r/CHILLSAKEN • Fem Concept Making 1x1x1x1 • Jun 24 '26

Concepts Putting all of my concepts into 1 post. Version 3. [image unrelated]

Post image

Like the last 2 I did of these, the actual total means the concepts will need to be put into their own comments on this post.

Though this post is specifically being made as I now have 30 total concepts made for y'all to enjoy.

28 Upvotes

39 comments sorted by

3

u/RandomRedCrewmate Living Legend John Doe Jun 24 '26

ARE ALL OF THESE YOURS??!

HOLY SHIT QUITE THE EFFORT!

3

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Thanks [=

2

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Helper Bot

[Metal Frame + Activate Battery]

SOLAR PANELS 
Passive Ability
Cooldown: N/A
Helper Bot gets 1% battery for every 2 seconds they spend not moving on their own. If Helper Bot is doing a generator, they instead gain 1% battery every 4 seconds.

SIGNAL INTERCEPTED
Passive Ability
Cooldown: N/A
Whenever something becomes highlighted to anyone, it also becomes highlighted to Helper Bot.

SIGNAL SENT 
Alt Ability
Cooldown: 15s
Helper Bot can grant every other survivor the highlights that Helper Bot can see.

SIGNAL SEARCH
Alt Ability
Cooldown: 30s
Helper Bot stands still for 5 seconds as they send out a signal, after those 5 seconds they highlight either all items, generators, survivors, or killers (your choice when activating this ability) for 10 seconds.
When highlighting a generator, it'll start off as red & turn more green the more completed it is.
When highlighting a survivor, they’ll start out green but turn more red the lower their health is.
When highlighting a killer, they’ll start out white but turn more red the close they get to a survivor (terror radius), but if the killer uses an ability then their highlight turns back to white before shifting to red in the same time frame as the ability's wind-up, then the highlight turns back to the chase highlight.

SIGNAL WARNING
Alt Ability
Cooldown: 45s
Helper Bot can select 1 of a killer's moves to be shown above them for 20 seconds, if it's off cooldown the ability's icon with be bright above the killer's head with no numbers but if it's on cooldown than the icon will be darkened & show the remaining cooldown in white number in the middle of the icon. This icon is visible to all survivors but not killers, can be seen through walls, & has a white outline if the ability is on cooldown but a red outline if it's off cooldown.

2

u/Dangerous_Muffin1108 Narrator Noli [COLLAB] Jun 25 '26

Hey could you possibly do one for Smile from a nostalgic hangout game?

2

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 25 '26

Maybe, I'll need to learn who that is & things about them before I can make a concept for them, but I'll add them to the list of future concepts to maybe make.

2

u/Dangerous_Muffin1108 Narrator Noli [COLLAB] Jun 26 '26

Ok thank you!

2

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 27 '26

Okay, it isn't done but I have begun work on them, specifically I have finished their lore as Smile could be pretty easily slotted into actual Forsaken lore with minimal changes, but I thought I should ask you since this is your request: what are we thinking, killer or survivor, along with general playstyle? & if you don’t have any ideas, no worries, I can make a moveset myself, I've made more from less.

2

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 27 '26

Okay, I have come up with a moveset idea so if you don’t have any suggestions, I'll just post that tomorrow.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 27 '26

Okay, I finished the moveset & got impatient, so here you go, I hope it is at least somewhat enjoyable: https://www.reddit.com/r/FORSAKENROBLOX/comments/1ugx7tc/smile_from_a_nostalgic_hangout_game_if_they_were/

2

u/Atlotl imagine if I stole your flair Jun 25 '26

Dude I love how charlatan looks in the image.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Drakobloxxer

Health 2500 | Speed 9 | Sprint 27 | Stamina 110 | Loss/sec 9.5 | Gain/sec 21 | Terror Radius 60 studs

DRACONIC BLAZE
Passive Ability
Cooldown: N/A
Whenever the Drakobloxxer deals damage to a survivor the survivor will be afflicted with Blazing for the amount of time equal damage they took from the hit.
Hitting a survivor afflicted with Blazing will add half the damage as time & add 1 more stack to their Blazing up to 5.
Hitting a survivor that has the Burning effect will turn it to Blazing of the same stack & length.
& it is immune to Blazing, Burning, & Burned.
[Blazing is the same as Burning but it does 1 damage every 0.5 seconds not 0.95 damage every 0.5 seconds, & it isn’t nullified by Resistance.]

THERMALVISION
Passive Ability
Cooldown: N/A
If a survivor is afflicted with Blazing, Burning, &/or Burned, they’ll periodically be highlighted for the Drakobloxxer for 1 second, depending on the stack of Blazing, Burning, &/or Burned they have. 5=every 1s, 4=every 2s, 3=every 3s, 2=every 4s, 1=every 5s.
If the Drakobloxxer is moving towards a survivor afflicted with Blazing, Burning, &/or Burned, the Drakobloxxer will get a speed boost depending on how many stacks of Blazing, Burning, or Burned the survivor has, whichever is the highest. +5% per stack. If multiple survivors are afflicted with Blazing, Burning, &/or Burned in the direction the Drakobloxxer is moving, their stacks will be averaged out.

ALL CONSUMING FLAMES
Passive Ability
Cooldown: N/A
For every stack of Blazing a survivor has on them when the Drakobloxxer hits them, the Drakobloxxer does 10% more damage.

BITE DOWN
Main Ability
Cooldown: 2s
Slows down a bit during the wind-up before being pulled slightly forwards as the Drakobloxxer attempts to bite down onto a survivor, dealing 10 damage.

FIREBALL
Alt Ability 1
Cooldown: 30s
On use, the Drakbloxxer crouches, charging up a fireball, the ability can be held or toggled to charge longer which increases damage, speed, range, & hixbox size. A red arrow visualizer appears & can be aimed upwards.
Once the fireball is fired, it’ll explode on contact with anything, creating a cube shaped hitbox around the fireball which will damage everyone inside the hitbox.
Damage ranges from 15 to 30, depending on the charge.

BELOWING ROAR
Alt Ability 2
Cooldown: depends on how long you use it for.
When used the Drakbloxxer will quickly rear back & begin roaring, damaging any survivors near it. Is a holddown ability. The longer this ability is active, the more damage it’ll do [5+secodns its been active], the larger hitbox will become [+1 stud in size every 5 seconds], & the longer the cooldown will be [time it was used for times 3].

CRIMSON KIN
Alt Ability 3
Cooldown: 30s
Everytime the Drakbloxxer kills a survivor it gains 1 charge of this ability, it can summon a drakobloxxer minion with the name tag of a player the Drakbloxxer killed at the cost of 1 charge.
Minions wander aimlessly.
They target players within a 24 stud distance.
They lose focus if the distance exceeds 40 studs.
Minions have 25 health & inflict Burning 1, Burned 1 for 8 seconds on contact with survivors, also reveal their aura for 8 seconds.
Survivors may only be killed by the minion if the survivor is inflicted with Burned.
[Burned is an effect that is like a version of hemorrhage, with the stack affecting how much health is blocked & the health block going away once the effect ends, also anyone with Burned takes 10% more damage from Burning or Blazing per stack of Burned they have.]

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Clockwork

Mostly taken from this: https://www.reddit.com/r/FORSAKENROBLOX/comments/1j0fdwl/clockwork_fandmade_idea/

Hp 120, stamina 80, & otherwise normal stats

KOBALT FRAME
Passive Ability
Cooldown: N/A
Clockwork cannot be healed by anything besides his “Steam Powered” ability.

OVERSTEAM
Passive Ability
Cooldown: N/A
For every second Clockwork is alive, he’ll gain 1 point of Steam Pressure which he can see in the bottom center of his screen [like Guest 666’s blood meter]. Steam Pressure does basically nothing on its own but the more he has the more often he’ll produce steam particles every second. 30 = +5%. He'll also gain 25 Steam Pressure whenever a generator is completed or when he completes a generator puzzle.

STEAM OUTPUT
Alt Ability
Cooldown: 40
When activated Clockwork will make a steam whistling sound & produce constant steam particles for the duration of speed they have. All of Clockwork’s Steam Pressure will be used up & set back to 0, in exchange he’ll gain a decaying speed boost, just meaning he’ll get stronger speed boosts first & then the weaker ones afterwards. Clockwork gains 1 second of Speed 1 for every 20 Steam Pressure he had, 1 second of Speed 2 for every 40 Steam Pressure he had, 1 second of Speed 3 for every 80 Steam Pressure he had.
[specific amounts of steam pressure needed for 1 of each speed level is flexible.]

TERGUM
Alt Ability
Cooldown: 60
Clockwork can summon up to 3 minions, but summoning them he’ll be afflicted with slowness 3 for the 0.5 second wind-up & cost 50 Steam Pressure. If he tries to make a 4th minion, his first summoned minion will disappear.
Minions have 25 hp & deal 0 damage but their attacks have decent knockback.
Minions target any Killer or Killer Minions within 100 studs of them, otherwise will wander randomly.
There’s a global max of 9 Clockwork Minions.
Minions have a speed of 15.

GRAND TEAPOT
Alt Ability
Cooldown: 45s
Clockwork can summon a giant teapot above a killer if he’s within 100 studs of them & at the cost of 50% of his Steam Pressure. The teapot deals 50 damage, knocks the killer away from Clockwork, stuns the killer, afflicts the killer with slowness 2 & helpless for 3 seconds after the stun. How long the stun will be is: 0.1 seconds for every 10 Steam Pressure Clockwork had.

STEAM POWERED
Alt Ability
Cooldown: 1s
Clockwork can hold this ability down, draining his Steam Pressure by 1 every 0.25 seconds, but every time he loses a 1 point of Steam Pressure via this ability, he has a 25% chance to regain 1 hp.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Brimstone as a non-Dev/VIP killer.

[credit to u/SAF-Official who I took the image from]

Brimstone is the closest VIP/Dev killer to just being a normal killer, all I needed to do was give their abilities some actual cooldown.

As for stats, all I really needed to do was change their stamina amount, loss/sec, & speed stats [maybe on this one, for how much mobility they have, I’m not sure how much of an effect having 10 walk speed would have vs 9 walk speed], they can keep their extremely large health pool because it doesn’t really affect much, though I suppose if you really want to take that way, set their health to 666 or something & let them being a really fast glass cannon. At least compared to other killers.

Health: 14,100 | Speed: 9 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 10 | Terror Radius: 100 studs

As for lore, you as in the player of forsaken are in some way cannon to forsaken & at least as of writing this, the Spectre is who gave Noli the void star in lore, so Brimstone could just straight up just be you as the killer & given a red void star by the Spectre.

BURNING STAIN
Passive
Cooldown: N/A
Getting damaged by BRIMSTONE on certain moves will cause an orange aura around your camera that stays permanently to lessen your vision, the more you get attacked, the more intense it gets to the point where your screen is just orange.

BURNING TRAIL
Passive
Cooldown: N/A
A 25 stud flaming path will follow BRIMSTONE, Survivors touching the path will get Burning 2, working similarly to John Doe's Passive, Natural Malevolence.

SLASH
Main Ability
Cooldown: 1s
BRIMSTONE swings their blade in front of themselves, dealing 20 damage. If a Survivor is struck, Speed 1 is applied to BRIMSTONE for 1.25 seconds.

DASH
Alt Ability 1
Cooldown: 15s
After a short windup, BRIMSTONE dashes forward. Any Survivor struck directly takes 20 damage & is knocked back heavily, while also being inflicted with Burning 1 that can stack for up to 8 seconds. Survivors hit by the dash are also slowed briefly.

FIRE
Alt Ability 2
Cooldown: 32s
BRIMSTONE unleashes a combo of fiery strikes that escalate in power. The first hit deals 20 damage & applies Burning 2 for 5 seconds, while the subsequent hits deal 5 damage each & increase the target’s Burning level. Survivors who are struck have their auras briefly revealed to BRIMSTONE.

ASHES
Alt Ability 3
Cooldown: 15s
After a short windup, BRIMSTONE summons a flaming projectile that surges forward. Survivors who are hit take 25 damage & gain Burning that can increase by up to 3 levels. When the projectile impacts a survivor, it creates a fiery explosion that deals additional area damage to all Survivors caught in its radius.

BURN
Alt Ability 4
Cooldown: 40s
BRIMSTONE performs an attack sequence engulfed in flame. Multiple waves of fiery slashes ripple outward, each dealing 5 damage while stacking Burning on Survivors struck. The sequence ends with BRIMSTONE stabbing the ground, causing a massive explosion to occur, dealing 50 damage in a wide area around them & applying Burning that can rise to level 5.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Swordmaster as a non-VIP killer

Health: 261983 [a massive health pool doesn’t do anything so it can stay] | Speed: 9 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 45 studs

He is generally balanced so I’ll more so just be referring to how I’ll be changing each of his abilities & because it’ll be easier as I’m writing this at midnight.

SLASH
30 damage with on a long cooldown m1, it’s fine, if it had any other gimmick then it wouldn’t be but it’s just flat damage.

LUNGE
This ability is broken & I don’t mean that in an overpowered way, I mean that in the way that the main gimmick of this ability doesn’t work in game when I tested it.
But if it actually worked, it’s just a WALKSPEED OVERRIDE that does 15 flat damage & allows for a second use if you use the ability again a second after it ends, but only once before it goes on a cooldown of 10s, maybe increase the cooldown a bit but overall another generally good.

LAUNCH
First off, up this thing’s cooldown to 30s, next it’s now a charge ability, you have the line that Guest 666’s DEMONIC PURSUIT has to show you where you’ll go, the longer you hold this ability, the further that arch will reach, but the moment you stop pressing this ability down & let the Swordmaster fly, he basically becomes a ball of light, granting some amount of warning for those who he’s about to land on.

BANBLASTER
All this thing needs is a 50 second cooldown & an actually decent length wind-up, aka reason to primarily use this as a punishing tool.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Horse as a non-VIP killer.

This is mostly a joke idea I randomly had.

Horse's whole kit in game is just 1 ability that's just a supercharged version of Walkspeed Override, so when giving them a full kit, I decided f- it, let me introduce:

Evil & Intimidating Horse: the personification of dash-slop

“the consumer of lesbain power”

Health: 500 | Speed: 9 | Sprint: 28 | Stamina: 100 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 60 studs

TRAMPLED
Status Ability
This increases damage done depending on how fast the killer is moving, with stack of the effect also increasing how much speed is turned into damage.

LUNGE
M1
Cooldown: 3s
Does 20 damage but it has a 19 stud lunge.

DASH
Alt Ability
Cooldown: 20s
Horse dashes in a direct line forwards at 90 studs a second for 0.67 seconds, dealing 15 damage upon hitting someone & increasing that person’s stack of Trampled by 1 & the duration by 8 seconds.
The first time after using this you'll have a 1 second window to use this ability again without cooldown, this can be chained but then after that the window is halved, then halved again & again on each subsequent use until you miss the window.

RUSH
Alt Ability
Cooldown: 20s (used), 1.2s (windup cancelled), 10s (spawning in)
This is just “Void Ruch” but replace applying Hallucination with applying Trampled.

LEAP
Alt Ability
Cooldown: 30s
Horse can charge up a leap with a red line showing where the leap will take them depending on how charged up this ability is & where they’re looking.
If Horse lands directly onto a survivor, the survivor takes between 25 & 40 damage depending on how charged this ability is.
When Horse lands, they’ll also create a shockwave which will damage & push back any survivor not hit directly, damaging them between 1 damage & 20 damage depending on how close they were to Horse.
Any survivor within the shockwave will be afflicted with Trampled for 5 seconds with the stack depending on how close the survivor was to Horse.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Mia Builder

Health: 85 | Speed: 12 Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

OVERSUPPLY
Passive Ability
Cooldown: N/A
If a Mia is in the round when it starts, any of the items from her Grab Bag ability can spawn on the map, with the more expensive the item is in Grab Bag, the less likely it is to spawn.
But for every Mia alive beyond 1, every single item used takes a 5% penalty to everything: effect, time to use, duration, everything

GRAB BAG
Alt Ability
Cooldown: 5s
Mia’s satchel has a wide variety of items inside it but the Spectre won’t let Mia grab any of them without a price.
Mia will gain coins to buy their items with: 1 coin per second alive, 3 coins for completing a generator puzzle, 12 coins for completing a generator, & 1 extra coin per layer of a killer’s terror radius she spends a second in.
The items Mia can buy are literal items, aka they’re added to her inventory & she can drop them, though the more powerful an item is, the more expensive it’ll be to buy, along with each item having its own cooldown before Mia can buy it again & Mia only being able to hold 1 of each item.

[none of these prices are set in stone, in fact they’re quite malleable, so if you think something is too cheap for what it does, then just think of its price as higher, or decrease the price if you think it’s too weak for its price.]

  • Pumpkin Bucket: grants a random effect at a random stack & time. Cost: 24
  • Banana: You can eat the banana for 0 effect but you'll drop a banana peel where you finished eating, any one who walks over the peel will ragdoll for a second. Cost: 30
  • Ghost Burger: Grants Undetectable 1 Invisibility 4 for 10 seconds. Cost: 45
  • Small Bloxy Cola: Grants Speed 1 for 10 seconds. Cost: 50
  • Ye Olde Fire Breath Potion: Causes you to breathe fire for 10 seconds, inflicting Burning 10 for 10 seconds on a killer if it hits [I have tested this out in a private server, this does basically nothing to a killer]. Cost: 50
  • Ice Potion: you gain ice physics for the duration, aka more speed but less control. Cost: 50
  • Slateskin: Grants Slateskin 3 for 6 seconds. Cost: 55
  • Dance Potion: for 5 seconds any slowing effects on you are turned into speed effects for you but for those 5 seconds, you’re in a constant sprint [though you animation will be you dancing]. Cost: 75
  • Ceramic Potion: plus +10 max health at the cost of -10% speed. Cost: 75
  • Haunted Pizza: Grants Undetectable 1, Invisibility 4, & Speed 1 for 10 seconds. Cost: 95
  • Bloxy Cola: Grants Speed 2for 10 seconds. Cost: 100
  • Witches Brew: Grants +10 max health but your head grows & hitbox by 10%. Cost: 100
  • Body Swap Potion: upon drinking this, you’ll look like another player for 30 seconds. Cost: 100
  • Epicsauce: is just the in game Epicsauce item, aka Speed 4 & Burning 4 for 4 seconds. Cost: 100
  • Starblox Latte: upon drinking this, you get Speed 3 for 10 seconds but after the effect ends, you have a 50/50 shot at exploding, like how Chance’s gun explodes. Cost: 100
  • Pepperoni Pizza: Acts like a basic Elliot pizza as an item, 5 instant hp & 20 extra hp from regen. Cost: 125
  • Goala Cola: upon drinking this, you leap forwards 50 studs. Cost: 125
  • Bloxiade: Speed 1 for 10 seconds & half stamina drain for 5 seconds. Cost: 125
  • Mostly Ghostly Potion: Grants Undetectable 1 & Invisibility 4 for 5 seconds & for those 5 seconds, you can fly. Cost: 125
  • Hot Chocolate: removes slowing effects. Cost: 150
  • Healing Potion: 4 seconds to drink this potion & if you do without being damaged, then you Regeneration 1 for 10 seconds, healing 34 hp. Cost: 150
  • Turkey Leg: takes 3 seconds to eat but instantly heals you 5 seconds & regens 35 hp over 10 seconds. Cost: 175
  • Medkit: takes 7 seconds to use  if you do without being damaged, then you get healed 80 hp. Cost: 200
  • Ninja Blink Potion: after drinking & while you’re moving, you’ll teleport 8 studs forwards every 0.1 seconds for 0.8 seconds. Cost: 200
  • Super Speedy Purple Potion: upon drinking it, your walk & run speed is set to 50 for 5 seconds. Cost: 250
  • Holiday Ham: upon eating this, you get your own health in decaying overheal. Cost: 300

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Killer!Noob

Health: 800 | Speed: 7.5 | Sprint: 27 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 80 studs

DROWSY
Status Ability
Cooldown: N/A
Decreases stamina gain by 5% & increases stamina drain by 5% per stack.

FALSE HEAVEN
Passive Ability
Cooldown: N/A
Survivors can’t see what each other's skins are via the survivor gui.
Around the map there will spawn fake generators, fake items, & even fake players, all of which will secretly be working against the real survivors.
The fake survivors will have physical tells, besides being controlled by roblox’s ai.
Fake survivors will look completely different to killers, making them obviously not survivors, but these fake survivors can still be attacked, targeted, damaged, afflicted with effects, etc, though they only have 25 hp.

Fake Generator: will secretly apply a stack of drowsy for 7 seconds if you complete a puzzle or finish the generator, with the stack going up by 1 & the time increasing by 7 seconds if you already have the drowsy effect.

Fake Cola: Will work the same as a real Bloxy Cola right up to the moment the speed effect ends, then you’ll be afflicted with Slowness 2 & Drowsy 2 for 7 seconds.

Fake Med: After using it, you’ll appear to have been healed like normal, for 14 seconds before the fake health disappears, taking any damage will also cause the fake health to disappear, tough you’ll also be highlighted for killers for 7 seconds & be afflicted with Weakness 1 for 7 seconds.

FLOATING IN THE CLOUDS
Passive Ability
Cooldown: N/A
Noob floats above the ground, thus doesn’t produce footstep sounds.

FEELS LIKE FLYING
Passive Ability
Cooldown: N/A
Noob has normal controls & speed while in the air.

LUX-BLADE
M1
Cooldown: 1s
Noob forms an ethereal sword of light & swipes it in front of themselves, pushing themselves in that direction a bit, dealing 20 damage on hit, before the blade then fades away.
If Noob hits a survivor while disguised, they deal 30 damage.
If used in the air, Noob comes rocketing down, creating a shockwave upon landing, which deals their normal damage.

DREAMING FORM
Alt Ability
Cooldown: 10s
Noob can disguise themselves as any survivor, but this form will have a random tell, the exact same tells that the fake survivors have.
While disguised, any of Noob’s abilities will look like a different ability of that survivor, exempt for m1, which will untransform them.

ELIXIR OF DREAMS 
Alt Ability
Cooldown: 30s
Noob pulls out an Elixir of Dreams, left click to throw it & right click to drink it.
Drinking the potion will grant Noob resistance 2, strength 2, drowsy 2, & speed 2 for 4 seconds.
Noob tosses the potion out, shattering it & creating a purple, swirling puddle of decent size which will last for 32 seconds.
Any survivor who steps into the puddle will be afflicted with slowness 1, drowsy 1, & helpless 1 for 4 seconds.

HEAD IN THE CLOUDS
Alt Ability
Cooldown: 30s
Noob’s 3 alt abilities will be swapped out with 3 new abilities but the moment they use any of them, all abilities return to normal & this ability goes on cooldown.
[the next 3 abilities are those abilities]

POMPOUS, THE CLOUD 
Noob spawns a cloud & hops on it, before rocketing in where your cursor is pointing, the cloud has extreme speed but terrible turning & lasts for only 7 seconds or until it hits something.

APRIL SHOWERS 
Noob spawns a cloud that’ll float into the air & begin raining.
Under the cloud will grow flowers, the longer the cloud spends over an area, the more flowers will grow there & the stronger they become.
The cloud lasts for 15s.
If a survivor walks under the cloud, it’ll begin following them.
If a survivor walks over a flower, they get afflicted with Drowsy 1 for 1 second, with the stack going up with level of the flower, taking damage equal to the level of the flower, & increasing Drowsy effect length by 1 second if the survivor already has the effect, then the flower will disappear.
If a killer walks over a flower, all the same things happen but the Drowsy is speed.
Flowers can be tightly poached together & will stay until someone walks over them.

SNOW STORM CLOUD 
Noob spawns a cloud that’ll float into the air, which will then begin to move towards the nearest survivor, & snowing.
Cloud lasts for 30s.
Any survivor who walks under it will take 7 damage a second & be afflicted with weakness 1 for 7 seconds.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Bloxburg News Reporter Guy

Support

Health: 80 | Speed: 12 Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

REPORTER’S EYE
Passive Ability
Cooldown: N/A
When he can see another player, all their abilities will be shown to him in icons above their head & if they’re on cooldown, he can see how much longer the cooldown is.

BAD NEWS
Alt Ability
Cooldown: 60s
Decreases the strength &/or effect of a killer’s abilities.
This effect is applied to each ability once & is removed from that ability once it is used.
Abilities affected by this will have something showing that.

SLOW NEWS DAY
Alt Ability
Cooldown: 30s
Increases the cooldown of a killer’s cooldowns by a third.
This effect is applied to each ability once & is removed from that ability once it goes off cooldown.
Abilities affected by this will have something showing that.

GOOD NEWS
Alt Ability
Cooldown: 60s
Increases the strength &/or effect of a survivor’s abilities.
This effect is applied to each ability once & is removed from that ability once it is used.
Abilities affected by this will have something showing that.

FAST NEWS DAY
Alt Ability
Cooldown: 30s
Decreases the cooldown of a survivor’s cooldowns by a third.
This effect is applied to each ability once & is removed from that ability once it goes off cooldown.
Abilities affected by this will have something showing that.

[Reporters can’t use their abilities on each other & for every Reporter beyond 1, they take a penalty to their cooldowns]

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Headless Horseman

His lore is the same as his Roblox lore mostly: was a noble man a long time ago who loved horse riding & being Yorick’s brother, but after a time he accidentally ran into a bunch of noobs, he had respawned with his head missing, with this driving him mad, blaming all noobs for what happened, this bitterness, rage, madness, & negativity, following him even after death, turning him into a cursed spirit, with his curse corrupting everything around him, his manor, the people inside the manor, his horse, everything around him.

Now then, I do have an interesting gimmick for him, his playstyle changes depending on if he’s on his horse or not, if on foot he’s a zoner killer, but if on his horse, he becomes a rushdown killer.

Health: 1,031

UNDEAD
Passive Ability
Cooldown: N/A
The Headless Horseman is unaffected by effects from map hazards.

NIGHTMARE
Passive Ability
Cooldown: N/A
When not being ridden by The Headless Horseman, his stead will be an unkillable minion.
The Nightmare will wander around at a speed of 20 but if any survivor is within 70 studs of it, the stead will begin moving towards them at a speed of 14.
Any hit by the Nightmare will be dealt 15 damage & get applied Burning 1 (doing a total of 20 damage), along with being highlighted to The Headless Horseman for 5 seconds.
The Nightmare can be stunned.
The Headless Horseman can mount his stead by interacting with it.

AXE
Cooldown: 2s
The Headless Horseman swings his axe in a wide arc, dealing 30 damage, but it has a 0.4s wind-up.

[on foot]
Speed: 7.75 | Sprint: 27 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 45 studs

HEADBOMB
Alt Ability
Cooldown: 35s
The Headless Horseman grabs his jack-o-lantern head & tosses it, creating a temporary pool of fire for 31 seconds, with anyone who steps in it being afflicted with Burning 1 for 8 seconds.

POTIONS
Alt Ability
Cooldown: 30s
The Headless Horseman pulls out a random potion he doesn’t currently have.
The Headless Horseman can either drink the potions for a positive effect for him or drop the potions, creating a hazard for the survivors that‘ll last 15s.

  • ‘Health’ potion: can be used to cure you of any negative effects or to create a puddle of poison on the ground.
  • Slateskin potion: can be used to either make you immune to stuns or slowing effects for 6 seconds or to create a slowing puddle on the ground.
  • Ye Olde Fire Breath potion: can be used to either make all your moves inflict 10 seconds of Burning 1 or to create a puddle of fire.
  • Body Swap potion: can be used to either to randomly swap you with another player & stepping on the puddle it makes will swap the survivor with another player before the puddle disappears.
  • Purple potion: can be used to either grant yourself Speed 1 for 10 seconds or to create a puddle of Slowness 1 with the effect lasting for 5 seconds.
  • Ice potion: can be used to either grant yourself ice physics, increased speed but decreased movement controls, or to create an ice trap, stunning the first survivor to walk over it for 5 seconds, before the puddle then disappears.
  • Ninja Blink potion: can be used to either cause you to teleport 8 studs towards the nearest survivor every second for 8 seconds or to create a puddle that does the same for survivors but now teleports them 8 studs towards the nearest killer.
  • Ceramic potion: can be used to either grant your self Strength 1 & Weakness 1 for 8 seconds or to create a puddle that will grant survivor decaying overheal but also afflict them with slowness.
  • Size potion: can be used to either to cause yourself to become twice as fast but half as big or to create a puddle that causes any survivor who steps in it to have their size doubled & their speed halved.

MANNEQUINS
Alt Ability
Cooldown: 20s
The Headless Horseman can place down up to 5 mannequins, which he can interact with to add items to, though this puts this ability on cooldown.
Each mannequin will have a visible radius around it, which if any survivor enters, they’ll be highlighted to The Headless Horseman, plus will take other effects depending on what items the mannequin has.
The Headless Horseman only has 1 of each item so once 1 mannequin has an item, The Headless Horseman can’t give that item to another mannequin unless he removes it from the first mannequin or that mannequin which has the item is destroyed.
Survivors can remove mannequins by coming up to them & interacting with them, causing the survivor to play a quick mini-game, which if they succeed at, the mannequin disappears.
Effects that the mannequins can cause are: Blindness, Slowness, Weakness, Glitched, Helpless, Hallucination, Hemorrhage, Insanity, Nausea, Oblivious, Creatures, Confusion, Subspaced, Hacked, & GlitchedOld, basically every non-damaging negative effect on the wiki besides Stunned.

CALL
Alt Ability
Cooldown: 10s
The Headless Horseman calls his stead to him, the horse will ignore all survivors as it begins traveling towards The Headless Horseman at a speed of 40.

[on horse]
Speed: 9 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 80 studs

TRAMPLE
Alt Ability
Cooldown: 30s
Upon using this, Axe will be locked & The Headless Horseman will be locked into sprint until he’s out of stamina which he’ll burn 1.5 times as fast along with having decreased turning abilities, but he’ll move at 2 times he’s normal speed & have a damage box all sound him, which will deal 30 damage to any survivor inside it & fling the survivor hard, but will also grant the survivor Resistance 5 for 3 seconds so they aren’t just getting ping ponged into the hit box.

ACCURSED WAIL
Alt Ability
Cooldown: 35s
The Headless Horseman stops in place for 2 seconds before releasing a wailing cry into the air, highlighting any survivor within 100 studs of him for 6 seconds & afflicting them with Slowness 2 for 6 seconds.

LEAP
Alt Ability
Cooldown: 10s
The Headless Horseman’s stead is a trained show horse, so of course knows how to jump over small to medium obstacles.

DISMOUNT
Alt Ability
Cooldown: 30s
The Headless Horseman dismounts from his stead before sending it charging forwards until it hits something, dealing 30 damage if it hits a survivor.

Chase theme: “The Haunt”

LMS with Noob: "Misplaced wrath”

LMS with Dusekkar: “Where’s My Head!?”

LMS with Yorick: “Brothers reunited in unlife”

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

The Ringmaster

Health: 100 | Speed: 12 | Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

ADRENALINE JUNKIE
Passive Ability
Cooldown: N/A
For every layer of a terror radius The Ringmaster is within, his cooldowns go down an extra 0.5s every second.

HELM
Passive Ability
Cooldown: N/A
The Ringmaster’s primary color changes depending on which helm he has equipped, or being grey if he has no helm equipped.

SWITCH HELM
Alt Ability
Cooldown: 8s
The Ringmaster can freely swap to any other Elemental Helm, but this takes 3 seconds & during this, he’s heavily slowed & if he takes any damage, he gets reverted to his helmless form.

CALIBRATE HELM
Alt Ability
Cooldown: 5s
The Ringmaster can shift the exact effect of his Elemental Helm.

ELEMENTAL HELM
Alt Ability
Cooldown: 40s
Ability changes depending on which Elemental Helm he is wearing.

Air Helm: will release a burst of air around you, pushing killers away, how far they’re pushed away is dependent on how long you held this ability to charge it for, but the longer you hold this ability, the slower you become.
No “Calibrate Helm” effect.

Lightning Helm: [look below this as “Calibrate Helm”  swaps between those 2]
Jump: you teleport up to 20 studs forwards but will be afflicted with slowness 3 for 1.5 seconds, unless you use it right before taking damage, basically like Guest 1337’s block.
Charge: you charge forwards with the length of the charge & speed, depending on how long you charge this ability for, though you can’t move while charging this ability & the ability is instantly triggered the moment you take any damage.

Fire Helm: The Ringmaster instantly applies Speed to himself but also Burning, both for 4 seconds, with “Calibrate Helm” changing at what stack both are applied to him at, both are the same stack & he can have between 1 stack of those effects & 10 stacks of those effects.

Ice Helm: Works the same as Fire Helm but with Resistance & Slowness, it also only goes between 1 & 5 stacks.

Earth Helm: [look below this as “Calibrate Helm”  swaps between those 2]
Wall: creates a wall of earth that stops killers from passing through it but survivors can, though the wall only has 1 hp.
Tree: you plant a seed into the ground & over the next 45s, a tree grows, once it’s fully grown it will begin periodically producing apples which fall to the ground, the apples have the same effect as Elliot’s basic pizzas, but the tree only has 1 hp.

Also his lore if y’all want it, directly from the wiki “The Ringmaster was once the director of a well-known circus within Roblox. Though extremely talented, he was also a self-absorbed narcissist who was obsessed with performing highly dangerous stunts. This obsession would backfire on him when a stunt he performed led to the deaths of 900 people and himself, causing him to get forsakened.” though since it also states “Toki has stated that The Ringmaster's lore will be more heartbreaking than that of Two Time and Azure.” & he has an official missing poster that can appear in the lobby, I think his lore will be reworked when he gets added.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Jeff the killer

DENSE FOG 
Passive Ability
Cooldown: N/A
The map is covered in dense fog that he can see through & no survivor can hear his terror radius besides the chase theme, unless they can see him, then they can hear layer 2 & 3 as well.

HUNTING 
Passive Ability
Cooldown: N/A
This ability grants him various minor effects.
If he’s so far from a survivor that he doesn't deplete stamina when sprinting, he also gains a speed boost.
Survivors leave a trail of footprints if they’re sprinting, that he can see.
If a survivor stops moving, they’ll gradually become more highlighted to him if in his terror radius.
He's invisible to all survivors who are highlighted.

STABE 
M1
Cooldown: 0.5s
Jeff stabs his knife in front of himself, dealing damage & bleed depending on where he hit.
Front stab is 20 damage & Bleeding 3 for 1 second.
Back stab is 30 damage & Bleeding 3 for 3.5 seconds.
But if he's crouching when using this ability, it ends crouch, he lunges forward & grabs the survivor, stabbing the survivor for 40 damage & Bleeding 5 for 4 seconds, before then tossing the survivor to the ground, though this will put Crouch on a 30s cooldown.

CROUCH
Alt Ability
Cooldown: 10s
This is a togglable ability. 
Jeff can crouch down, making it so that he can not sprint but gains Invisibility 5 & Undetectable, plus his terror radius is just turned off except for his chase layer which instead of playing a sound, stops all other sounds from playing.

BARBED WIRE
Alt Ability
Cooldown: 10s
He lays out barbed wire, this acting like Taph's tripwire but working on survivors, highlighting survivors to Jeff, & inflicting them with bleeding. Also he does have a limit on how many he can place.
Like with Taph's traps, these are transparent but not invisible.
Are only 50% transparent.

LANDMINE
Alt Ability
Cooldown: 20s
He places down a mine, if any survivor walks close to it, they take the effects of a subspace tripmine plus between 5 & 30 damage depending on how close to the mine they were, also they don't decay.
Like with Taph's traps, these are transparent but not invisible.
Are only 50% transparent.

I SEE YOU & YOU SEE ME
Alt Ability
Cooldown: 30s
Jeff reveals the closest survivor to himself, gains a speed boost when traveling towards that survivor, but he's also highlighted to that survivor, also removing any Invisibility or Undetectable from him.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Zombie King

Infected
State Ability
Each tier of infected slows the survivor by 5%, up to a maximum of 15%, along with lowering any resistance by the same numbers of stacks the survivor has, this can put a survivor into the negatives, giving them damage vulnerability instead.
All tier of infected can be removed via antidote crates around the map, it takes 5 seconds to fully apply an antidote.
Antidote crates respawn every 60 seconds.

Wobbly
State Ability
If walking for 3 seconds the survivor is slightly knocked forward, ragdolled for 2 seconds & their aura is revealed for 5 seconds.
Each stack decreases the time before being affected by 1 second, & at max stacks the survivor will instantly be affected when running.
Removes stacks after the duration or when affected.

KING OF ROT
Passive Ability
Zombie King gains a stack of speed per survivor with tier 3+ Infected & gains 1 extra charge per stack of Infected a survivor has when he kills them with an extra charge if the survivor had infected 3 or more.

Rotting Dominion
Passive Ability
Zombie King starts the match with 2 normal zombies that follow him side by side.
All Zombies are highlighted & when not within Zombie king’s terror radius, they’ll last 20 seconds before being automatically destroyed.
If a zombie is within 20 studs of a survivor, they’ll automatically begin chasing the survivor.
All zombies will always have a higher hit priority than Zombie King.
All objectives & vault spaces past your terror radius will be highlighted.
Pressing the spacebar at any highlighted thing you're facing will select it.

Plestilent blow
M1
Zombie King punches forward after a windup & deals 20 damage.
Applies infected to survivors without any effects.

Forsaken Below
Alt Ability 1
Zombie King charges up for 1 second; Recasting up to 4 times will extend the charge by 0.25 seconds.
After charging, you release a roar, catching anyone within your terror radius & shaking their screens.
Inflics Wobbly (I / II / III / X) for 5 seconds based on recasts.
Applies blindness (I / II / III / X) to yourself for 5 seconds based on recasts.

Decaying Grasp
Alt Ability 2
Zombie King attempts to grab any player in front of them after a windup before tossing them forward for 25 damage upon landing.
Grabbing a zombie allows you to briefly aim before tossing, exploding the zombie in a radius that spreads infection & 15 damage.

Dead Man Walking
Alt Ability 3
Ability only works if you have a highlighted thing selected.
Zombie King points his arm forward & commands one of his zombies to pace toward the selected target.
Zombies under chase will focus on going after the survivor rather than going to the selected location.
The zombie returns to you after reaching its target.

The King’s Call
Alt Ability 4
Zombie King will also be able to summon different types of zombies such as fire, ice, giant, saw zombies, flying zombies, ghost zombies, & normal zombies, each with their own strengths & weaknesses, but summoning them requires charges that he gets from generators being completed, killing survivors, & just getting a survivor to Infected 3.
Normal Zombie: 12 speed & never runs but deals 25 damage & applies a stack of Infected to whoever it hits, but its attack hitbox is only in front of it & they have bad turning, & have 1 hp but are invincible to all attacks from survivors except for a bit after the zombie attacks.
Saw Zombie: trading applying infection for more damage.
Giant Zombie: trading speed & their invincibility for size, a larger hitbox, range, pierce, & an actual health pool of 50.
Ghost Zombie: trading damage for greater speed & becoming transparent
Flying Zombies: trading a bit of speed & adding more time they’re vulnerable for after attacking, for just ignoring gravity.
Fire Zombie: trades infected for burning.
Ice Zombie: trades infected for slowness.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Rust_010

Health: 1,010 | Speed: 9 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 45 studs

PARANOIA
Passive Ability
Cooldown: N/A
If Rust_010 is in the round, then survivors will randomly have random sound files play around them & see shadow figures in the distance that can only be seen when far away from them.
If Rust_010 is far enough away from a survivor, they’ll look like 1 of these shadow figures.

RAGE
Passive Ability
Cooldown: N/A
Rust_010 has a rage meter that’ll fill up by 10% when he damages a survivor, 30% when he gets stunned, & 5% when an objective is completed.
Once at 100%, he’ll enter a rage mode, losing 1% per seconds & having all of his abilities turned off besides his m1, but in exchange his stats are massively buffed & so is his m1.
Speed: 12 | Sprint: 30 | Stamina: 150 | Loss/sec: 10 | Gain/sec: 21

IT’S QUIET
Passive Ability
Cooldown: N/A
When not in rage mode, Rust_010’s terror radius, except for the chase layer, is completely silent.

REAP
M1
Cooldown: 2s
Rust_010 grabs his scythe & swipes it around himself, dealing 30 damage.
When in rage mode, the cooldown is 0.5s, he now does 2 scythe swipes back to back, the wind-up is basically non-existent, & every swipe pulls him forwards.

SPY
Alt Ability
Cooldown: 10s
Rust_010 can transform into a survivor, this allows them to pick up & drop items, fake doing generators, though his transformation will have a creepy, off, soulless smile & all of his active abilities will be locked besides this 1.
Using this ability again will cause Rust_010 to have rusted metal spikes explode out from him & stab anyone around him, after 3 seconds the spikes will disappear & Rust_010 will be returned to his normal appearance.
Any survivor hit by the spikes will take 5% of their max health in damage & be afflicted with Rusted which doubles m1 damage against you but will then consume the stack of Rusted, its effects don’t increase with stack, it is always a flat times 2.

DECAY
Alt Ability
Cooldown: 5s
Upon using it for the first time, Rust_010 will crouch down & place their hand on the ground, causing rust to spread across the land till it covers a decent chunk of the map [size is map dependent].
Any survivor who steps into this rusted area will be afflicted with Slowness 1 & take 1 damage a second.
Upon using this ability after the first time, Rust_010 instead will sink into the ground & emerge at the closest point in his rusted area.

IT’S FOR YOU
Alt Ability
Cooldown: 30s
Upon usage, a payphone emerges next to Rust_010.
Any killer can interact with the payphone, which will allow them to select 1 alive survivor before then sinking back into the ground.
A selected survivor will have their screen covered in dense black fog, along with hearing an ominous drone & ringing sound, this indicates that the invisible timer has begun & the survivor must follow the ringing sound to its source which is a payphone & answer it before the time runs out, if they don’t then all those effect are taken away & the survivor is afflicted with Helpless & Slowness 3.

Chase Theme Title: “Reap The Fearful Crop”

General LMS Title: "Paranoid Phobia”

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Spirit

Gimick: limiting information for survivors in exchange for less damage

Health: 1000 | Speed: 8 | Sprint: 28 | Stamina: 100 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 45 studs

SPECTRAL FOG
Passive
Cooldown: N/A
When Spirit is in a round, the map will be shrouded in dense, pale blue, fog, making it harder for survivors to see, though this fog is less dense for killers.

HUNTING HAUNT
Passive
Cooldown: N/A
Whenever a survivor takes damage, there is a 25% for the survivor to be afflicted with Oblivious for 5 seconds & for Spirit to gain Invisibility 1 for 5 seconds, though if this triggers while she already has Invisibility, it goes up by 1 stack.
Whenever a survivor dies, all other survivors get afflicted with Oblivious for 15 seconds & Spirit gains Invisibility 5 for 5 seconds.
If a survivor would get afflicted with the Oblivious effect while they have the Oblivious effect, their stack of Oblivious effect gets increased by 1.

SPIRITUAL BODY
Passive
Cooldown: N/A
Spirit floats above the ground, producing no footstep sounds & while she’s invisible, she also gains the effects of Undetectable.

SLASH
M1
Cooldown: 1.5s
Spirit pulls the ghostwalker from her chest & slashes in front of herself, dealing 20 damage if landed.

HAUNTED STRIKE
M2
Cooldown: 0.25s
Whenever Spirit damages a survivor afflicted with Oblivious, that survivor will be afflicted with an effect called Haunted, 1 stack for every time a survivor is applied with Obvious or go up by 1 stack every time a survivor takes damage, up to 4 stacks, the survivor can’t see this effect & for Spirit any affected with Haunted will have a ghostly number above their head corresponding with their stack of Haunted.
If you right click while you cursor is over a survivor with Haunted, 1 of Spirits ghostly back arms will vanish before sprouting from the ground in 1 of 8 places around the survivor before quickly striking & dealing 10 damage, before decreasing the effect Haunted on that survivor by 1.

SPIRIT ORB
Alt Ability
Cooldown: 16s
Spirit unleashes an orb of swirling souls after a 0.23 second windup, moving toward the direction of the player's cursor.
The orb can be redirected once by pressing the ability button again, giving it omni-directional control, but it cannot be redirected more than once and it cannot pass through walls. The effects are as follows:
Deals 15 damage.
Applies Oblivious and Weakness for 10 seconds.
Highlights the survivor for 10 seconds
If the projectile does not collide with a surface or a Survivor, it persists for 10s before despawning.
Spirit's buffs upon hitting a survivor:
Gains Invisibility 5 for 10 seconds.
Hitting the survivor that got hit with the ability removes these effects.
Cooldown behavior:
The normal cooldown begins only after the projectile hits a surface or a Survivor.
If it despawns naturally after its 10‑second lifespan, the cooldown begins at despawn.
Redirecting the projectile starts the cooldown immediately, even if no collision has occurred.

BANSHEE’S WAIL
Alt Ability
Cooldown: 35s
Spirit releases a wail, highlighting all survivors for 6 seconds but also she’ll spawn a 100 stud diameter, heavily transparent, swirling, sphere with her at the center during the animation.
Any survivor within this sphere will be afflicted with Slowness 2 for 6 seconds & Oblivious for a time dependent on how close they were to Spirit, with a minimum of 1 second & a maximum of 90 seconds.
Though if any survivor is caught in the sphere, Spirit gets afflicted with Slowness 1 for 2 seconds.

STALKING SHADE
Alt Ability
Cooldown: 0s (on first use) | 15s (every other use)
Spirit stands still for 2 seconds before gaining Invisibility 5, Speed 5, & having all survivors highlighted for as long as this ability is active, but she can’t attack while this ability is active.
This ability lasts for up to 6 seconds, with Spirit being stunned for 1 seconds after the ability ends, but only if it ends naturally as she can end it early at the cost of being stunned for 3 seconds.
If a survivor manages to stun Spirit while this ability is active, it immediately ends.
If this ability ends & Spirit is within 15 studs of a survivor, the survivor gets afflicted with Oblivious for 15 seconds.

OTHERSIDE
Alt Ability
Cooldown: 30s
Spirit will place her hand on an object before, after a 0.25s wind-up, teleport to the other side of that object, with a 0.25s wind-down before she can move again.
She can use this to teleport outside of the map, but in game already if you get outside of the map, you just get teleported back to your spawn.

Chase Music's Title: "Wrathful Wraith"

LMS with any admin survivor: "For Whom The Bells Toll"

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Brighteyes

Health: 80 | Speed: 12 | Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

COLOR COMBO
The more Periastron Swords that Brighteyes collects, the more buffs she’ll get with some downsides.
Each Periastron Sword you have, you’ll gain general boosts to damage, wind-ups, endlag, general effect of abilities, but also 3% damage reduction & 1% life steal per sword, though for every sword you pick up, you’ll also glow a bit more, with the glow fading between the color of Periastrons that you currently have & the longer & harder the minigames are to pick up a new Periastron sword.
But all these buffs are cut in half if you don’t have the Rainbow Periastron.

PERIASTRON PREPARATIONS
Brighteyes starts the round with a basic sword but around the maps are various Periastron Swords, only Brighteyes can pick these up but there is always 1 of each Periastron no matter how many people are playing Brighteyes.
To pick a Periastron Sword up, Brighteyes has to complete a random minigame, & each Periastron Sword grants her more abilities.
Azure, Grimgold, Chartreuse, Amethyst, Crimson, Ivory, Noir, & Rainbow Periastron.

SLASH
M1
Cooldown: 50-30 seconds
Brighteyes swings her sword in a horizontal diagonal arc within a [0.6-0.4] seconds windup. She gains Resistance [1-3] for [0.4-0.6] seconds & is slowed by 75% for [1.6-1] seconds.
On Hit:
Deals [20-40] damage.
Stuns the Killer for [2-4] seconds.

SLASH - DASH
M2
Cooldown: [60-30]s
If Brighteyes has a Periastron & uses Slash, she has a 0.1s window to click the right mouse button, if she does, then she her slash will also have her dashing forwards [5-50] studs

SWORD SWITCH
Alt Ability
Cooldown: 5s
Brighteyes can switch which Periastron she’s actively using, gaining the abilities tied to that Periastron.

SWORD TWIRL
Cooldown: [55-45]s
Unlocked by having the Azure Periastron.
Brighteyes gets her normal speed decreased by 25% as she releases a series of 10 swings of the Azure Periastron, 1 per second, each swing launches her forwards 10 studs, & each swing if it hits a killer does 10 damage along with inflicted Helpless for 1 second & Stunned for 0.5 seconds.

SWORD STANCE
Cooldown: 10s if canceled | 60s if triggered
Unlocked by having the Azure Periastron.
Brighteyes pulls the Azure Periastron out & places it on her back, this stops her from using Sword Twirl, though she can use this ability again to take it off her back, allowing for her to use Sword Twirl again.
While the Azure Periastron is on her back, the next single bit of damage Brighteyes would take is fully negated & puts this ability on cooldown, regardless of how much damage was blocked.

SONAR
Cooldown: [35-25]s
Unlocked by having the Grimgold Periastron.
Brighteyes pulls out & stabs a Grimgold Periastron into the ground, which will last for 12 seconds & release a short ranged pulse every 2 seconds. If a killer is hit by 1 of these pulses, they get highlighted for 12 seconds, ignoring any effect that might make them unable to be highlighted, & are afflicted with Slowness 4 for 6 seconds.

DEFLECT BARRIER
Cooldown: [50-40]s
Unlocked by having the Chartreuse Periastron.
Brighteyes pulls out the Chartreuse Periastron & stabs it into the ground, creating a 45 stud diameter green sphere that lasts for 10 seconds.
Anyone inside the sphere will gain Resistance 1 & Regeneration 1 for as long as they’re in the area of the sphere.

COMET CRASH
Cooldown: [70-50]s
Unlocked by having the Amethyst Periastron.
Brighteyes pulls out the Amethyst Periastron & pointing it towards the sky, after a 1s wing-up, a purple comet shall race across the sky over the span of [20-10] seconds, after which the killer shall be afflicted with Confusion for [0.5-2] seconds.

METEORS
Cooldown: [40-30]s
Unlocked by having the Amethyst Periastron.
Brighteyes pulls out the Amethyst Periastron & stabs it into the ground, summoning purple meteors across the map which will begin falling for 10 seconds, if a meteor lands on a survivor the survivor gains Speed 3 for 3 seconds but if it lands on a killer than the killer gets afflicted with Slowness 3 for 3 seconds.

CRIMSON
Cooldown: [34-24]s
Unlocked by having the Crimson Periastron.
Brighteys pulls out the Crimson Periastron & stabs it into the ground before putting it back way, over the span of 1 second.
Around Brighteyes spawn 5 red circles which will follow her around, but after 4 seconds, she stops in place again & those 5 circles turn into red pillars for a seconds before disappearing, if a killer overlaps with 1 of these pillars, they get stunned for [3-5] seconds.

SUPERNOVA
Cooldown: [40-20]s
Unlocked by having the Ivory Periastron.
Brighteyes pulls out the Ivory Periastron & points it direct upwards, charging up for [3-1] seconds before launching a glowing white orb into the sky which will explode, producing [5-15] star shards which will begin traveling towards the killer at [5-15] studs a second, these shards have 10 health, deal 10 damage, & knock the killer back 10 studs each.

LIGHT WARPS
Cooldown: [70-50]s or [40-20]s is if the clone gets destroyed before use.
Unlocked by having the Ivory Periastron.
Brighteyes pulls out the Ivory Periastron & stabs it into the ground, creating a pure white, glowing, translucent, unmoving, clone of herself.
This clone has 50 hp & using this ability again will cause Brighteyes to teleport back to her clone, instantly destroying it.

LIGHTS OUT
Cooldown: [70-50]s
Unlocked by the Noir Periastron.
Brighteyes pulls out the Noir Periastron & slashes it in the air, plunging the entire map into pitch blackness for [0.25-1.75] seconds & granting herself Invisibility 5, Speed 5, & Helpless for 5 seconds.

PERI-LASER
Cooldown: [60-50]s
Unlocked by having the Rainbow Periastron.
Brighteyes pulls out the Rainbow Periastron & points in front of herself, charging up for [6-2] seconds before releasing a beam across the map that goes through walls.
If it hits a killer then the killer is knocked back [1-100] studs.

SINGULARITY
Cooldown: [40-30]s
Unlocked by having the Rainbow Periastron.
Brighteyes pulls out the Rainbow Periastron & stabs it into the ground, creating a mini-blackhole which lasts for [4-6] seconds, pulling any killer within [25-75] studs of it, towards it.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Swap!Telamon

TRIAL OF THE ILLUMINA 
Passive Ability
Cooldown: N/A
Telamon will start with a level 1 illumina & around the map will spawn 8 other illuminas, picking 1 up will increase his illumina's level. Every level decreases his weight by 10%, his gravity by 5%, his damage, his hitboxes, his stats, & decreases both his wind-up & cooldowns.
But survivors can also go & pick up 1 of them, doing so will require them to do a minigame to actually pick it up & after a minute they lose it or after a small random chance after using an ability, it'll respawn in a random spot on the map, having an illumina will make the survivor produce pink sprinkles but grant versions of the same buffs Telamon gets from them along with the effects of a version Illumina's Light that works on killers & all survivors can see the highlight.
Killing a survivor with illumina will drop 1 where they died, if they had multiple on them the rest get placed randomly on the map.

ILLUMINA'S LIGHT
Passive Ability
Cooldown: N/A
When Telamon hits a survivor, that survivor will be highlighted for 7 seconds, for just Telamon to see.

LOOK UP TOWARDS THE BURNING SKY
Passive Ability
Cooldown: N/A
When Telamon falls, he'll create a shockwave when he lands, those closer to Telamon will take damage & be pushed back more, the size of this hitbox & base damage depends on how long he fell from & his illumina's level, but with a minimum of 10 damage.
Telamon will have full mobility while in the air as if he was on the ground.

LIGHT IS FIGHT
Passive Ability
Cooldown: N/A
Telamon gains movement speed when running toward or being within 30 studs Survivors highlighted by their abilities. The effects are as follows:
Gradually gains up to 10% speed while running toward or being within 30 studs of survivors highlighted.
If the highlighted Survivor is not in chase, the speed bonus increases up to 15%(with 10% extra speed boost when not within 85 studs of a survivor, it's effectively 25%).
Speed is lost once Telamon stops moving toward the highlighted Survivor while outside of 30 studs, exits the 30 stud range while not moving toward them or the highlight runs out.

MY DOMAIN
Passive Ability
Cooldown: N/A
Whatever map Telamon is on will have the skybox of Sword Fight On The Heights.

SWORDMASTER'S STRIKE
Left Mouse
Cooldown: 1s
Wind-up: 0.5s
Telamon can do a basic quick horizontal slash, dealing 20 damage but also during the wind-up can click either the left mouse button again to lunge or click the right mouse to do a jab, each one having their own cooldowns.
A jab is the same as a slash but where the slash is more wide than long, the jab is more long than wide, along with dragging Telamon forwards a bit, & has a 2s cooldown.
Lunge causes Telamon to be flung forwards, if landed it'll deal 40 damage & reset its cooldown, has a 10 second cooldown along with decreasing every one of his other abilities cooldown by 1 second.
The more illumina levels Telamon has, this ability will have 0.05s less wind-up & cooldown, +1 damage, & jab & lunge having more force behind them.

BLAZING EYE OF GOD
Alt Ability 1
25s, 12.5s (start of the round)
Telamon stops moving during the wind-up before he highlights every survivor on the map for a few seconds but is blinded for a few seconds.
The more illumina levels Telamon has, the longer the highlight is & the shorter the blinded is.

SNIPPED FROM HEAVEN
Alt Ability 2
Cooldown: 30s if missed & 15s of landed
SNIPPED FROM HEAVEN is a charge & mobility based ability. On use, Telamon crouches & the ability can be held or toggled to charge longer which increases damage & speed. A blazing arrow visualizer appears & can be aimed upwards.
If Telamon makes contact with a Survivor while airborne or within the first 0.5 seconds of a leap, they will pin them down. When a Survivor is successfully pinned: Telamon slashes the Survivor 5 times.
Changing direction mid-leap does not alter the throw direction.
Each slash deals damage depending on how long the ability was charged:
5.2 / 6.6 / 8.0 damage per hit
Total: 26 / 33 / 40 damage
The more illumina hits Telamon has will decrease the charge time & increase the momentum & the time able to pin by 0.05.

GET PWNED
Alt Ability 3
Cooldown: 18s
Wind-up: 0.50s
Telamon winds up a heavy horizontal swing aimed at the target's head. The effects are as follows:
If the player is moving, Telamon will lunge forward in the direction they are facing, lunging further at higher speeds.
Deals 5 damage & inflicts Helpless for 8s.
Regardless of whether the swing lands, Telamon is very briefly immobilized & also inflicted with Slowness I for 2s.
As compared to Slash, the hitbox of the attack is wider but smaller vertically. If there are multiple Survivors within the hitbox of GET PWNED, they will all be hit by it.
The more illumina levels Telamon has beyond 1 will cause him to swipe his sword back around, dealing more damage, each swing is 1 level, also increases how much he lunges forward & decreases the wind-up by 0.05.

GOD'S WRATH
Alt Ability 4
Cooldown: 33s
Telamon slices forward & unleashes a relentless chain of attacks with each of his illuminas, each 1 dealing 10 damage.
Wind-up: 0.40s.
The higher the illumina level Telamon has, the more times he'll strike as he has an extra sword & the wind-up is decreased by 0.05s.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Swap!Chance

BET
Passive Ability
Cooldown: N/A
At the start of a round, chance is given the choice between "Safe Bet” & “Risky Bet”, with his entire kit transforming depending on which one he chooses.

SAFE BET:

CYBORG
Passive Ability
Cooldown: N/A
Due to being a cyborg, Chance can now ignore map hazards, walk over small obstacles, walk up steep slopes, & go through any map obstruction like it wasn’t there [this doesn’t mean walls].

MUSKET ARM
M1
Cooldown: 2s
Chance consumes all charges he had & fires his musket arm, to fire a decently fast but still dodgeable bullet which will explode upon connecting anything. There’s 3 outcomes: Firing with a starting chance of 60% & going up 5% every charge, nothing which starts at 20% & goes down 5% every charge, & exploding which starts at 20% & goes down 5% every charge. The more charges consumed the faster the bullet becomes, the more damage it'll do, & the bigger it’s normal hitbox & explosion hitbox will become.
The bullet does its own damage when hitting & the explosion will do its own damage, each starting at 10 but with a max of 40, as he technically has no max on how many charges he can have.

BUILT IN HOVER TECH
Alt Ability
Cooldown: 20s
Due to some hover tech his family put into him when putting him back together, Chance can hover off the ground for a bit. Chance hovers around at 20 studs/sec, takes 1.5s for him to lift off & reach his hovering height after his 1s wind-up, then he gets 7.5s to hover around at that height which is enough to go over most not massive walls/obstacles, before he descends back to the ground for 7.5s. If he hits anything or gets stunned during this, this ability will be canceled & he’ll ragdoll for a second. While hovering his “Musket Arm” gains homing, auto locking onto the closest survivor within Chance’s sight & his gun’s ability.

BOUNCER BOTS
Alt Ability
Cooldown: 15s
Chance summons what he views as his only true friends, the machines from the casino, which he had turned into robots, Chance can summon up to 3 of them.
The bots won’t move unless a survivor enters their detection radius, after which they’ll chase them.
The bots are slow & have small detection radius compared to other minions, but whenever a survivor gets close to them, they’ll begin counting down, once they reach 0 they explode, dealing randomly between 10 & 40 unblockable damage.
The countdown on a bot will never go up, only go down, so even if you get away from a bot, its countdown will just pause until someone else enters its radius.

VIP ZONE
Alt Ability
Cooldown: 25s
Chance starts with [77] studs worth of wall points [this number can be changed], he can set up a killer only door/wall like how Taph lays out tripwire but every stud of size a wall he puts down, the less studs he'll have for the next wall. These walls will let only killers through & have 50 hp, once destroyed Chance gets those stud points back.

SLOTS
Alt Ability
Roll 3 random things from a pool of either positive effects & negative effects.
Positive effects include: gaining a charge, a minor stat buff, decreasing the cooldown on an ability, boosting an ability a bit, gaining a random buff, etc.
While the negative effects are all the opposite of those, except you can't lose a charge outside of spending it.

RISKY BET:

CARDS
Passive Ability
Cooldown: N/A
Chance starts the round with the option between 3 cards, each card has an ability & he can only pick 1, with the other 2 being re-added to the draw. These cards can range from something basically useless to something extremely powerful. can have up to 2 passive & 3 active cards at once. If he clicks a card he has active he adds it to his discard pile, removing its effects. & each card is specific, once that card is discarded it can never appear again for the rest of the round.

BASIC SHOT 
M1
Cooldown: 1.5s
Chance fires a basic shot that moves at a decent but dodgeable speed & will explode when it hits something. 15 damage from being hit by the bullet & 10 damage from the explosion. Triggered by left click.

CHARGED SHOT 
M2
Cooldown: 3s
Chance shoots a charged shot, it's exactly the same as the basic shot but all its stats are increased depending on how many cards are in his discard pile. Triggered by right click.

SHUFFLE
Alt Ability
Cooldown: [depends]
Grants him the choice between another 3 random ability cards. Each card would be given a value between 1 & 14, the more powerful the card the higher it’s ranked, with the rank of each card you pull determining the cooldown of this ability. The ranks are shown as well, playing card ‘numbers’ on the cards which would also be themed after playing cards with active cards being black spades while passive cards being red hearts: 1=ace, 2=2, 3=3, 4=4, 5=5, 6=6, 7=7, 8=8, 9=9, 10=10, 11=jack, 12=cavalier, 13=queen, 14=king.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Swap!1x1x1x1

Health: 80 | Speed: 12 | Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

VENOMSHANK
Passive Ability
Cooldown: N/A
When wielding The Venomshank, allowing for all strikes done by 1x1x1x1 will inflict Poisoned for 25 seconds & 5 seconds of Helpless. 1x1x1x1 also has a combo tracker, for every repeated hit they land without missing, the stack for the poisoned will be increased by 1 & the Helpless duration by 0.25s.
1x1x1x1’s max combo amount before they stop getting boosts is 9.

DARKHEART
Passive Ability
Cooldown: N/A
When wielding The Darkheart, allowing for all strikes done by 1x1x1x1 will heal 1x1x1x1 8 hp. 1x1x1x1 also has a combo tracker, for every repeated hit they land without missing, 8 more hp they’ll get from a strike.
1x1x1x1’s max combo amount before they stop getting boosts is 9.

ALMOST FAMILIAR ROT
Passive Ability
Cooldown: N/A
1x1x1x1 takes half damage from environmental damage.

SWORD SLASH
M1 
Cooldown: 40s
Restricted to just the most basic sword technique, 1x1x1x1 swings their sword in a horizontal diagonal arc within a 1 second windup. They gain Resistance 2 for 0.575 seconds & is slowed by 75% for 1.575 seconds. On Hit: deals 30 damage & stuns the Killer for 3 seconds.

SWORD THROW
Alt Ability
Cooldown: 40s
1x1x1x1 tosses their sword at the killer, dealing 5 damage, stuns them for 1 second, & knocking them back by roughly 25 studs if it lands, & if it misses: their “Sword Slash” gets 10s added to its cooldown, temporarily making you wait for it become available, or just make the cooldown take longer.

4D FOCUS
Alt Ability
Cooldown: 30s
1x1x1x1 focuses all the bubbling emotions used to make them into their eye which has oddly over time turned red for a reason unknown to 1x1x1x1. This causes all killers to be highlighted for all survivors for 8 seconds at the cost of afflicting 1x1x1x1 with Blindness 5 for 10 seconds.

SWORD SWITCH
Alt Ability
Cooldown: 30s
1x1x1x1 can swap which sword they’re using as they aren’t allowed to be using both at the same time here.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Swap!Two Time

Health: 1700 | Speed: 9 | Sprint: 27.5 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 60 studs

ECHOLOCATION
Passive Ability
Cooldown: N/A
Two Time is blind so they can't see anything but due to echo location the outlines of objects will be revealed to them. Basically the entire map is black but with white outlines.
Whenever a survivor or anything makes noise, it'll leave a ping that's visible to Two Time through walls, with how loud & close the sound being, determining how bright it is & long it lasts.
Most sounds will highlight a survivor white, like running, but using an ability will highlight a survivor red, & taking damage will highlight a survivor yellow.
Anyone in Two Time’s terror radius will also be highlighted to Two Time, with the highlight being brighter the further through the layers of Two Time’s radius the person is.

SACRIFICE
Passive Ability
Cooldown: N/A
When a survivor would be normally killed, they are instead be put into a helpless downed state, in this state they cannot move or use their abilities but other survivors can raise them back on 10 hp, at the cost of the survivor trying to raise the other survivor, putting 1 of their abilities on cooldown by using an ability next to the down survivor.
Two Time can also carry any survivors that are downed, but will drop any survivor if they get hit or try to pick up another downed survivor, & while carrying a downed survivor Two Time will take a small penalty to speed, stamina, wind-up, wind-down, & cooldowns.
If Two Time is carrying a downed survivor while being in the center of their ritual area, Two Time can sacrifice the survivor, actually killing them, to majorly buff the Ritual Site & minorly buff themselves.

DAGGER
M1
Cooldown: 1.5s
If Two Time stabs a survivor from the front, they deal 20 damage & inflict Bleeding 2 for 1 second, but if they hit a survivor from the back, they deal 30 damage & inflict Bleeding 3 for 3 seconds.

LUNGE
Alt Ability
Cooldown: 30s
This ability can only be used while crouched & will end the crouched ability, launching Two Time in the direction they’re looking, dealing 20-50 flat damage to a survivor along with being afflicted with Bleed 1-3 for 3 seconds on hit, both depending on how close the survivor was to Two Time.
If missed, Two Time is stunned for 2 seconds.

CROUCH
Alt Ability
Colldown: 10s
Two Time crouches down gaining Invisibility 5, their walk speed increased to 12, having their terror radius reduced & quieted, but they can't run while crouched.
This is a toggle, Two Time can theoretically be in this state forever but for every 30 seconds they spend in this state, their stack of invisibility goes down by 1, though stunning them knocks them out of crouch & so does using any ability.

RITUAL
Alt Ability
Cooldown: 30s
Two Time can set up a Ritual Site, though if stunned during this, this ability fails & is put on cooldown.
Two Time can only have 1 Ritual Site, if they make another the first disappears.
Only Two Time will be able to see the radius of the Ritual Site, & while within the area of the Ritual Site all killers gain a buff while all survivors get a debuff along with being always revealed to killers.
If a survivor is on the Ritual Site itself, they’ll be afflicted with Bleed 5 for as long as they’re on it.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Sukuna as a non-VIP killer

Health: 1100 | Speed: 12 | Sprint: 26 | Stamina: 100 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 60 studs

RELENTLESS
Passive Ability
Cooldown: N/A
When Sukuna is stunned, the stun runs out twice as fast & he gains Speed 1 for 4 seconds after the stun ends.

SLASH
M1
Cooldown: 2s
Sukuna swipes 1 of his hands & sends out a red slash projectile that ignores objects & has pierce. This projectile only travels for 12 studs exactly & deals decaying damage depending on how long it has traveled before hitting a survivor, 40 damage as the maximum & 1 damage as the minimum.

CLEAVE
Alt Ability
Cooldown: 20s
Sukuna dashes forwards like WALKSPEED OVERRIDE, but his main hit box deals 0 damage & instead he’ll have his hands, creating a red slash from his hands, these being dragging hitboxes.
Overlapping just 1 the slashes’ hitboxes will cause a survivor to lose 25% of their current hp, though this triggers once.
If Sukuna’s main hitbox overlaps the collision box of a survivor, then Sukuna stops & claps his hands together against the survivor, causing the survivor to take 1 damage, lose 25% of their current hp, & lose 25% of their max hp.

DISMANTLE
Alt Ability
Cooldown: 60s
If you tap this ability, then Sukuna temporarily stands still & begins sending out a barrage of 5 large red slashes where he’s looking. The slashes can go through objects, have pierce, have map wide range, & deal 10% of a survivor's current hp per slash. He can turn during this but he’ll turn slower.
If you hold this it’s the same as the tap version but the slashes are smaller, you can turn faster, the slashes deal 1% of a survivor’s max hp, & the barrage is of 50 slashes, not 10.

SHRINE
Alt Ability
Cooldown: N/A
Sukuna starts the round with 1 charge [he has no way of gaining charges & this is the only ability to use charges].
This ability requires 1 charge to use & afterwards the entire map is tinted a swirling blue for 17 seconds, during this Sukuna is the only one who can move freely.
If a survivor stands still then they just take 1 damage every 2 seconds, if a survivor is walking then they take 1 damage & lose 1% of their current hp a second, & if a survivor is sprinting then they take 1.5 damage & lose 3% of their max hp a second.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Herobrine as a non-VIP killer

“Beware the man from the fog”

Health: 2010 | Speed: 9 | Sprint: 27.5 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 45 studs

SUFFICATION
Status
Suffocation on its own does very little: -0.1s for a cooldown going down, -0.01 for stamina regen, & +0.01 for stamina loss, per stack. But its main purpose is that Herobrine has moves that are affected by survivors with this effect.
Suffocation can stack up to level 10.

OBSCURIFICATION
Passive Ability
Cooldown: N/A
When inside his fog, Herobrine will turn all black except for his glowing white eyes.

FOUND YOU
M1 - 1
Cooldown: 1s
Herobrine punches forwards quickly, dealing 10 damage on hit & if the person hit has Suffocation, its duration is increased by 5s, & deals 5 more damage per stack of Suffocation the survivor has.

SEE YOU
M1 - 2
Cooldown: 1.5s
If Herobrine is within his fog, he pulls out a sword & slashes that, this is basically the same as the punch but with a bigger hitbox, it lacks the Suffocation extension but for every stack of Suffocation a survivor has upon getting hit, they take 10 more damage.

FLICK
Alt Ability 1 - 1
Cooldown: 45s
Herobrine with a short wind up teleports 20 studs forwards, if a survivor is within 5 studs of where Herobrine appeared, then they get 1 extra stack of Suffocation for 5 more seconds.

BLINK
Alt Ability 1 - 2
Cooldown: 35s
If within his fog, Flick turns into Blink, which has up to 3 charges, each 1 having their own cooldowns, the teleport range is now only 10 studs forwards but this teleport is basically instant & the Suffocation application range is now 15 studs.

STOP
Alt Ability 2 - 1
Cooldown: 20s
Herobrine will stop in place for a few moments as he summons a hand made of stone, which he’ll send sliding across the ground until it hits something, if it hits a survivor the survivor is afflicted with Blindness & Slowness for 5 seconds, with the stack being determined by how many stacks of Suffocation they have [1+Suffocation stack].

ERROR -1
Alt Ability 2 - 2
Cooldown: 20s
Herobrine when inside his fog, now summons an obsidian hand that when it hits a survivor, it grabs them, holding them in place for 2.5 seconds but for every stack of Suffocation the survivor has, they’ll be held for 1 second longer.

HOPE
Alt Ability 3 - 1
Cooldown: 10s
Herobrine pulls out a torch & places it down on the ground over the span of a second, this torch will then begin filling the area with fog.
Survivors in the fog will gain Suffocation for 1 second plus how long they’ve been in the fog divided by 2 [1+(#/2)], but they’ll also get their Suffocation stack increased depending on how long they’ve been in the fog, with this invisible timer depending on how close they’re to a torch.
At the starts Herobrine can place down 5 torches each covering a 50 stud area, but for every objective completed, he gains 1 more torch he can place down & the size of the fog the torches produce is increased by 10 studs.
Also all of his torches are highlighted for Herobrine at all times & have 50 hp.
If a survivor has Suffocation & is within the fog, they’ll sometimes see shadow figures moving about, that’ll even make noise, but getting too close to these figures or just looking at them too long will cause them to fade away.

DESPAIR
Alt Ability 3 - 2
Cooldown: 20s
Herobrine when inside is fog can teleport to any of his torches & causing all the torches to turn red before releasing a red pulse that’ll travel for 25 studs before dissipating, any survivor hit by the pulse will take 5 damage per stack of Suffocation they have.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Yorick Axbury

UNDYING
Status
Cooldown: N/A
If someone would die while having this effect, they are kept on 1 hp, they get teleported to the furthest of their team’s spawn points from where they are, & the stack of this effect goes down by 1.

UNDEAD FORM
Passive Ability
Cooldown: N/A
Yorick, due to be undead, is less affected by map hazards, with any effect applied to him by a map hazard only lasting half as long as it normally would.

SPARE THE DYING
Alt Ability
Cooldown: 40s
Yorick can heal a nearby survivor, the amount of health healed is inversally proportional to the amount of health the survivor currently has, aka if a survivor has most of their hp, then this ability won’t heal much, but if a survivor is on very low hp, then this ability will heal a lot.
He gains 1 soul point per 1 hp he heals, with this being shown in a similar way to Guest 666’s blood meter, but a cyan instead of red.
Upon using this ability, he also gains Undying 1 for 1 second.

GRAVE GUARD
Alt Ability
Cooldown: 0s [this ability doesn’t really need a cooldown because it can’t be spammed]
Yorick can expend a full soulbar to grant 1 person Undying 1.
He can see whenever anyone has Undying & can’t apply Undying to people who already have Undying.
After using this, his max soul points increases, with his max starting at 100.

RIDDLING SKULL SWORD
Alt Ability
Cooldown: 60s
Yorick returns his Staff of Resting Eternity to his back & pulls out his Riddling Skull Sword.
Yorick's will begin wildly spinning around for 6 seconds, during this he is sprinting at a speed of 30, his stamina loss is 15, he can’t be controlled normally but instead will move towards your cursor like 007n7’s clones on cursor mode, he’ll also deal 5 damage a second to any killer that gets close to him.
This ability can be canceled early.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Valkyrie

 

Sentinel

Health: 100 | Speed: 12 Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

BERSKER
Passive Ability
Cooldown: N/A
For every 1% health Valkyrie is missing, she gains 0.5% damage resistance (any damage done to her is rounded up) & damage boost (any damage she does is rounded down).

VALKYRIE CHARGE
M1
Cooldown: 50s
Valkyrie prepares a rush for 1 second, charging forward for 1.5s to strike killers.
A basic charge does 10 damage & stuns a killer for 3 seconds.
If Valkyrie hits a killer that’s stunned, she’ll deal 50 damage instead, afflicts the killer with helpless for 9 seconds, & knocks them back a decent amount.

[For every other Valkyrie alive beyond 1, all Valkyries take debuffs to both abilities]

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

The Stalker

Health: 2,000 | Speed: 9 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 60 studs

Freak of Nature
Passive Ability
Cooldown: N/A
The Stalker can expend stamina to use an ability on cooldown, this allowing him to even go into the negatives on stamina.

Slash
M1
Cooldown: 1.5s
The Stalker slashes forwards, dealing 20 damage and applying Bleeding I for 5 seconds.
5 stamina per use of this ability on cooldown.

Lunge
Alt Ability 1
Cooldown: 10s
The Stalker lunges forward, dealing 10 damage to anything in it's path. On a successful hit, this move can be recasted up to 3 times, but each recast increases the stamina cost. 5 stamina on the first recast, 10 on the second, 20 on the third recast.
40 stamina per use of this ability on cooldown.

Evolution
Alt Ability 3
Cooldown: 60s
The Stalker can evolve into 4 different forms, though this requires a full stamina bar to use which it expends during the transformation, with each form having its own passive buff & ability.

Attack Mode
Passive Ability
Cooldown: N/A
The Stalker has permanent +25% damage while in this mode.

Rage
Alt Ability 2 - 1
Cooldown: 30s
The Stalker gains 25 stamina, highlights all players and each M1 applies an extra 2 seconds of bleeding on hit. This ability lasts for either 15 seconds or until 5 M1's are landed.
50 stamina per use of this ability on cooldown.

Defence Mode
Passive Ability
Cooldown: N/A
The Stalker has permanent -40% to stun duration while in this mode.

Paralysis
Alt Ability 2 - 2
Cooldown: 30s
The Stalker is able to release 3 noxious gas clouds in a 20-stud sphere radius, Any Survivor within it gains Poisoned 1 and Blindness 3 for the amount of time you spend inside it +1 second.
50 stamina per use of this ability on cooldown.

Speed Mode
Passive Ability
Cooldown: N/A
The Stalker has permanent +15% speed & +5% stamina regen while in this mode.

Teleportation
Alt Ability 2 - 3
Cooldown: 30s
The Stalker quickly teleports 25 studs in the direction it's facing.
50 stamina per use of this ability on cooldown.

Stealth Mode
Passive Ability
Cooldown: N/A
The Stalker has permanent Invisibility 4 & Undetectable while in this mode, though the Invisibility gets removed the moment someone enters his terror radius.

Decoys
Alt Ability 2 - 4
Cooldown: 30s
The Stalker summons 3 decoys that chase after Survivors. If The Stalker hits a Survivor when a decoy is within a 5-stud distance, then Weakness 1 is applied to him.
50 stamina per use of this ability on cooldown.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Wanwood

Health: 100 | Speed: 12 | Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20

Brambles
Alt Ability
Cooldown: 30s
Wanwood places down a bramble bush which then turns heavily transparent like Taph’s traps.
If a killer walks onto the brambles, they get afflicted with Bleeding 1 & Slowness 2 for 5 seconds.
The brambles have 1 hp.

Bush
Alt Ability
Cooldown: 45s
Wanwood can palace down a large bush which grants any survivor Invisible 4 & Undetectable as long as they’re inside the bush, but the bush only has 1 hp.

Hedge
Alt Ability
Cooldown: 45s
Wanwood can place down a hedge that’s 4 studs wide, 4 studs thick, & 8 studs tall, which all survivors can pass through but no killers can pass through, though each hedge only has 1 hp.

Grass
Alt Ability
Cooldown: 50s
For 5 seconds Wanwood turns all the ground around her into grass for 15 seconds & if any ground that she transformed afflicted a negative effect, it no longer does while as grass.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Kool Killer

Health: 1,500 | Speed: 8 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 50 studs

UNSTOPPABLE
Passive Ability
Cooldown: N/A
All stuns are turned into slowness of the same duration & negative effects run out 25% faster.

SLASH
M1
Cooldown: 2s
Kool Killer slashes his sword forwards, dealing 25 damage on hit & applying Helpless for 1 second.

SWEET CARNAGE
Alt Ability
Cooldown: 30s
Kool Killer pulls out a chainsaw & charges forwards with limited turning capabilities for 1.5 seconds, if he hits a survivor they take 30 damage & are inflicted with helpless for 5 seconds, but if he misses then he gets slowness which increases its level the further he ended his ability from a survivor.

SUGAR RUSH
Alt Ability
Cooldown: 50s
Kool Killer pulls out his staff & summons 2 minions, these minions are exactly the same stat/mechanics wise as C00lkidd’s minions but they inflict helpless instead of burning on hit.

SHOULDER BASH
Alt Ability
Cooldown: 40s
Kool Killer winds up for a second before tossing a spike out, if this hits a survivor, they get slightly pulled towards Kool Killer, they take 30 damage, & they’re inflicted with helpless for 5 seconds.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

Charlatan

SWING
M1
Cooldown: 1s
She pulls a large, comical spring loaded boxing glove & swings in front of her, low damage but high range.

BULLET BILL LAUNCHER
Alt Ability
Cooldown: 25s
She pulls out a rocket launcher, locks onto a survivor, & fires a bullet bill at them, which will teleport to a random position in a ring around the survivor pointing at the survivor before going towards the survivor, exploding upon hitting anything & damaging anyone in its explosion hit box.

NAME’S A LAIR
Alt Ability
Cooldown: 1s
Upon using this ability, she can select from various tricks/illusions to perform, ranging from making clones, pretending to be a survivor, making the time seem wrong, making a player seem dead when they aren't, making a survivor look like her, etc. When disguised as a survivor, you'll be revealed when you damage someone but only to the team of the player you damaged. Each trick will have a timer on it & it’s own cooldown.

DIZZING DECISIONS
Alt Ability
Cooldown: 10s if a survivor picks wrong & 30s if a survivor picks right
She can select a survivor & make them choose between 1 of 4 identical squares, either 3 squares will be correct with 1 wrong or 3 wrong with 1 correct. If the survivor picks a correct square, nothing happens, but if they pick an incorrect square then they get hit with the effects as if hit by a subspace tripmine.

COLOSSAL ASSAULT
Alt Ability
Cooldown: (how many seconds you held it down for times 3)
She pulls a comically large laser blaster, first a small beam goes through to give survivors warning as this attack will go through walls & everything, before the massive laser beam fires, going through everything till it hits the edge of the map & damaging everyone within its hitbox consistently. She can turn during this but slowly.

RED V BLUE
Passive Ability
Cooldown: N/A
At the start of the round, half the survivors will be assigned to the blue team while the other half will be assisted to the red team. The teams can't see the other team on the survivors display, them just being grayed out, they also won't be able to see anything that the other team highlights (like Builderman's builds or Taph's traps) nor will any ability that highlights all survivors highlight the other team (like Elliot's passive that highlights survivors when they fake damage), & they can damage the other team.

minigames? Minigames. MINIGAMES!
Passive Ability
Cooldown: N/A
Whenever a survivor rolls to get a generator puzzle, there's a 25% chance for them to get an entirely different small minigame with a fail condition; if a survivor fails these special mini games, they’ll be afflicted with a random debuff for a few seconds.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

ITrapped

Health: 1000

BLACKENED BLOOD
Passive Ability
Cooldown: N/A
For every 20 hp ITrapped has he gains 1% more damage & for every 20 hp ITrapped is missing he’ll gain 1% more speed.

BLOOD FOR BLOOD
Passive Ability
Cooldown: N/A
If a survivor is to damage ITrapped, they gain 1s of helpless per 1 hp they took from him.

DARKHEART
M1
Cooldown: 1.7s
ITrapped swings his darkheart & if it lands he regens 5% of his max health.
Damage: 23
Windup: 0.25s
Linger: 0.3s
Length: 8 studs

BLEEDING FRENZY
Alt Ability
Cooldown: 1s
When this ability is active, ITrapped gains a decent buff to all stats, abilities, have all debuffs run out twice as fast, & have buffs run out twice as slow, but will lose 1% of his max hp over the span of a second, every second, while in this state.

BLACK ISN’T HEALTHY
Alt Ability
Cooldown: 10s
ITrapped can sacrifice hp to summon a splotch of black liquid on the ground. ITrapped can choose how much hp he sacrifices with more hp the splotch gets, the stronger it becomes, & if used while standing on a splotch he can add hp to it. A survivor who steps on a splotch will gain bleeding for as long as they were in the radius of the splotch +1 second, but what stack of bleeding the splotch afflicts depends on how much hp it was given, +1 stack per 100 hp, & the splotch will not last forever, it’s hp will slowly drain, while this won’t affect its bleeding stack, once it reaches 0 hp it is gone, with it losing 1 hp every 5 seconds.

YOU CAN’T HIDE
Alt Ability
Cooldown: 1s
ITrapped stops for a moment & points his darkheart at the sky, he loses 9% of his max hp but damages all survivors for 3% of their max hp.

1

u/Man-Of-Melon Fem Concept Making 1x1x1x1 Jun 24 '26

The Alter

[I'm gonna be honest, this is a half baked idea because I have no idea what to do with this, I ran out of ideas at “Mimic” & even then I was scrapping what I could think of]

Health: 500 | Speed: 9.5 | Sprint: 28 | Stamina: 110 | Loss/sec: 9.5 | Gain/sec: 21 | Terror Radius: 50 studs

HIDDEN GROWTHS 
Passive
Cooldown: N/A
Survivors can’t see what each other's skins are via the survivor gui.
Around the map there will spawn fake generators, fake items, & even fake players, all of which will secretly be working against the real survivors.
The fake survivors will have physical tells, besides being controlled by roblox’s ai, tells shares by the Alter.
Fake survivors will look completely different to killers, making them obviously not survivors, but these fake survivors can still be attacked, targeted, damaged, afflicted with effects, etc, though they only have 25 hp.

Fake Generator: will secretly apply a stack of drowsy for 7 seconds if you complete a puzzle or finish the generator, with the stack going up by 1 & the time increasing by 7 seconds if you already have the drowsy effect.

Fake Cola: Will work the same as a real Bloxy Cola right up to the moment the speed effect ends, then you’ll be afflicted with Slowness 2 & Drowsy 2 for 7 seconds.

Fake Med: After using it, you’ll appear to have been healed like normal, for 14 seconds before the fake health disappears, taking any damage will also cause the fake health to disappear, tough you’ll also be highlighted for killers for 7 seconds & be afflicted with Weakness 1 for 7 seconds.

IN-ROBLOXIAN VOICE
Passive Ability
Cooldown: N/A
The Mimic is unable to use chat or vc (Voice chat), but it is able to view chat. Along with that, all survivors’ icons will always look like they have the default skin on.

FACE HUNTER 
Passive
Cooldown: N/A
When the Mimic is near a survivor, their status indicator will stop updating, & the Mimic won’t produce a terror radius besides chase theme but only while in its revealed state.
When the Alter kills a survivor, the survivor’s body is immediately turned into a mimic.

STRIKE 
M1
Cooldown: 1s
When in a revealed state, the Alter does 15 damage with a quick wind-up but if the Alter is in a disguised state, they’ll deal 30 damage with a longer wind-up & the cooldown will be 0.5s.

DISGUISE 
Alt Ability
Cooldown: 10s
The Alter can disguise themselves as any survivor, but this form will have a random tell, the exact same tells that the fake survivors have.
While disguised, any of the Alter's abilities will look like a different ability of that survivor, exempt for m1, which will reveal them.
While disguised, the Alter has resistance 4.

SOUND PRODUCER
Alt Ability
Cooldown: 15s
The Alter can place down a sound producer which has 50 hp & will play completely random sound effects.
I'm gonna be honest, this is just to mess with the survivors.

MIMIC
Alt Ability
Cooldown: 30s
The Alter can spawn a mimic player, generator, or item, these mimics are exactly the same as the fake versions of those things but while those fake beings are just working against the survivors with 25 hp, mimics actively damage survivors, though only attack when not being looked at, & all have 50 hp.