Chapter concepts: Unnatural Appetites and Tune In To The Madness (Little Nightmares 1 and 2)
This one is going to be a little shorter than most of my killer posts and be a little sparser on detail, both because otherwise it'd be 10 miles long and no one has patience for that. I won't include any killer add-ons in this post, though I have thought about them.
So, here it is, two chapters in one, including maps, killers, and survivors, which is rare for me.
-------
CHAPTER: UNNATURAL APPETITES
New realm: Mad World, a land claimed by supernatural insanity that has warped its denizens into exaggerated parodies of themselves.
New map: Kitchens of the Maw. A medium-sized map consisting of a labyrinth of kitchens built to both butcher and feed hundreds of guests at a time. Indoor map with large and broad hallways between kitchen stations. Most areas are brightly lit, some only have lights when the generators inside are completed.
KILLER: THE PROMISE
The Lady of the Maw, offering a bastion of comfort and sanity to her inhuman guests, offering to take them away from the insanity that has claimed the world. Most are too far gone in their gluttony to realize that they are being turned into the products to serve the next suite of guests.
110% killer. 32m terror radius, 64m aura of Darkness, Tall height (Doctor height)
Notes: The Promise floats above the ground and makes very little noise as she moves. She has environmental breaths and hums to let survivors know she's very nearby, which is important for both her passive and because her terror radius is intentionally quiet and understated (similar to The Lady Circles, her boss fight theme)
--Passive power: Desolate Darkness. Survivors within a 64 meter radius around the Promise have their vision swathed in a choking darkness that is almost impossible to see through. This darkness acts in almost every respect as the darkness of Light's Out mode, limiting survivors to a small circle of visibility around themselves and flashing the occasional image of pale porcelain masks in the darkness. Survivors can see auras in the darkness. The Promise can easily see through the shadows as if they were not there. Survivors can chase away the darkness with special props which spawn on altars around the trial: Silver Mirrors.
--Special Item: Silver Mirrors. Four special altars spawn throughout the trial carrying mirrors that survivors can use to chase off the darkness and fight back against the Promise. Survivors can see the auras of altars within 24m of themselves, and can retrieve a Silver Mirror from them to use. Silver Mirrors act in most respects as a purple flashlight, including producing a blinding beam of light if shined at the Promise, but while held, they allow the survivors to see 24m out. Once a mirror has been retrieved from an altar, the altar collapses into ash and respawns elsewhere 2min later.
The Promise can destroy mirrors by attacking the altars (she cannot see their auras), which causes them to respawn 1min later instead of 2. In addition, if she attacks a survivor that is holding a mirror up at her, she destroys the mirror but does no harm to that survivor.
--Power: Grasp of the Maw. The Lady channels in much the same way Pinhead does, slowing down slightly as a mote of darkness moves across the ground. When she releases the power, shadowy hands erupt from the site of the mote, damaging any survivors caught in the blast. However, the shadow have special interactions with props: if they erupt underneath a dropped pallet or breakable wall, they destroy the obstacle over the course of 2 seconds (a survivor can scatter the hands by vaulting the pallet, but only if they're carrying a silver mirror). If it erupts under a generator, the generator loses 5% progress over 2s and starts regressing. If it erupts underneath a survivor in the dying state, that survivor is sucked into the shadows and teleported to a random hook in the trial.
The blast is 3m wide and affects all survivors and props within its radius. It has a maximum range of 12m. Grasp of the Maw has a 14s cooldown.
----
PERKS
Mirror-Breaker: The power of the Entity allows you to overcome the last true weakness you had. Each time you are blinded, the closest generator to you explodes and loses 3% of its progress. This effect can only trigger once every 10 seconds. While you are blinded, regressing generators within 32m of you regress at 400% speed (1 second per second)
Faceless Masses: The oppressive atmosphere of the Maw causes even trusted friends to become just another shadowy face. Survivors cannot see the Survivor Activity HUD for any survivor further than 28m from them.
Scourge Hook: Unnatural Appetites: The power of your Scourge Hooks infuses the victims upon them with a hunger they can't help but try and sate. When a survivor is rescued from a Scourge Hook by an injured survivor, the injured survivor becomes broken for 60 seconds. If the survivor is rescued by a healthy survivor, the healthy survivor becomes hindered by 10% for 10s.
------
SURVIVOR: SIX
Ten years after her escape from the Maw, the dark power and unholy appetites stirring within this young girl have set her on a wicked and ruthless path. Perhaps, in time, she will join the ranks of killer, but for now she must prove herself in the Trials, where she finds herself relying on minions that would be much better as morsels. Six is a selfish survivor whose perks are intentionally designed to fuck the rest of her team over.
PERKS
Whatever It Takes: There is no low you would not stoop to, no line you wouldn't cross, no act too profane if it means your survival. After successfully cleansing a totem, your held item regains 20% of its maximum charge. Once per trial: After a survivor dies, if that survivor had an item in hand, that item's aura is revealed to you. If you pick up that item, it upgrades to the next rarity and its charges are fully restored.
Dark Hunger: You're not satisfied by bread or dead meat. Your meal needs to squirm in your teeth. While being healed by a healthy survivor, you may activate this perk with a unique button. Doing so causes the healthy survivor to scream, become injured, and become broken for 40s. You instantly become healthy, and gain a 5% Haste bonus for 15s. Dark Hunger then deactivates until you become hooked.
Heartless Act: Everyone is a means to an end. Heartless Act activates while you're in chase with the killer. While active, you can see the auras of all survivors. If another survivor enters chase while Heartless Act is active, you gain a 5% haste bonus that lasts until Heartless Act deactivates. If you lose chase while that same survivor remains in chase, you lose the haste bonus but gain a 15% repair speed bonus so long as that survivor remains in chase. When that survivor loses chase or you lose a health state (regardless of how), Heartless Act goes on cooldown for 60 seconds.
--------
CHAPTER: TUNE IN TO THE MADNESS
New map: The Pale City. A massive, sprawling, dreary outdoor map marked by twisting buildings, distorted street features, and numerous buzzing TVs. Has some indoor areas where buildings open up.
KILLER: THE TRANSMISSION
The mysterious Thin Man of the Pale City, master of the broadcast that has turned the world into a realm of madness... Or, rather, the puppet of the actual master of the broadcast, the Signal Tower, The Tower itself is the true killer, the Thin Man a mere puppet or 'antennae' for its malefic signal.
115% killer, 32m terror radius, 32m blueshift radius. Tall height (Nemesis height)
--Special pop: The Signal Tower. The imposing Signal Tower looms over every trial map the Transmission is part of, in much the same way Dracula's Castle follows its master. The Tower is harmless in almost every case, but a survivor staring at it for more than 5s has their vision begin to distort and focus on the tower. After 3 more seconds, their camera becomes locked onto the Tower, and they're revealed to the killer via killer instinct for 5s. Their camera remains locked on the Tower until they break line of sight to it or lose a health state.
--Passive; Blueshift. The Transmission distorts time around himself, making it so that he's never quite where he appears to be. This also tints his terror radius with an immediately notable blue coloration which grows more pronounced the closer he is. Survivors within his Blueshift radius see his model jitter and flicker in the same way the Spirit or the Onryo does, with the jittering and flickering becoming more and more pronounced the closer they are to him, sometimes to the point he appears to get lag hits he should not have rightfully gotten because his model appears to be a full meter away.
--Power: It'll Rot Your Brain. The Transmission can place upwards to three televisions around the map in much the same way the Demogorgon can place portals, and they require the same amount of space. A Television constantly produces noise and static sounds that render survivors within 12m of them oblivious and make it much harder to hear anything. In addition, survivors with direct line of sight to a TV's screen while within 12m of it have their cameras locked on the TV. Survivors can deactivate the deleterious effects of a TV by adjusting its signal (displaying white noise, cartoons, old movies, etc instead), which requires walking up to it and inputting a series of directional inputs in the same way one must deactivate the Skull Merchant's drones. They must input three successful strings of 5 inputs each to tune it. Failing the directional input or taking more than 5s causes the TV to screech horrifyingly, revealing the survivor's aura to the killer.
--Secondary power: Airwaves. The killer focuses this power and slows down greatly while channeling it. While channeling, he can hover his view over a TV to select it and choose one of three options:
- End Programming: Destroys the TV, allowing him to place another one elsewhere. The power goes on cooldown for 4 seconds.
- Empower Signal: If the TV has been tuned by a survivor, it resumes the Signal Tower's vile transmission after 3 seconds of screeching; the power goes on cooldown for 10s. If the TV has not been tuned, its power becomes hypnotic; all survivors within 12m of the TV regardless of any barriers between them are forced to stop, abandon their current task, and walk towards the TV until they can see its screen with their camera. They are frozen in place for 5s or until they lose a health state. The power goes on cooldown for 30s.
- Transmit: The Transmission vanishes from his current location and emerges from the selected TV over the course of 4 seconds. The power goes on cooldown for 30s.
-----
PERKS
Tune In to the Madness: The malefic broadcast of the Signal Tower causes susceptible minds to crumble from your presence alone. Survivors within your terror radius see a spiraling aura at the edges of their vision which grow more pronounced as this power builds in them. After 10 continuous seconds of remaining in your terror radius, the survivor screams, and their aura is revealed to you for 2 seconds. A survivor can avoid this by being crouched when they would scream, causing them to cover their mouths and muffle themselves instead. A survivor with any amount of buildup loses all buildup when they exit your terror radius. A survivor that has been unhooked is immune to this perk for 20 seconds or until they take a conspicuous action.
Hex: Haywire: The power of your Hex channels your mind-melting Signal into machines not meant to receive it. While this Hex stands, any generators with any amount of progress on them have a random number of pistons pumping, and do not display their repair progress to survivors.
Viewers Like You: The broadcast strengthens around powered electronics, allowing you to find new minds to infest with it. While standing within 8m of a completed generator, you see the auras of all survivors. This effect lingers for 4s after stepping away from a completed generator.
------
SURVIVOR: MONO
Ten years after his adventures in the Pale City, Mono has been rescued from his horrific fate only to be drawn into one that's even worse. Despite the betrayal he's suffered, he still believes that working together is the only way forward, and his strange ability to bend the broadcast to his whim serves this purpose.
PERKS
Boon: White Noise: The power of your Boon focuses the broadcast into the mind of the killer, rather than your own. Any killer within the radius of the Boon cannot hear any noise produced by survivors or generators. The Boon can be heard from much further away.
Teamwork: Handle Anything: You're no stranger to complex puzzles, especially when you have a friend nearby to help. After healing a survivor to healthy, this perk activates. While the two of you remain within 16m of one another, the item efficiency of you and your partner is increased by 30%.
Signal Jump: You can ride the broadcast from one machine to another, though not without cost. When standing next to a repaired generator, you can press a button to enter a special stance, during which you see the auras of all generators above 50% progress but without any survivors working on them. By pressing the button again while hovering your cursor over one of those generators, you begin to glow for 5s. If you are not interrupted during this time, you teleport instantly to the selected generator, removing 10s of progress from it. Signal Jump then goes on cooldown for 70s, or until a generator is completed.
-----
Replaceable perk I also thought would fit either of them but couldn't quite figure out what to cut. Just cut the perk you like the least and add this one into the slot:
Improvised Weapon: You're used to fighting with whatever you can get your hands on. This perk activates when you're being carried by the killer and are also holding an item with at least 10% of its charges remaining. A mark on the wiggle bar displays when this perk may actually be used, and the mark requires less and less wiggle progress the more charges your item has remaining (for every 10% of charge the item is missing, you need 10% more wiggle progress, to a minimum of 10% wiggle progress). When this threshold is met, you can use this perk via a button; this destroys your held item but stuns the killer for 3s and frees you from their grasp in the same way Decisive Strike does.