it. Every time something within the environment is interacted with within the radius (windows, lockers, pallets, totems, gens, etc.), the pillar takes structural damage.
As the pillar takes more and more structural damage, the survivors are hindered in different ways including slower vaulting speeds, slower generator repair, and more. These effects increase gradually depending on the structural health of the pillar.
Eventually, if left to deteriorate, these pillars will crumble and permanently hinder the survivors for the rest of the trial within the radius.
When a pillar crumbles, the radius of effect increases by 10 meters
Special Interaction: Steadying Structures
Survivors can steady crumbling structures by interacting with the pillars.
The interaction requires staying in the center of a metronome-like skill check trying to keep the line as much in the middle as possible (like a vertical wiggle skill check).
Special Ability: Architect's Eye
Holding down the ability button will allow the Architect to highlight any of the 5 pillars. The intensity of the each shows which pillar(s) have most recently been damaged
The Architect can teleport to highlighted pillars. Upon teleporting the pillar takes 15% damage.
The Architect can only teleport to a pillar once every 45 seconds.
All damages and repairs are paused for 15 seconds after The Architect teleports
The Architect teleporting cannot make the pillar drop under 35% structural health.
Special Ability: Shatterpoint
Press and hold the ability button to charge Shatterpoint.
Press the attack button when fully charged to release, creating a circle of crystals that has a 3 meter radius wherever the Architect places it. It takes 1 second for the crystals to grow, allowing the survivors to see the circle slowly form by their feet.
Survivors caught in the circle will be hindered by 10% for as long as they are within the circle.
The crystals stay for 15 seconds or until the Architect places a new Shatterpoint
Unique Perks
Hex: Built to Last
"Fail once, improve the blueprint. Fail twice, reinforce the steel."
While this Hex is active, survivors who interact with any totem are cursed and suffer from a repair and healing speed reduction of 15/20/25%.
Every time Hex: Built to Last is cleansed, the totem reactivates on a dull totem. Every time a Hex Totem is cleansed, gain 1 Token (max 4).
Each token improves endgame pressure:
1 Token: Survivors become Oblivious when interacting with an Exit Gate.
2 Tokens: Survivors who open an Exit Gate become Exposed for 60 seconds.
3 Tokens: When an Exit Gate is opened, all survivors scream and have their auras revealed for 5 seconds.
4 Tokens: The Exit Gate is blocked for 10 seconds when the gates are opened and all survivors within the Exit Gate are affected with a 5% Hindered effect.
If all totems are gone, the perk cannot reform.
Desperate Measures
They patch their wounds, but you exploit their pride.
While all Survivors are healthy, the next Generator a Survivor touches becomes blocked for 30/35/60 seconds, and they become Exposed for 20/30/40 seconds.
Can trigger once every 40/50/60 seconds.
You see the aura of the blocked generator.
Visionary
Your understanding of the terrain turns every setback into an opportunity.
Each time a Generator is completed, pallets within 16/24/32 meters of the completed gen are highlighted in white for 30 seconds. Any survivor who does a drop or vault action to a pallet while highlighted screams and the pallet is instantly broken.
Concept Board
Some visual representation of how I would design him visually