Original Chapter Concept: Strings Of Life
WARNING: VERY LONG THREAD, SKIP TO BOLDED HEADINGS FOR POINTS OF INTEREST
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Killer: The Puppetmaster
Killer Lore/Background:
George Bergen was born into a life of darkness. While appearing normal to his friends during the day, at night he and his family would go down to the locked cellar and enter into a prayer room they had constructed in secret- inside, an altar to pray to their malevolent god, a being of infinite agony and shadow. His parents had once hoped to be chosen as a servant for it, to hunt in its eternal killing grounds among the innocent and the damned, but it was not meant to be. It was their dream now to push their son into following their dream, hoping his natural talents for dark rites and black rituals would suffice, but George was interested more in mortal ambitions- puppets and toys in his room.
As a child, George loved coming up with stories and conversations between him and his dolls. At times it seemed like they were talking to him, telling him all their secrets and stories of the day. He had always respected and honored the Dark One of course, but his true passion was ventriloquist- the art of giving the voiceless a voice. It was a fierce point of contention between his parents, but George would always honor his god, so his parents had to accept puppeteering as a frivolous distraction and nothing more. When he eventually grew up, he gave his goodbyes and left for art school, hoping to refine his talents into something more than talking to himself.
Years passed and George became a somewhat well known comedian using his puppets to bring joy to the masses. Yet he felt something was off, as if the childhood imagination he had used so much had run dry and turned his friends into inanimate figures of wood, cloth and porcelain. He went back to his roots and searched in tomes and grimoires for an answer- and he found it. A blood ritual for creating life in exchange for a noble sacrifice. Gathering the proper reagents, he performed the incantation, mixing fresh blood and hair with wood and fabric to bring the first of his best friends to life- a young child-like puppet of plastic and rubber he named Charlie. On stage he was like any other puppet the world had ever seen, but when they were alone Charlie moved and talked on his own just like all those years ago- even sort of sounded the same too. Overjoyed at his success, he treated Charlie like a son, caring and cherishing him wherever they went.
As time went on however, he began to notice some irregularities. Charlie would sometimes disappear for hours at end to come back in dirty overalls and red hands. When questioned, Charlie shrugged and just said he found someone new to play with, but they didn’t like playing so Charlie left them. The following day, a murder, tragic accident or disappearance would always be reported with no suspects, evidence or reasonable explanation. George instantly knew Charlie was somehow responsible, that the Malevolence had provided a dark spirit to bring Charlie to life- yet he didn’t care. Did he not perform terrible acts when praying to it? Was the ritual to create Charlie not violent and unholy, therefore calling upon something just as dark and unholy? George decided he didn’t care as long as it didn’t affect him, so who was he to prevent the will of the Dark One? Soon after Charlie was joined by two new friends- a colorful old man named Billie Smiles and a young bride he called Annie.
The more they went on tour, the more towns they visited, the more accidents and ghastly murders occurred and the higher their body count rose. After some months a local FBI office had found a link between over two dozen murders all happening while Bergen was in town or shortly after, and sent a couple groups of men to apprehend him. They had interrupted a hilarious dialogue between George, Charlie and Billie as they stormed the theater. The audience screamed as agents swarmed the stage, George pleaded that he had done nothing wrong. The puppets had other ideas in mind- while Annie locked the doors and killed the lights, Billie and Charlie rose up and went on a rampage slashing, hacking and slaughtering anyone they could reach. Screams and shouts of terror echoed off the walls as guns fired and none could see who or what was attacking them. When the lights came back on, bodies were strewn about all over the place in various states of dismemberment and the floor was covered in almost a quarter inch of blood. Over a hundred victims ended in less than twenty minutes. George curled up in the center of the stage, shaking at the violence that he had witnessed, as his friends comforted him and reassured him all would be fine. When the police and backup arrived, they had disappeared, never to be heard from again.
Stats: Medium, 24m Terror Radius, 4.4m/s;110%
Weapon: Steel Chisel (A steel chisel the Puppetmaster used to create his masterpieces, it can also chip away at flesh and bone.)
Mori: The Puppetmaster starts knocking his chisel into the skull of the Survivor while chuckling darkly. When it goes in all the way, he does one of the following:
-If alone or with multiple Playmates, then he cuts a piece of their shirt off and tucks it into his pocket.
-If Charlie is nearby, then Charlie snips hair off and gives it to the Puppetmaster.
-If Billie is nearby, then Billie pulls a tooth out of the Survivor’s mouth falling on his butt before handing it to the Puppetmaster.
-If Annie is nearby, then she levitates a glass vial to collect blood from the corpse before putting it in the Puppetmaster’s open hand.
Killer Overview:
The Puppetmaster is a crafty Killer who commands his Playmates- Charlie, Billie Smiles and Annie- to attack and eliminate Survivors. His personal perks Best Friends, Hex: Self-Defeating Humor and Hex: Ritual of the Entity allow him to see what others see, hear what others cannot and call upon the dark forces to help him in his time of need.
Power: Playmates
The Puppetmaster has made a terrible trio of friends to help him hunt down Survivors and wreak malice on the innocent. Each Playmate has its own unique powers that the Puppetmaster can wield by channeling his power.
- Hold the Active Ability Button for 2s while targeting one of the three Playmates to control its actions.
- Hold the Active Ability Button for 2s while controlling a Playmate to return to the Puppetmaster’s body. This induces a short cooldown (15s).
- While not in use and controlling the Puppetmaster, the Auras of Survivors within line of sight of a Playmate (8m, 120 FOV) are shown to the Puppetmaster.
- Only the Puppetmaster or the Playmate being controlled will emit a Terror Radius.
- If stunning the Puppetmaster or a Playmate, the Killer returns to the Puppetmaster’s body and undergoes a moderate cooldown (30s).
- Playmates:
- Charlie- A childish doll in overalls and a bright green T-shirt holding a wood-carving Knife. (6.0m/s;150%, 12m Terror Radius, Short). Performs quick melee attacks that must be charged for 1.5s.
- Billie Smiles- A clown-like doll in a formal yet colorful suit equipped with an acid-spraying Flower and acid Bombs (4.6m/s;115%, 18m Terror Radius, Short). Mid-range attacks, Flower is a jet in a straight line that hits multiple Survivors while Bombs are direct hits that offer vertical targeting. Flower has a 30s cooldown. Both have a maximum range of 12m.
- Annie- A feminine porcelain doll in a wedding dress with dead glassy eyes and psychic abilities (3.8m/s;90%, 15m Terror Radius, Short). Haunt inanimate Items and Objects to injure Survivors (Items, Pallets, Lockers, Generators, etc.), then suffer a short fatigue state and attack cooldown. Has an effective range of 15m.
Addons:
+Brown/Common
- Robert: Playmates can no longer down Survivors. Gain triple Bloodpoints for any attacks made by Playmates. (One of the first dolls George ever made, simply stuffed with cotton to look like a sailor.) “Land ho! Hark, there’s a filthy pirate over yonder!” -Robert
- Entity’s Figure- Slightly increase the rate of transference to or from Playmates. (A crafted representation of the Entity, simply a cluster of crooked tendrils around a bloodstone jewel.)
- Family Picture- Playmates can now see Auras of Survivors within range and line of sight of the Puppetmaster. (A picture of George’s family growing up, showing George, his parents and his favorite doll at the time.)
- Summoning Chalk- Slightly increase the Aura reading from Playmates. (Chalk used to draw symbols and spells into the floor and walls for summoning dark spirits.)
+Yellow/Uncommon
- Entity’s Amulet- Moderately increase rate of transference to and from Playmates. (An amulet with the mark of the Entity. It floats slightly while performing dark rites.)
- Family Ring- Slightly increase the speed of Playmates. (A gold ring passed down from father to son over the centuries, engraved with a Latin inscription and an onyx centerpiece.)
- Balloon Giraffe- Slightly decrease the attack charging for Charlie (A red balloon twisted into the shape of a giraffe lost when a young child went missing.)
- Aluminum Cane- Slightly decrease the Flower cooldown of Billie. (A steel cane you repaired for an old man to earn his trust.)
- Hair Ribbon- Slightly increase the range at which Annie can use her Haunt. (A red silk ribbon from a joyful young girl when she left her seat to greet the puppets.) “Tie my hair up nice with ease, Or else I’ll break your fragile knees.” -Annie
+Green/Rare
- Entity’s Grimoire- Considerably increase the rate of transference to and from Playmates. (A spellbook full of rituals and incantations to pray to, summon or sacrifice to the Malice. Brought your friends to life.)
- Missing Poster- Moderately decrease the attack charging for Charlie. (A missing poster set up for Chuck Thatcher, who was last seen near a playground a few blocks from the Royale Theatre in Portland.)
- Heart Medication- Moderately decrease the Flower Cooldown of Billie. (A bottle of white pills for a Mr. Westin, the only evidence found at his apartment when he disappeared.) “I do say, the old ticker don’t tock like it used to.” -Billie Smiles
- Pink Tricycle- Moderately increase the range at which Annie can use her Haunt. (A pink tricycle that one of George’s puppets rode in on for their later shows. Under the seat is the name Rose Williams in black marker.)
- News Article- Moderately increase the Aura reading of Playmates. (A snippet from the Phoenix Times about a recent string of murders with no evidence found save for children’s footprints in blood at the scene.)
+Purple/Very Rare
- Young Boy’s Hair- Considerably decrease the attack charging for Charlie. (Hair tufts from a crying child, used in an incantation before offering his soul.) “Time to play, friend!” -Charlie
- Old Man’s Tooth- Considerably decrease the Flower Cooldown of Billie. (A yellowed tooth knocked out of an old man’s mouth and ground up into summoning salts.)
- Little Girl’s Tears- Considerably increase the range that Annie can use her Haunt. (Tears in a vial from a screaming brat, to quench the thirst of the Dark One.)
- Black Candles- Playmates can now damage Generators. (Black candles that burn black and radiate freezing cold in the presence of the Great Evil.)
+Red/Ultra Rare
- Iridescent Entity’s Artifact- Transference to and from Playmates is now instant. Moderately increase the speed of Playmates. (A see-through crystal artifact depicting the Entity’s true form. All who set eyes on it become insane or die of fright.) “You’ve played with dolls all your life. Now you’re mine to play with for eternity.” -Unknown
- Bloodsoaked Playbill- Playmates can now destroy Pallets and Breakable Walls. (A bloody playbill from George’s last performance. From the cover Charlie, Billie and Annie look directly at the viewer with black eyes.) “Starring the master of ventriloquism, the one, the only.... George Bergen!”
Killer Perks:
+Lvl 30: BEST FRIENDS
Keep your friends close and your enemies closer.
“What would I do without you guys? Sometimes I swear you’re all that keeps me from going nuts.” -George Bergen
- Everytime you hit a Survivor they become Tagged. Whenever a Tagged Survivor sees a(n) Aura(s), you see the Aura(s) for 3/4/5s.
- NEW STATUS EFFECT: TAGGED. Being Tagged simply means a unique perk is affecting you and will unleash its effects once fulfilling a certain requirement.
+Lvl 35: HEX: SELF-DEFEATING HUMOR
You always had a knack for making people laugh, now turn their darkest nightmares into a hilarious situation.
“Come now, why the long face? At least someone like you has an excuse to keep playing with dolls.” -The Puppetmaster
- While this Hex is standing, have a noise notification appear at Survivor’s locations whenever they do one of the following:
- Miss a Skillcheck
- Lose chase with the Killer
- Group up within 24/20/16m of each other.
+Lvl 40: HEX: RITUAL OF THE ENTITY
A ritual and prayer which calls upon the Entity to provide an answer to your problems.
“Qgbff etpoc hrqsa cqqnh agiry nycod, ltmvi sfdfw zhkam mqhkw nsunz. Rzpuf kjgwx xycqn, qxexm amf.” -The Entity’s Grimoire
- While this Hex is standing, everytime a Survivor is hooked the Entity will block all Generators not being worked on for 12/16/20s.
- If all the Generators are completed, then the Exit Gate Switches will be blocked for the duration.
Survivor: Marissa Rogers
Survivor Lore/Background:
Marissa was born in the packed ward of Hal El Shazim in Egypt, had her first day of school in Buenos Aires and celebrated her 16th birthday in St. Petersburg. She and her parents had always been traveling, common in the life of busy international banking consultants. They represented whoever could afford them, and often negotiated deals among millionaires and trillion dollar companies. As a result, Marissa never had a chance to settle down or make friends, never got used to one culture or system and had to develop a broken sense of rules to deal with people- she hated it.
There was one trip she hated above all others- the last one she and her family ever took, a business networking event for the children of young executives on Dyer Island. It started out alright, being in the forest and among nature where Marissa always found a sense of peace. She even met a group of friends, a ragtag group called the Pariahs, and they explored several cool and interesting sites on the island. There was a beautiful waterfall cave, a scandalous scene where the camp counselor was found with two young assistants and an old crypt filled with… she couldn’t remember. Shortly after though her parents had a terrible accident and wound up catatonic, hospitalized for life at St. Mary’s Hospital in New York where Marissa finally settled down for college.
Attending college was the longest she had ever spent in one place, let alone a busy and crowded city like NYC. It was a bustling environment where people were in a hurry to get to where they were going and didn’t care for one another- typical for both airports and New Yorkers, apparently. She didn’t expect to find a real friend or connection until joining the Center for the Divine Spirit- a spiritual healing group that helped others in need. Many considered them a joke, but Marissa felt an instant connection and joined up. They accepted her as one of their own and taught her techniques both for keeping herself centered and getting along with others. It was the happiest she had ever been in her life.
They had decided to go out to the woods one day for some exploration and spiritual fulfillment. While getting some tai chi done in the early morning, she heard a rustling from the nearby bushes. Curious, she went to investigate but found nothing on note. Turning around, something grabbed onto her ankle and tugged her backward, causing her to fall back and tumble down a steep drop, being banged and scratched by several branches and shrubs. Grunting, she collapsed onto the ground and got up, twigs and leaves in her messed up hair looking for any signs of civilization. She spotted a large house in a clearing and headed over to it.
Making her way inside she noticed something wrong. While it looked cozy enough, there was a little corner full of blankets, children’s toys and a thick bloodstained rope attached to the wall. A nearby closet had sharp hunting hatchets inside, and on the table was a jagged scythe for farming wheat and a glass syringe filled with a glowing yellow liquid… She didn’t know why, but seeing it gave her a sense of dread and panic. Before she could recover, a loud screech broke the silence and a small figure leapt at her face. Crying, she knocked it to the ground before running out of the house and into the damp forest.
Survivor Overview:
Marissa Rogers is a spiritual Survivor who can create charms and blessings in the form of Boon Totems. Her personal perks Boon: Curse Reverse, Boon: Calm Mind and Reawakening allow her to create Boon Totems to help herself and others.
Survivor Perks:
+Lvl 30: BOON: CURSE REVERSE
A Boon that turns the curses upon you onto the one who cast it.
“What was once tolerant is now intolerable. Let your past go and become weightless like a feather.” -Marissa Rogers
- Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out within a radius of 28 meters.
- While within range of the Boon Totem, any active Hex Totems will not take effect on any Generators (Tier 1), vault or pallet locations (Tier 2), or Survivors (Tier 3).
- If this Boon is snuffed out by the Killer, it is deactivated for the rest of the Trial.
- You can only bless one Totem at a Time. All equipped Boon Perks are active on the same Boon Totem.
+Lvl 35: BOON:CALM MIND
A Boon that relaxes the spirit and soothes the soul into a relaxed, flawless state.
“Through pain and grief we are led to peace and understanding. Through suffering and hardship we achieve soothing relief. This is the will of the universe.” -Marissa Rogers
- Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out within a radius of 28 meters.
- While within range of this Boon, Survivors will become 30/40/50% more quiet (Breathing and Injured) and do not make noise notifications for rushed actions.
- You can only bless one Totem at a Time. All equipped Boon Perks are active on the same Boon Totem.
+Lvl 40: REAWAKENING
If your life seems hopeless, just peer inside and align yourself with the universe to rebalance yourself.
“No, not again. I can’t do this again. Please!” -Marissa Rogers
- When a Boon Totem you activate is destroyed, Reawakening activates. Sanctify the same kind of Totem to restore the Boon Totem, which deactivates Reawakening for the rest of the Trial.
Cosmetics:
- Broken Doll’s Head (Killer)- The head of a baby doll cracked in half and missing one eye, could you get any scarier?
- Dove Charm (Survivor)- A gold charm in the shape of a dove with a laurel branch in its beak. There is no peace in the Entity’s realm, however.
- Carton Of Popcorn (Both)- A carton of freshly popped popcorn for viewing the sights on stage. The salt alone will kill you.
Charms:
+Survivor
- Default
- Marissa (Bushy brown hair with flowers in it would give her parents a heart attack, if they were still around.)
- Green Blouse (Airy and breezy to let all the good vibes pass through.)
- Long Skirt and Sandals (Keep to yourself boys- this free spirit keeps to herself.)
- Prestige
- Marissa (Bushy brown hair with twigs and leaves in it would give anyone a heart attack after what you’ve seen.)
- Bloody Blouse (Can’t even tell what color it is anymore.)
- Bloody Skirt and Sandals (Damn things are hell for running in, they’ve been torn to shreds from branches and blades.)
- Classy Gal
- Chic Gal (Tortoiseshell glasses and combed back hair for a professional businesswoman. Disgusting.)
- Designer Top (Really? Who the hell pays thousands for a t-shirt with a couple tears in it?)
- Custom Jeans (At least they fit and accentuate your figure, but it was still too much.)
+Killer
- Default
- Bergen (Clean shaven face with a trusting smile, the focus is on the puppets though.)
- Clean Tux (Pressed and snappy looking yet nondescript. After all, you’re just a voice for the true stars of the show.)
- Steel Chisel (A steel chisel with a wooden handle for whittling wood into different shapes, the main tool for many of your friends’ births.)
- Prestige
- The Puppetmaster (That kind smile and gleam in your eye makes you look crazy or insane with blood splashed across your face.)
- Bloodstained Tux (At least it’s a dark enough color that you don’t really notice it, but Billie will probably take a few potshots at you anyway.)
- Bloody Chisel (Charlie would hang his head in disgust with how messy you kill, and Annie wouldn’t touch you with a ten foot pole if she was fifty feet away.)
- Disciple Of The Entity
- Black Hood (Being in shadow is important in our garb, for only the Great Evil demands attention and worship.)
- Sable Robes (Long flowing robes with many hidden pockets for carrying reagents, blades or summoning materials.)
- Ceremonial Dagger (Twisted and sharp as a tendril of the Ancient Malevolence, this blade has spilled the life of many beloved sacrifices.)
Realm: Fort Mitchell, Kentucky
+Map: Russell Theater- An abandoned and rundown theater where an FBI unit tried to arrest a travelling performer. The seats are filled with the ghosts of a laughing audience alongside screaming victims as dark spirits flew through them all and massacred them without a shred of mercy or hesitancy. Backstage, Bergen’s workshop is filled with several doll parts and puppets in various stages of construction, and through a lone door an altar with candles and materials for summoning and casting dark magicks. The Entity’s raw power radiates throughout the map more than any other, with orange blisters and pustula serum dripping from the ceiling as evil permeates the air and bloodsoaked floor.
+Map Offering: Ticket Stub (Come one! Come all! To see the greatest comic this side of the Mississippi! Guaranteed to make you die laughing!)
Scoring Events:
+Survivor
- Sanctify- 500 BP- Awarded for activating a Boon Totem. (Objective)
- Playtime’s Over- 500 BP- Awarded for stunning the Puppetmaster or a Playmate while the Puppetmaster is controlling a Playmate. (Boldness)
+Killer
- Dismantled- 1000 BP- Awarded for dismantling a Boon Totem. (Gatekeeper)
- Playtime- 200 BP- Awarded for transferring to a Playmate. (Deviousness)
- Anklebiter- 250 BP- Awarded for injuring or downing a Survivor while controlling Charlie. (Brutality)
- Squirt- 300 BP- Awarded for each Survivor injured with Billie’s Flower. (Deviousness)
- Splash- 250 BP- Awarded for injuring or downing a Survivor with Billie. (Brutality)
- Poltergeist- 300 BP- Awarded for injuring or downing a Survivor with Annie’s Haunt. (Brutality)
Animations:
+Environment
- Boon Totem Animation: Similar to a Hex Totem, except the flames burn blue instead of orange/red.
+Killer
- Idle Animation- The Puppetmaster stand stiff, occasionally brushing a speck of dust off his suit while flexing his fingers around his chisel.
- Walking/Running Animation- The Puppetmaster walks forward with a pressed gait, smiling slightly as he pursues his victims.
- Basic Attack Animation- Stabbing forward with his left hand, he jabs the chisel into the Survivor.
- Basic Successful Attack Cooldown- The Puppetmaster chuckles and wipes the blood off the chisel on his left pant leg.
- Dismantle Boon Totem Animation: A Killer performs a few Basic Attack animations. The first three are met with a blue shield around the Totem, with the four breaking the Totem with blue sparks and clattering bones.
- Transference Animation- The Puppetmaster closes his eyes and holds his hands out to the Playmate targeted, holding that position. The Playmate shakes and flinches while this is occurring.
- Charlie’s Animations
- Dormant Animation- Charlie lies on his back, a fake plastic smile on his face and his carving knife clenched in his fist.
- Idle Animation- Charlie’s face turns twisted and bloodthirsty as he shifts from one foot to the other.
- Walking/Running Animation- Charlie sprints forward holding his knife like a spear.
- Attack Animation- Charlie slowly raises his knife above his head and lunges forward in front of him.
- Missed Attack Animation- Charlie falls forward and shakes his head before getting up quickly.
- Successful Attack Animation- Charlie lifts the knife above his head and lets out a whoop of victory before returning to the Idle position.
- Breaking Generator Animation- Charlie stabs the Generator’s wiring repeatedly.
- Breaking Pallets Animation- Charlie gets on the Pallet and jumps on it a couple of times before it breaks.
- Breaking Breakable Walls Animation- Charlie jumps high and stabs the wall, dragging the knife down to break it.
- Billie Smiles’ Animations
- Attack Animation- Billie tosses a water balloon filled with acid at the nearest Survivor.
- Missed Attack Animation- The balloon splashes against the ground, wall or obstacle and Billie grimaces.
- Walking/Running Animation- Billie walks and runs like the Puppetmaster, but his strings and crossbar float above him.
- Idle Animation- Stands relaxed and juggles two balloons in one hand. Occasionally adjusts the flower in his lapel.
- Dormant Animation- Billie leans against the nearest wall or Obstacle limp.
- Successful Attack Animation- The balloon splashes the Survivor and Billie laughs uproariously.
- Breaking Breakable Walls Animation- The Flower covers the wall in acid before Billie punches it into pieces.
- Breaking Pallets Animation- Billie uses his Flower to shower the Pallet in acid until it comes apart.
- Breaking Generator Animation- Billie uses his Flower to melt and corrode the wiring inside the Generator.
- Flower Animation- Billie grabs his flower and it jets out a stream of green steaming liquid.
- Attack Animation- Billie tosses a water balloon filled with acid at the nearest Survivor.
- Annie’s Animations
- Dormant Animation- Annie floats ominously and slowly rotates around.
- Idle Animation- Annie floats ominously mid-air at Survivor’s eye-level.
- Walking/Running Animation- Annie floats towards the nearest Survivor, completely deadpan.
- Haunt Animation- Annie raises her right arm to target an Object in a Black Aura only she sees.
- Item Attack Animation- The Item in a Survivor’s hands jerks them around and smashes them in the face.
- Pallet Attack Animation- The Pallet shakes and slams down on a Survivor before raising itself back up. If it’s thrown down it rises up, slamming the Survivor against the wall or objects before lowering itself.
- Locker Attack Animation- The Locker shudders and blasts open, giving the Survivor a Head-On attack.
- Chest Attack Animation- The Chest slams shut on the hands of the Survivor searching through it.
- Generator Attack Animation- Wiring comes out of the Generator to electrocute them.
- Totem Attack Animation- The skulls of the Totem come back to life and bite the face and hands of the Survivor.
- Breaking Pallet Animation- Similar to the Nurse, Annie shatters the Pallet with psychic force.
- Breaking Generator Animation- Similar to the Nurse, Annie damages the Generator with psychic force.
- Breaking Breakable Wall Animation- Similar to the Nurse, Annie splinters the Wall with psychic force.
- The following interactions are the standard for the Puppetmaster as for other Killers (Medium)
- Locker Grab Animation
- Breaking Generator Animation
- Pick Up Animation
- Hooking Animation
- Vaulting Animation
- Locker Grab Animation
- Breaking Breakable Wall Animation
- Breaking Pallet Animation
- Breaking Generator Animation
- Stun Animation
- Basic Attack Missed Cooldown Animation
- Interacting With Glyph Animation
- Window Grab Animation
- Checking Lockers Animation
- Opening the Exit Gate Animation
- Generator Grab Animation
Terror Radius Music: The Empty Doll
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Really fun concept, Killer dolls and puppets are iconic and have haunted horror films for nearly +50 years. I tossed in a bunch of references to both real and fictional killer dolls and puppets, see if you can spot them all. As always, feel free to leave feedback down below!
Comments
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The amount of awesome stuff to unpack here is mental. Nicely done once more!
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EDIT: Updated Marissa's Boons to be inline with 5.3.0 Boon Totem mechanics, reworked Reawakening.
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