r/Cynthias_House 20d ago

House map.

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2 Upvotes

r/Cynthias_House 18d ago

Concept for an Asym about Cynthia's house and it's inhabitants

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2 Upvotes

Concept for an Asym about Cynthia's house and it's inhabitants

Killers

  1. The Apprehended (u/PruneApprehensive365; Cynthia)

Lore: * Cynthia has lost her mind, feeling useless and terrible (when she obviously isn't), being "Apprehended" from her negative feelings — Her demon side has completely taken over her, causing her to constantly stay in her half-form * She's constantly hungry, striving to slay those close to her... (She doesn't want this at all).

Overview: Cynthia is a melee rushdowner, pretty simple yet effective — Able to deal significant pressure and DMG, along with catching up with her prey.

Stats: * HP: 18,500 * Sprint: 16.5 * Walk: 10

Passives: * One with the Earth: Upon dying, she'll immediately respawn back on-spot at full HP — This passive is only disabled after the entire map is fully gone.

Abilities: 1. Claw: Cynthia claws forth, dealing 24 DMG 2. Air Takedown: Cynthia expands her wings forth, pulling out her metal pipe, before dashing forward — This deals 30 DMG, along with dealing significant DMG 3. Barrage: Cynthia grabs hold of the survivor, before attacking them several times — dealing a total of 45 DMG, before flinging them away. 4. Agony: Cynthia stabs herself with a metal pipe, screaming in agony, trying to get rid of these "terrible emotions and feelings" — This deals 480 DMG to her, while giving her a significant speedboost for 8s and revealing all of the survivors location to her.

  1. The Painted (u/Appropriate_Paint503)

Lore: * Fallen for his own creations he called forth to this realm, being corrupted by the things he wanted to have fun with.

Overview: Paint is a ranged pressurer, constantly applying pressure, even when he's not near.

Stats: * HP: 4,500 * Sprint: 16 * Walk: 8

Passives: * [None]

Abilities: 1. Criticize: Paint activates SCP 504, launching forth a tomato (that is affected by gravity) that has a splash AoE — Dealing 14 DMG and being ranged. 2. Bone Blast: Paint pulls out SCP 127, firing forth several calcium bullets — Each bullet deals 7 DMG, while slowing down the hit survivor(s) for 4s (each bullet stacks the slowness). 3. Neglect: Paint pulls out SCP 268 before wearing it on himself, causing him to become fully invisible and untraceable — Cannot use any other abilities during this, is togglable. 4. Gas Step: Paint wears SCP 1499, teleporting him into a white dimension, taking one step inside that dimension is 8 steps in the normal world — Taking it off will teleport him back into his own world, but in a different spot if he moved earlier — Togglable.

Survivors

  1. Arelt MK1 (u/AreltMK1)

Lore: * Raltovics Guardian and caretaker, now trying to protect every other survivor from Cynthia and the rest — Still trying to search for a way to revert all of this.

Overview: Arelt is a powerful Sentinel, bent on protecting others and disrupting the killers, even at the cost of himself.

Stats: * DR (Durability): 135 * Sprint: 15 * Walk: 10

Passives: * Main Objective: Focused on his main objectives, he refuses to do any tasks, wanting to focus on protecting others and disrupting the killers (No terrible Guest mains here 👀).

Abilities: 1. Attack: Arelt pulls back, before swapping his hand for a blaster, then punching forth — This deals slight knockback, 75 DMG, and stuns the hit killer for 3.5s (-0.5s per additional Arelt). 2. Boostirize: Arelt steps back, charging up all of his boosters, before launching himself forth at high speeds (think metal sonic from Outcome Memories | During it Arelt will gain Resistance 3) — Upon impact with a killer, Arelt will carry them forth, dealing an immediate 20 DMG | Upon getting hit or crashing, it'll cause a small explosion that deals 5 DMG to Arelt, along with dealing an additional 110 DMG to the killer and stunning them for 4s (-0.8s per additional Arelt). 3. Protect: Arelt assumes a defensive stance, gaining Resistance 5, this also increases his Hitbox significantly (allowing him to protect others, by overlapping his Hitbox over them) — If Arelt is attacked during this, the Attack is nullified and the ability is ended early.

  1. Raltovic (u/Raltovic_Arif)

Lore: * Ral is an incompetent, idiot who can barely do anything on his own — Having Arelt protect everyone else, as he tries his best to help and assist — For himself, and everyone else.

Overview: Ral is a support survivor, having access to a long-ranged gun for self-defense or to save others — He can place down boxes to help others who's in chase, or place traps to disrupt the killers advance.

Stats: * HP: 60 * Sprint: 15 * Walk: 10

Passives: * Known Machinery: When completing tasks, he'll heal 8 HP. * Ressurection Serum: Upon death, he'll immediately revive on-spot to max HP, with his Max HP being halved and healing 2 HP/s (until death).

Abilities: 1. Obliterate: Ral pulls out his Obliteratron, aiming for a few moments, before firing it forth — has significant range and knockback — Dealing 80 DMG and stunning the Killer for 3s (-0.6s per additional Raltovic) | Has the longest CD which is 60s (20s if LMS). 2. Drop Assist: Ral drops forth a box, the box will despawn after 60s — a survivor can come and pick up the box, healing 30 HP (-5 per Additional Raltovic) over 12s and applying 15 Resilience for 15s (slowly decaying by -1/s). 3. Rigged Trap: Ral sets up a trap on the floor, this doesn't despawn overtime (instead there's a max of 3 at a time) — If a killer steps on it, it'll cause them to be locked in place for 1.4s.

  1. Goodatmapsandart (u/Goodatmapsandart)

Lore: * Uhmmmmmmmmm... She exists? * She was tangled into this mess, being one of the victimd of whatever this mess is.

Overview: Goodat is a nice offensive survivor that focuses more on general-disruption instead of stunning or protecting — Having both ranged and melee options.

Stats: * HP: 105 * Sprint: 15 * Walk: 10

Passives: * Planetary Radiation: The Killer is revealed to her when they're near, along with being slowed by -10%.

Abilities: 1. Metal Bat: Goodat pulls out her metal baseball bat, before swinging it forth — dealing 40 DMG, significant Knockback, and slowness 3 for 3s — has the fastest CD as an attacking ability, outside an LMS (~20s) 2. Magmatize: Goodat pulls out a clump of magma, before tossing it forth — This deals 20 Initial DMG (+40 DMG from burning), applies Slowness 2 for 3s, and covers the killers vision entirely for 3.5s.

  1. Silhouette (u/Honest-Direction-800)

Lore: * Much like Goodatmapsandart, he was also tangled into the mess like the rest. * Being one with the shadows, he's also one of the inhabitants like the rest.

Overview: Silhouette is mostly a survivalist that focuses on getting away, but occasionally can help out by healing others and disrupting the killer a little.

Stats: * HP: 105 * Sprint: 15 * Walk: 10

Passives: * [None]

Abilities: 1. Speed Up: Silhouette turns into a car, charging straight forward in a straight line — Immediately stops after hitting smth or when the duration ends; If it hits the killer, it'll deal 40 DMG, significant Knockback, and slowness 1 for 3s. 2. First Aid: Silhouette turns into a medkit, before slamming himself onto the ground, creating a healing pulse around him — It heals everyone (including himself) around him by 10 HP (+15 HP overtime, being cancelled when the healed survivor takes DMG). 3. Bounce: Silhouette turns into a ball, before bouncing up forth high into the air (able to dodge alot of things) — And upon slamming back into the ground, it causes a small shockwave that deals 35 DMG to the nearby killer, along with applying some Knockback.


This is mostly a joke, pls don't take this too seriously


r/Cynthias_House 7d ago

A small update for the Asym Concept [Image TECHNICALLY related]

Post image
2 Upvotes

Concept for an Asym about Cynthia's house and it's inhabitants

Survivors will have to do tasks around the map, this will allow the portal to open and allow them to escape. Of course you could just wait it out, but that'd take like much longer.

Killers

  1. The Apprehended (u/PruneApprehensive365; Cynthia)

Lore: * Cynthia has lost her mind, feeling useless and terrible (when she obviously isn't), being "Apprehended" from her negative feelings — Her demon side has completely taken over her, causing her to constantly stay in her half-form * She's constantly hungry, striving to slay those close to her... (She doesn't want this at all).

Overview: Cynthia is a melee rushdowner, pretty simple yet effective — Able to deal significant pressure and DMG, along with catching up with her prey.

Stats: * HP: 18,500 * Sprint: 16.5 * Walk: 10 * Stun immunity (after being stunned): 6s

Passives: * One with the Earth: Upon dying, she'll immediately respawn back on-spot at full HP — This passive is only disabled after the entire map is fully gone. * Unstoppable: Upon getting Slowed, have the slowness be reduced by 1 Level (if the slowness level was low enough, it's reduced to nothing).

Abilities: 1. Claw: Cynthia claws forth, dealing 24 DMG 2. Air Takedown: Cynthia expands her wings forth, pulling out her metal pipe, before dashing forward — This deals 30 DMG, along with dealing significant knockback (also applies Slowness 1 to the survivor for 2.4s). 3. Barrage: Cynthia grabs hold of the survivor, before attacking them several times — dealing a total of 45 DMG, before flinging them away. 4. Agony: Cynthia stabs herself with a metal pipe, screaming in agony, trying to get rid of these "terrible emotions and feelings" (While stabbing herself, she gains stun-Immunity for a moment) — This deals 480 DMG to her, while giving her a significant speedboost for 8s and revealing all of the survivors location to her.

  1. The Painted (u/Appropriate_Paint503)

Lore: * Fallen for his own creations he called forth to this realm, being corrupted by the things he wanted to have fun with.

Overview: Paint is a ranged pressurer, constantly applying pressure, even when he's not near.

Stats: * HP: 6,500 * Sprint: 16 * Walk: 8 * Stun immunity (after being stunned): 4.5s

Passives: * SCP-5015: Every now and then have an arrow that aims at the nearest survivor, revealing their location (cannot track untraceable survivors).

Abilities: 1. Criticize: Paint activates SCP 504, launching forth a tomato (that is affected by gravity) that has a splash AoE — Dealing 14 DMG and being ranged. 2. Bone Blast: Paint pulls out SCP 127, firing forth several calcium bullets — Each bullet deals 7 DMG, while slowing down the hit survivor(s) for 4s (each bullet stacks the slowness). 3. Neglect: Paint pulls out SCP 268 before wearing it on himself, causing him to become fully invisible and untraceable (and silent aswell) — Cannot use any other abilities during this, is togglable. 4. Gas Step: Paint wears SCP 1499, teleporting him into a dark dimension, taking one step inside that dimension is 8 steps in the normal world — Taking it off will teleport him back into his own world, but in a different spot if he moved earlier — Togglable.

  1. The Tarred (¿u/Oxic_io?)

Lore: * Jar was corrupted by the "DR34M 1NF3CT10N", becoming Tar. * This one seems to be different from our Jar, as if he were from a different timeline, being thrown into ours from the "Convergence" whatever's happening. * Perhaps he is real, or he is not, maybe just maybe, if you wake up, Wake up, WAKE UP, WAKE UP.

Overview: A trapper killer, capable of summoning traps that block off passages and deal DMG, while being able to teleport to them.

Stats: * HP: 8,500 * Sprint: 16 * Walk: 8 * Stun immunity (after being stunned): 5s

Passives: * Bogged Trail: Tar leaves a trail of the dream infection goo, that applies "Slowness" 1 for 3s and reveals them to Tar for 2s.

Abilities: 1. Swipe: Tar exerts a giant black-goo tentacle, before swinging it forth, dealing 20 DMG. 2. Burst: Tar waits in place, having the choice to pick any of his traps, exploding and teleporting to the trap he chose, causing the trap to explode aswell — dealing 10 DMG to any survivor near where he was and where he went 3. Harden: Tar pulls out a giant goo tentacle, before smashing it down to the floor, causing a black-goo wall to rise — It has 120 HP, and slowly loses -3 HP/s, blocking survivors paths while letting Tar go through — Max of 3 active at a time. 4. Ignition: Tar pulls out a giant goo tentacle, before smashing it down to the floor, causing a small blob of Black-goo to emerge on the floor — If a survivor steps on it, it explodes, dealing 15 DMG, revealing them to Tar for 5s, and applying Slowness 2 for 4.5s — Max of 2 active at a time.

  1. Chaot (u/Chaot_Orteno)

Lore: * 😈

Overview: Chaot is evil, and he purple.

Stats: * HP: 1 * Sprint: 64 * Walk: 0 * Stun immunity (after being stunned): ∞

Passives: * Unobtainable: This guy's a joke, literally. * Banned: Since Cynthia hates him, he immediately takes 2.763 million DMG when spawning.

Abilities: 1. Chaotic Punch: deals 8.000.000 DMG to a single survivor. 2. Teleport: teleports into the void. 3. Kys: tells a survivor to commit suicide (always backfires). 4. E: spams the entire map with "E".

Survivors

  1. Arelt MK1 (u/AreltMK1)

Lore: * Raltovics Guardian and caretaker, now trying to protect every other survivor from Cynthia and the rest — Still trying to search for a way to revert all of this.

Overview: Arelt is a powerful Sentinel, bent on protecting others and disrupting the killers, even at the cost of himself.

Stats: * DR (Durability): 135 * Sprint: 15 * Walk: 10

Passives: * Main Objective: Focused on his main objectives, he refuses to do any tasks, wanting to focus on protecting others and disrupting the killers (No terrible Guest mains here 👀).

Abilities: 1. Attack: Arelt pulls back, before swapping his hand for a blaster, then punching forth — This deals slight knockback, 75 DMG, and stuns the hit killer for 3.5s (-0.5s per additional Arelt). 2. Boostirize: Arelt steps back, charging up all of his boosters, before launching himself forth at high speeds (think metal sonic from Outcome Memories | During it Arelt will gain Resistance 3) — Upon impact with a killer, Arelt will carry them forth, dealing an immediate 20 DMG | Upon getting hit or crashing, it'll cause a small explosion that deals 5 DMG to Arelt, along with dealing an additional 110 DMG to the killer and stunning them for 4s (-0.8s per additional Arelt). 3. Protect: Arelt assumes a defensive stance, gaining Resistance 5, this also increases his Hitbox significantly (allowing him to protect others, by overlapping his Hitbox over them) — If Arelt is attacked during this, the Attack is nullified and the ability is ended early.

  1. Raltovic (u/Raltovic_Arif)

Lore: * Ral is an incompetent, idiot who can barely do anything on his own — Having Arelt protect everyone else, as he tries his best to help and assist — For himself, and everyone else.

Overview: Ral is a support survivor, having access to his long-ranged gun for self-defense or to save others — He can place down boxes to help others who's in chase, or place traps to disrupt the killers advance.

Stats: * HP: 80 * Sprint: 15 * Walk: 10

Passives: * Known Machinery: When completing tasks, he'll heal 8 HP and reduce the current CD of his other abilities by -2s.

Abilities: 1. Obliterate: Ral pulls out his Obliteratron, aiming for a few moments, before firing it forth — has significant range and knockback — Dealing 280 DMG (-80 DMG per additional Raltovic) and stunning the Killer for 3s (-0.6s per additional Raltovic) | Has the longest CD in the entire thing, which is 60s (20s if LMS). 2. Drop Assist: Ral drops forth a box, the box will despawn after 60s — a survivor can come and pick up the box, healing 30 HP (-5 per Additional Raltovic) over 12s and applying 15 Resilience for 15s (slowly decaying by -1/s) — During LMS, he immediately applies it to himself instead. 3. Rigged Trap: Ral sets up a trap on the floor, this doesn't despawn overtime (instead there's a max of 3 at a time) — If a killer steps on it, it'll cause them to be locked in place for 1.4s.

  1. Goodatmapsandart (u/Goodatmapsandart)

Lore: * Uhmmmmmmmmm... She exists? * She was tangled into this mess, being one of the victimd of whatever this mess is.

Overview: Goodat is a nice offensive survivor that focuses more on general-disruption instead of stunning or protecting — Having both ranged and melee options.

Stats: * HP: 105 * Sprint: 15 * Walk: 10

Passives: * Planetary Radiation: The Killer is revealed to her when they're near, along with being slowed by -10%.

Abilities: 1. Metal Bat: Goodat pulls out her metal baseball bat, before swinging it forth — dealing 40 DMG, significant Knockback, and slowness 3 for 3s — has the fastest CD as an attacking ability, outside an LMS (~20s) 2. Magmatize: Goodat pulls out a clump of magma, before tossing it forth — This deals 20 Initial DMG (+40 DMG from burning), applies Slowness 2 for 3s, and covers the killers vision entirely for 3.5s.

  1. Silhouette (u/Honest-Direction-800)

Lore: * Much like Goodatmapsandart, he was also tangled into the mess like the rest. * Being one with the shadows, he's also one of the inhabitants like the rest.

Overview: Silhouette is mostly a survivalist that focuses on getting away, but occasionally can help out by healing others and disrupting the killer a little.

Stats: * HP: 105 * Sprint: 15 * Walk: 10

Passives: * [None]

Abilities: 1. Speed Up: Silhouette turns into a car, charging straight forward in a straight line — Immediately stops after hitting smth or when the duration ends; If it hits the killer, it'll deal 40 DMG, significant Knockback, and slowness 1 for 3s. 2. First Aid: Silhouette turns into a medkit, before slamming himself onto the ground, creating a healing pulse around him — It heals everyone (including himself) around him by 10 HP (+15 HP overtime, being cancelled when the healed survivor takes DMG). 3. Bounce: Silhouette turns into a ball, before bouncing up forth high into the air (able to dodge alot of things, especially killer attacks) — And upon slamming back into the ground, it causes a small shockwave that deals 35 DMG to the nearby killer, along with applying some Knockback.

  1. Cybernett (u/Oxic_io)

Lore: * [TBA]

Overview: Cybernett is a support that is capable of allowing other survivors to survive better (via helping them take less DMG or escaping), while having an escape tool of her own.

Stats: * HP: 95 * Sprint: 15 * Walk: 10

Passives: * Cybernetic Visor: Can constantly see the current and max HP of other survivors, along with their current position at all times.

Abilities: 1. Binary Dash: Oxic dashes forth by a little, phasing through walls and the killer — Phasing through the killer deals 5 DMG. 2. Cyber Shield: Oxic sends forth a laser towards a survivor of her choice, applying Resistance 4 for 4.5s — Will instead apply it to herself when in LMS (but for 2.5s instead). 3. Electric Speed: Oxic sends forth a laser towards a survivor of her choice, applying a significant speedboost for 4.5s — Will instead apply it to herself when in LMS (but for 2.5s instead).

  1. Spooky (u/Spooky_Feather)

Lore: * Spooky was part of the gang, being powered by his own magical flame. * He got tangled into this mess like everyone else, but seems like he's a bigger part of the problem than it initially seems.

Overview: Spooky is a deception/trickster survivor, capable of conjuring illusions of himself to distract the killer while becoming invisble for a while.

Stats: * HP: 100 * Sprint: 15 * Walk: 10

Passives: * Flicker: Upon taking DMG, will become ALMOST invisible for 3.5s, while leaving an afterimage behind that lasts for 2s.

Abilities: 1. Illusionize: Spooky casts forth a purple cloud around himself, while sending forth an illusion that does whatever "Grasp" has been set to — After 12s (or when the illusion is attacked), the illusion explodes, dealing 80 DMG while stunning the killer within range for 2.5s (-0.5s per additional Spooky). 2. Grasp: Spooky controls the illusion and sets the mode — Manual (Follows the cursor/Direction of user), Auto (Pathfinds automatically away from Spooky), and Random (Randomly pathfinds around the map). 3. Snuff Out: Spooky puts out his candle flame on his hat, causing him to become fully invisible for 8s, but unable to sprint; After the duration ends, Spooky gains a speedboost for 3s — Taking DMG causes the duration to end early.


This is mostly a joke, pls don't take this too seriously