Book [***]: Fear, Future, and Light A Collection of Licensed Chapters for Project Moon Part 2 / 9

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pimin
pimin Member Posts: 51
edited November 2021 in Creations

Trigger Warning for those with depression

Part 2 . Which means the first map. The Control Department. But before explaining my reasoning behind the map's design I have to explain the Killer. Right... Bloodbath the Abnormality this killer is based on is a very serious topic among many people. It it the embodiment of Depression and Suicidal Thoughts. thus I can understand not wanting to touch this thing with a pole as long as longitudinal America if you're advertising a game. BUT, This killer came into it's own as I developed it and all other choices for this spot were not viable as good powers or had questionable physical strength. I tried my best to make this as tasteful of the issue as possible by omitting everything not important to explanations and not calling things what they rightfully should have been called. but i hope you can at least give this a chance.

The Teth (ט)

Biography:

This is the story of a man and a woman. The man discovered the woman cutting her wrists into a bathtub in their home. When the woman was, despite the man’s efforts, finally pushed too far and took her life, the tub of her blood became sentient. The tub was then taken and imprisoned and its desires fed off for energy. The tub filled with blood is a source of pain and trauma to others. It wants others to understand its pain. Within the realms of The Entity this being flourishes making others understand through force and penitence.

Appearance:


The Teth, is a Bathtub actually. The Main body is a bathtub with a shower head that is covered in scarred skin. The Tub also has eyes that are closed. These eyes do open on occasion. The Shower head attached to the main body looks like a hand heavily covered in scars. The player takes control of a sub-body that is made of blood and veins that travel along the surface of the blood like skin. This facsimile body has a mouth of knife-like teeth made of the endings of veins. and walks with a long gait and moves more like a human who rarely lifts their feet. (Small note: In the original game the Bathtub could move on its own but… that just would be weird seeing so I used the form it takes in the sequel to flesh (heh) it out)

Weapon and Cosmetics

Default:

Pale Stump: A stump of hardened arteries that works well as a blunt weapon

Body of Blood: The Sub-body used to perform tasks outside of your resting place

Tub of Dreams: A new replicating form granted to you by the fog at the price of your movement

Prestige:

Smokey Stump: Being made of blood adding more to you becomes meaningless the smoke of The Entity takes hold on your weapon

Smokey Body:Being made of blood adding more to you becomes meaningless the smoke of The Entity takes hold on your Being

Extra Bloody Tub: The Blood pouring out of the scars has increased in amount and now covers the majority of the Tub

Mori

The Sub-Body will plant it’s large stump of a leg on the survivors back and slowly melt into a bloody puddle. When all but its leg has melted the real main body with its eyes open will come out of the puddle and scoop the survivor into itself. The survivor is ripped apart and only their hand is shown coming out of the tub as it sinks back into the puddle and reforms back into the Sub-body.

Stats

Size: Average

Terror Radius: 24 meters

Movement Speed: 4.6 m/s

Power

Main Ability: Tub of Dreams

At the start of the Trial 8 Bathtubs of Dreams spawn around the map. When next to a Bathtub of Dreams or inside the pool made by The Pale Hands, pressing the Active Ability button will move The Teth into the tub allowing it to transport between them by pressing the Active Ability button again. (Will travel clockwise around the map) pressing the attack button from inside the Bathtub of Dreams will launch an attack within a 35 degree cone for 5 meters out of the tub injuring any survivor caught in it and forcing The Teth out. When entering from the pool made by The Pale Hands, transporting out of the pool puts The Teth into the nearest Bathtub of Dreams and cannot be returned to. If the pool dissolves away before leaving, The Teth will launch its exit attack and come out.

Special Attack: The Pale Hands

Pressing and holding the Power button will spawn a shockwave 7 meters in diameter that increases the killer specific Pale status effect when hitting a survivor. The shockwave can only hit once per survivor. When used this attack goes on a 35 second cooldown and leaves a large pool of blood as large as the shockwave that hinders survivors by 15% for 2 seconds. Hindered effect refreshes as long as the survivor is in the puddle and lingers for the full duration after leaving the puddle.

Hitting a Survivor with Pale Stage 1 or 2 will injure the Survivor.

Hitting a Survivor with Pale Stage 3 will put the survivor in the dying state.

Status Effect: Pale

Stage 1: can only be inflicted by The Pale Hands attack. Can be removed at a Tub of Dreams. Survivors leave blood pools behind even while healthy, and are inflicted with the hemorrhage status effect when injured. This stage builds up to stage 2 for 50 seconds. This build up pauses in a chase. The Hemorrhage effect makes survivors leave more blood trails behind, and is only removed once a survivor is healed to the Healthy state.

Stage 2: after 50 seconds of stage 1 or being hit by The Pale Hands attack while inflicted with stage 1. Can be removed via a Tub of Dreams or by becoming inflicted with the deep wounds effect. The auras of Tubs of Dreams are revealed to the affected survivor. The survivor is also affected by all abilities of stage 1. This effect builds up to stage 3 for 80 seconds. This timer does not stop in chase. 

Stage 3: after 80 seconds of stage 2 or being hit by The Pale Hands attack while inflicted with stage 2. All deep wounds timers are decreased by 10 seconds. Can only be removed by being inflicted with deep wounds. The deep wounds effect makes the survivor perform a mend action on themselves within 20 seconds of gaining the effect or they are put into the dying state. The timer on this effect is paused while running and performing the mend action.

Special Ability: Form of Blood

Bleeding and Bleeding Out grants 50% more blood points than normal and you leave behind blood trails like a survivor.

Perks

Scourge Hook: Discovery of Wishes

Their understanding brings to light the wishes being taken away from them.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

  • The Auras of Scourge Hooks are revealed to you in white.

When a Survivor is unhooked from a Scourge Hook they suffer from the Haemorrhage and Mangled Status Effects. The mangled effect reduces the speed of healing actions to the afflicted survivor, and is only removed once a survivor is healed to the Healthy state. The Hemorrhage effect makes you leave more blood trails behind, and is only removed once a survivor is healed to the Healthy state.

  • Both status effects are removed when fully healed.
  • When a Survivor is hooked on a Scourge Hook The aura(s)  of the farthest 1/2/3 Generators is revealed to the hooked survivor.
  • When a survivor on a Scourge Hook is unhooked the Generators that were revealed are blocked until the unhooked survivor is fully healed.
  • If the unhooked survivor is inflicted with the broken status effect, the blocked Generators become unblocked after 60 seconds. The broken effect forces a survivor to be in the injured state as long as they are afflicted. And they cannot be healed to the healthy state as long as they are afflicted.
  • If the Unhooked Survivor is removed from the Trial, the blocked Generators become unblocked.

“Let’s expose the skin, so I can spill out the wishes within.” - Carmen taking on the look of Blood Bath


Scourge Hook: Wrist Cutter

People empty their wrists to make the pain of the world around them stop.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

  • The Auras of Scourge Hooks are revealed to you in white.

When a Survivor is unhooked from a Scourge Hook they suffer from the Haemorrhage and Mangled Status Effects.The mangled effect reduces the speed of healing actions to the afflicted survivor, and is only removed once a survivor is healed to the Healthy state. The Hemorrhage effect makes you leave more blood trails behind, and is only removed once a survivor is healed to the Healthy state.

  • Both status effects are removed when fully healed.
  • The next time the Survivor fails a skill check or completes a Generator after being fully healed they are inflicted with the Deep Wounds status effect. The deep wounds effect makes the survivor perform a mend action on themselves within 20 seconds of gaining the effect or they are put into the dying state. The timer on this effect is paused while running and performing the mend action.

“‘It is no easy feat to cut one’s wrist with a sane mind. A strong will is needed with the resolve to make multiple attempts….Only when one yearns for death that much, can they succeed.’”

” - Excerpt from Blood Bath’s Abnormality Journal Page

Hex: Overwhelming Weight

A hex that makes one unmotivated.

If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Overwhelming Weight activates on a random Totem each time a Survivor is hooked for the first time:

  • The Survivor suffers from the Cursed and Hemorrhaging Status Effects until Hex: Overwhelming Weight is cleansed. The cursed effect persists as long as a hex totem is standing. It is only revealed to the survivor when the effect of the perk is affecting the survivor. The Hemorrhage effect makes you leave more blood trails behind, and is only removed once a survivor is healed to the Healthy state.
  • If the Cursed Survivor performs any action for more than 40/35/30 seconds, the action speed of the Cursed Survivor is reduced by 12% until the Cursed Survivor stops working for 15 seconds.
  • For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
  • The Aura of Hex: Overwhelming Weight’s Hex Totem is revealed to the Cursed Survivor within 18/15/12 metres.

“Unbearable depression overwhelms all who look into the bath.” - Excerpt from Blood Bath’s Abnormality Journal Page

Add-Ons 

Brown

Dirty Blood Vial:

Extends the range of The Pale Hands attack by 1 meter

Enkephalin Overdose (Teth):

Reduces the range of The Pale Hands attack by 3 meters

Pale status effect progresses slower by these amounts: Stage 1: 10 seconds, Stage 2: 20 seconds

Earn 50% more bloodpoints each time a survivor increases a stage of Pale

Curved-edge Bathtub:

Extends range of exit attack by 1 meter and 5 degrees

Broken Razor Handle:

Increases the time a survivor stays hindered by 1 seconds.

Yellow

Blood Vial:

Extends the range of The Pale Hands attack by 3 meters

Muscle Fibers:

Reduces cool down between Pale Hands attacks by 5 seconds

Dirty Bandages :

Increases duration a pool from The Pale Hands attack remains on the ground by 5 seconds

Short Bathtub:

Increases range of exit attack by 2 meters and 5 degrees

Razor Missing The Blade:

Increases the time a survivor stays hindered for 3 seconds.

Green

Bloody Centrifuge:

Survivors hit by The Pale Hands attack leave high visibility blood pools behind them for 3 seconds

Twitching Muscle Fiber:

Reduces cool down between Pale Hands attacks by 10 seconds

Clean Bandages:

Increases duration a pool from The Pale Hands attack remains on the ground by 10 seconds.

Clean Razor:

Increases the time a survivor stays hindered for 4 seconds.

Suit of Scarred Skin:

Survivors injured by The Pale Hands attack suffer from the mangled status effect. 

Purple

Pure Blood Vial:

Extends the range of The Pale Hands attack by 5 meters

Survivors hit by The Pale Hands attack leave high visibility blood pools behind them for 5 seconds.

Preserved Hand:

Increase the number of Tubs of Dreams by 1.

Clenched Hands:

Survivors working on generators with Pale Stage 2 are inflicted with the exhausted status effect. The exhausted effect prevents survivors from using abilities that inflict them with exhaustion until the timer has expired.

Wielded Blade That Makes Scars:

If a survivor fails a skill check while healing another survivor with the Pale effect, inflict deep wounds on the survivor being healed.

Iridescent

Iridescent Corpse Hand:

Increases the number of Tubs of Dreams by 2

The Teth can no longer enter into the pool made by The Pale Hands.

The Teth can see the progress of incomplete generators while within a Tub of Dreams.

Pale status effect progresses faster by these amounts Stage 1: 20 seconds, Stage 2: 30 seconds

Carmen’s Bloody Knife:

Inflicts the deep wound status effect to a survivor when the survivor:

  • removes the Pale effect
  • Fails a skill check
  • Fast Vaults a window or a pallet while injured

Map

Realm: The City

A large expansive city of people, run by corporations that use unnatural abilities to create more convenience for those that accept their rule. 

Realm Offering: Sparkling Rubble. "Rubble from a collapsed building. A strange glow from a light has somehow infused itself into it."

Control Department: 

This map can best be described as a Square Donut placed on it's outer edge.

Consisting of 3 layers, The Control Department is the location associated with The Zayin and The Teth. While technically housed in the Training Department The Teth made its way up to The Control Department quite often before the Facility was Decommissioned.

The exits on this map are at the top in one of the Upper Rooms and at the Bottom in one of two Shafts that leads further into the Facility (here in the Fog though it leads back to the Campfire)

Map According to the in-game camera feed area is larger and out of view extra space for gameplay purposes. With cameras appearing where Lobotomy Corporation has views for the Manager.

Generators in this map spawn: at least one in 2 of the 4 Abnormality Cells, at least 1 in the Main Lobby, on in the middle of one of the two shafts, one in one of the Upper rooms and one more in one of the Lower rooms the other generator spawns in any location that did not spawn one.

A lot of upturned Furniture appears in every room. The entity has opened 3 of the walls into different parts of the Department and blocked off 4 openings with breakable walls.

A totem always spawns in 3 of the 4 Abnormality Cells and the others spawn in either the upper rooms, shafts or lower rooms.

The shafts are transformed by the entity to become very tall staircases with a space in the wall for a generator/chest/totem.

Basement spawns in a lower room or the bottom of a shaft.

The Map itself is kinda hard to properly explain and I should have been a bit more prepared to put myself through this. Any questions about the map layout are encouraged.

This map shows every possible instance of the map for Generators, Totems, Breakable walls and Hooks. The Basement and Exit gates are so overlapping in the bottom layer that showing them all would make it so cluttered it would be impossible to read (as if it isn't hard enough to).

Reminder that Part 9 is an Aesthetic list of things like small details as well as a Q&A for some if the FAQs. If you have a relevant critique or question feel free to post it in the comments and if I don't respond I found it important enough for its own post in Part 9.

Post edited by pimin on

Comments

  • lethargicsauce
    lethargicsauce Member Posts: 87
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    This has got to be one of the more unique killer concepts I've seen. Also, good idea to include the trigger-warning. I can imagine that this could be very sensitive to some folks, and we wouldn't want them more hurt than they may already be.