Killer Concept: The Forgotten
Quick Disclaimer, things are bound to change. Oh, and this is LONG, I spent damn near months making this.
The Forgotten – Charles White
Gender: Male
Origin: Irish
Lore
Charles White was once just another boy in a quiet rural town — until the day his life was stolen from him. At twelve years old, he was lured away from his home and locked inside an abandoned toolshed by his cruel parents. Days turned to months, months to years. The outside world forgot him. The dark within the shed became his only companion.
At first, he tried to fight. He scratched at the walls until his fingernails bled, screamed until his voice was raw, he knew someone was there, yet no one came.
Hunger gnawed at him, thirst weakened him, and the damp air rotted away his sense of time. The shadows in the corners began to speak to him, whispering promises of escape if he would only listen.
When his body could no longer endure, the whispers revealed themselves — the fog, a vast and unfathomable will. It offered him freedom, power, and the strength to make others feel the despair he had suffered. But the gift came at a cost. His eyes were torn from his skull, replaced with strange artificial orbs that glowed with cold, inhuman light. From his back sprouted long, clawed limbs of pure shadow, their forms sheathed in jagged pieces of rusted scrap from the very shed that had been his prison.
Charles was no longer the boy who had once dreamed of home. He was a thing reforged by darkness and pain, a being of flesh, steel, and shadow. His very presence carried the suffocating weight of the years he spent abandoned, a creeping corrosion that ate away at hope.
When the fog finally took him, it brought the shed and the scrapyard with it — eternal reminders of where he had been forgotten. Now, Charles roams the Fog, ensnaring his prey, watching their desperation grow, and ensuring no one will ever forget the terror of being truly alone.
Killer Power – Rusted Eclipse
Forms:
Human Form: Places and manually triggers Rusty Snares. 24m Terror radius, 4.4m/s
Shadow Form: Teleports via snares and uses Shadow’s Maul. 40m Terror radius, 4.6m/s
Can swap between these forms at any time with the secondary power button, slowing them forgotten to 3m/s and taking 5s
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Rusty Snares
Placement (Human Form Only):
Maximum of 10 snares.
Hold the secondary ability button to place snares.
Takes 3 seconds to set, and another 5 seconds to start working. Can't be retrieved unless disarmed.
Can be manually triggered (10s cooldown) within Human Form.
All snares have their aura revealed to the forgotten in white.
Survivors disarm snares, which removes them from the map.
Disarm time is 12 seconds, speeding up by 33% per additional survivor disarming it.
The Forgotten can hold the ability button to raise his arm, pressing the attack button while doing this triggers all snares within 16m of the forgotten.
All snares in trigger range while his arm is held up have their aura revealed in yellow.
Triggering at least one snare will put the ability on cooldown, during which every single snare is revealed in yellow.
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Snare Effects (on Successful Trigger)
When a snare is triggered and a survivor is within 6m of the snare, the survivor is snared.
Cannot grab through walls, but will maintain grip through walls.
Survivors are slowed by 15% for 8 seconds.
Can only move 18m around the snare.
Effect ends if they are hit.
Corrosion: Begins immediately after being snared.
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Teleportation (Shadow Form)
Stand on a snare to see all other snares' auras.
Hold secondary ability for 2s while looking at another snare to teleport.
Takes 4s to complete
Cooldown: 20s
On arrival, all survivors within 10m are affected by Killer Instinct.
Teleport destination telegraphed by shady tendrils flailing around the snare.
If a survivor is disarming the destination snare, teleport speed is halved.
If the snare is disarmed mid-teleport, teleport is canceled.
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Shadow’s Maul (Charged Dash Attack – Shadow Form Only)
Each tier takes 1.5 seconds to charge.
Tier 1: Slightly longer than basic lunge, high sensitivity.
Tier 2: Takes commitment to turn. And is longer than tier 1. Will be even longer and harder to turn if used near a wall. Can break pallets and breakable walls.
Tier 3: The forgotten leaps forward, slamming the ground, this will send a Shockwave forward 60 degrees in front of the forgotten, 7.5m ahead if it doesn't hit.
This Shockwave will send survivors flying forward if it hits, if they hit a wall, they will be dealt a health state.
This Shockwave will not travel through walls.
This will have a long hit/miss cooldown.
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Corrosion (Status Effect)
Begins: After a survivor is snared.
Tier 1: Instant.
Tier 2: After 60s.
Tier 3: After 120s.
Timer paused during chase, on hook, or while being slugged.
Effects:
T1: Rust builds up on the side of the screen. Long range vision is impaired.
T2: Slows survivor actions by 5%, and hindered by 3%.
T3: Survivor becomes injured and broken.
Spreads corrosion to other survivors doing objectives together.
Cleansing: Must be cleansed, does not go away passively.
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Rust Remover
Found in 12 crates across the map.
2 uses per can.
Can be used on self or allies.
Effect: Removes Tier 3 Corrosion instantly and regresses Corrosion over 60s
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Unique Perks
1. Hex: Forgotten grudge
You've been abandoned by those you thought you could trust.
When a generator is completed, this perk gains a token, up to 3/4/5
For each token, slow repair and heal actions by 8%
“We left him behind… and I fear what that may bring.” Evelyn Walker
2. Scourge Hook: Gloom Falls
Hooking on a Scourge Hook applies:
Blindness and Exhaustion to all other survivors for 20/30/40s or until unhooked.
Blindness does not hide the hooked survivor’s aura.
“Every night, that shed seemed to get darker.” Evelyn Walker
3. Locked Away
When a survivor is hooked, the closest progressed generator is blocked and begins regressing at 100/150/200% speed.
Lasts until the survivor is unhooked or dies.
This effect can only happen on one generator at a time.
“He screamed and cried every day, yet no one came…”
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Ultra Rare
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Barbed Implement
Pain felt like pleasure after so long.
Snares injure Survivors when triggered.
Snare range is reduced by 2 meters.
Hindered effect strength reduced by 10%.
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Busted Can
Remnants of the past bring power to those willing to endure the pain.
Rust Remover cans have 1 charge.
Corrosion progression is 50% slower.
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Very Rare
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Mouse Trap
Tiny devices made to inflict silent suffering.
Snares take 10% longer to disarm.
Survivors who disarm a Snare become Oblivious for 20 seconds.
Reduces maximum Snare count by 2.
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Entity’s Letter
The Entity’s influence bends time and distance for its chosen.
Teleportation speed increased by 20%.
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Long Hooks
Rusty reach, sharpened by agony.
Snare grab range increased by 1 meter.
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Crafted Explosives
Scrap and shadow, repurposed into force.
Shadow’s Maul shockwave travels 1 meter farther and slightly faster.
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Rare
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Rusty Locks
Decay denies escape.
Crates take 50% longer to open.
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Utility Wrench
A tool shaped by obsession.
Snare setup speed increased by 25%.
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Hidden Shadow
Darkness learns to strike quicker.
Shadow’s Maul charges 50% faster.
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Volatile Gunpowder
An unstable mix of fire and rust.
Snare cooldown reduced by 20%.
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Rusted Toolbox
The fewer the supplies, the more the fear.
2 fewer crates spawn in the trial.
Corrosion progression slows by 25%.
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Uncommon
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Battering Ram
Shadows do not yield.
Shadow’s Maul no longer stops when breaking pallets or walls.
Survivors hit this way suffer from Deep Wound instead of being downed.
Increases hit cooldown by 20%.
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Grippy Hooks
The metal clings with desperate strength.
Snare Hindered effect 5% stronger.
Snare range reduced by 1 meter.
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Motion Sensor
The shadows know where they step.
Snares within 16 meters automatically trigger when a Survivor walks over them.
Triggered Snares remain active for 5 seconds.
Hindered effect 5% weaker.
Snare cooldown increased by 5 seconds.
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Broken Alarm Clock
Time only moves for those who can still escape.
Reveals the aura of any Survivor opening a crate for 4 seconds.
Reduces maximum Snare count by 2.
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Predator’s Blood
The thrill of the hunt seeps through the rust.
After breaking a pallet or wall with Shadow’s Maul, all Survivors within 16 meters scream.
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Common
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Shadow Scroll
Teachings of forgotten speed.
Tier 3 Shadow’s Maul is disabled.
Tier 1 charges in 0.5 seconds.
Tier 2 charges in 3 seconds.
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Charles’ Blood
The corruption flows through him still.
Reduces Shadow’s Maul cooldown by 10%.
Increases charge time by 10%.
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Broken Pieces
Even broken things can still hurt.
Snares no longer Hinder Survivors but instead create impassable walls for 5 seconds.
Corrosion does not activate, and crates do not spawn.
Gain 100 Bloodpoints for each Survivor hit 5 seconds after triggering a Snare.
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Shadow’s Venom
Decay made manifest.
Teleporting to a Snare Hinders all Survivors within 8 meters by 20% for 5 seconds.
Gain 300 Bloodpoints for any hit within 5 seconds after teleporting.
You can no longer manually trigger Snares in Human Form.
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Visual Design
Human Form:
Appearance: Gray t-shirt and jeans (torn and dirty).
Head: Eyes covered by dirty gauze, with LED eyes that are white.
The eyes would look something like this
Body: Six arms coming out of the back, with scrap metal covering the arms, divided into 3 sections, bottom has 4 claws and opposable thumbs, other two only have 3 claws.
Weapon: A small pack hiding the scar containing the six arms, the actual weapon used are these arms.
Shadow Form:
Appearance: Entire body is black with white eyes.
Head: Large white eyes and curved horns.
Body: Six long arms sprouting out, three rows of two, with varying claws and opposable thumbs.
Weapon: Same as the human form’s weapon but without scrap metal, no pack hiding these arms.
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Animations
Spawn animation
The Forgotten always starts in human form, he will look left, metal creaking as he turns, he will look right growling slightly, then return to idle.
Idle
The human has his real arms hanging down, his six arms propped up, and would be slouching slightly.
The Shadow stands up straight and has the same stance.
Lobby animations
Both forms:
Form swap
Spin their arms twice in quick succession
Human
Eyes flicker and his head twitches
Spawn Animation
Shadow
Screams and lashes his tentacles around.
Points his arms to the camera and says a voiceline.
In a lobby with people, he turns back to face the camera, growling quietly.
Swapping forms
The human transforming screams as rust and flesh falls off the forgotten
The shadow stabs the ground, pulling out rust covered arms, skin reforming over the forgotten
Walking
The human takes heavy and slow steps, almost like nemesis, but not because he's strong, but because he's heavy.
The shadow runs with near silent footsteps and pumps his arms, similar to the ghoul.
Basic Attack (Human Form):
Animation: Slashes forward with the bottom right arm, claws extending halfway through retracting for the wipe. This attack is a basic slashing motion.
Additional Notes: A slight mechanical sound plays during each swing.
Setting a Snare (Human Form):
Animation: Will scrape the floor towards the targeted location to build the snare.
Triggering a snare has the forgotten snap his fingers
Vaulting (Human Form):
Animation: The Forgotten uses his six arms to scramble through windows. The bottom arms assist in boosting him up, while the top and middle arms hold the window frame,
Breaking Pallet (Human Form):
Animation: The Forgotten raises his arms and swings with the bottom claws, smashing through the pallet with brute force. The scrap metal on his arms clangs as it strikes.
Breaking a wall (Human Form).
Quickly hit the wall six times, once with each arm.
Kicking a generator (Human Form).
Hits the generator twice with the bottom right arm, like the artist’s kick.
Stunned (Human Form):
Animation: The Forgotten is stunned and drops to one knee, shaking his head with a mechanical whirr before recovering. There’s a slight flicker in his LED eyes as if the system is momentarily disrupted.
A survivor escaping your grasp will have the forgotten retract all Artificial arms, he will bring his 2 real, (otherwise useless) arms up to cover his face.
Snares
A shadow tendril will pop out of the center of the snare, grabbing a survivor if it's in range, and just flailing about if not.
The arm will go through walls to maintain hold of a survivor, creating a black puddle where it contacts the wall.
If the effect ends, the tendril quickly retracts.
The survivor being at the edge of their movement will make the arm start shaking violently.
Basic Attack (Shadow Form):
Animation: Same as the human form, but without whirring, and a different wipe, flicking the blood to the side after a hit.
Shadow’s Maul (Charged Dash Attack – Shadow Form Only):
Tier 1: The Forgotten’s main arms are held to his side, just like the Demogorgon. His secondary arms are reeled back, ready to bounce him forward.
Tier 2: The middle row of arms is held slightly above the bottom. The jump is off a wall if one is close enough.
Tier 3: All of The Forgotten’s arms are held to the side, the attack animation changes from a pounce to a more slamming attack.
The attack cooldown is the forgotten looking down at his bloodstained claws.
Tier 3 attack cooldown will just be the same as the miss, the forgotten slowly gets up to his feet.
Teleportation (Shadow Form):
Animation: The Forgotten dives into a snare, burrowing underground to get to the destination.
Pallet Breaking (Shadow Form):
Animation: The Forgotten reaches forward with his bottom claws, stabbing the pallet before ripping them out, breaking it.
Breaking a wall (Shadow Form).
Stabs the middle of the wall with all six arms, ripping the wall in half.
Kicking a generator (Shadow Form).
Reels back and slashes the generator.
Vaulting (Shadow Form).
Will morph his six arms into a spring, bouncing through the window, morphing back into six arms upon landing.
Stunned (Shadow Form):
Animation: The Forgotten’s body begins to unravel into shadowy wisps, floating in the air before quickly reforming. His scream is harsh and distorted.
A survivor escaping your grasp will have the forgotten melt into a puddle before reforming when the stun ends.
Locker search (both forms)
Bottom two claws rip the locker open, before taking a step back to slam both doors shut simultaneously.
Human grab will have him stab the survivor in the chest, propping them into his shoulder.
Shadow grab will have him wrap his two left arms without thumbs around the survivor, then grabbing them on the neck.
Hatch/boon
Both forms just stab the bottom two arms into the ground.
Pick up (Human Form)
His three left arms wrap around the survivor to prop them up.
Dropping them has him retract his left arms.
Pick up (Shadow Form)
Same as locker grab, just on the ground, not a locker.
Dropping has him throw the survivor to the ground.
Interrupts
Both forms have the same Animation, except for the end, where they lead into each form's unique carry.
Window
Vaulting away
The Forgotten wraps an arm around the survivor, hoisting them up into a carry.
Vaulting in
The Forgotten stabs the survivor through the chest, transitioning into the carry.
Pallet
Vaulting out
The survivor turns back and the forgotten grabs them by the neck, going into the carry.
Vaulting in
Same as the window.
Anything else
The Forgotten grabs the survivor on the shoulder, quickly pulling them in.
The Shadow form will quickly stand the survivor up to grab them by the neck midway through.
Hook (Human Form)
Will simply throw the survivor onto the hook.
Hook (Shadow Form)
Will grab the hook and shove it through the survivors shoulder.
Mori Animations:
Human Form: The Forgotten’s top and middle arms borrow in the ground, surfacing to prop up the survivor. His main claws then rip out the survivors heart, tossing it off screen and dropping the survivor.
Shadow Form: Survivor is dragged into a black portal while the Forgotten laughs maniacally.
Voicelines:
Whenever an action that can trigger a voiceline is done, there is a 50% chance it won't play, instead opting for a sound based on your current form. Human form would be a glitchy voice speaking nothing of meaning, or static. Shadow being a cruel laugh.
Voicelines can't start if another is playing.
The Human’s voice is a normal teenager's voice.
Shadow’s is scratchy and slightly quieter.
Play as killer screen (only the shadow speaks)
“Hurry up already won't you?”
“I see you, I know you're there.”
Seeing Evelyn Walker in a lobby
“You…”
Basic Attack
“Come here, let me make you one.”
“All hearts stop beating eventually.”
“This is the easy way out.”
Only against Evelyn Walker
“Where are you going Evie? I just want to play.”
Locker found
“Hiding doesn't protect you from lethal claws.”
“You can't hide from a shadeling.”
Against Evelyn
“So that's where you hid so long ago huh?:
Empty locker
“Where could they have gone?”
“Seems now I'm the one searching.”
Pick up
“Let's find your torture chamber.”
“Fishing for freedom with human bait!”
Against Evelyn
“This is what I felt, care to see?”
Hook
“Now for you to rot, just as I did.”
“Next meal, saved for later.”
Against Evelyn
“No one can save you now…”
Survivor escaping chase
“Another little rat I have to chase down.”
“Hide and seek, huh?
Against Evelyn
“No! Don't leave me again!”
Human Mori
“Let's remove what keeps you running.”
“From flesh and steel, this monster rises.”
Against Evelyn
“May we meet again.”
“See you on the other side.”
Shadow mori
*laughs* “Off to another trial with you!”
“Have fun in your own special hell!”
Every licensed survivor would have a unique voice line for this mori specifically.
Against Laurie Strode
“Don't worry, no one can watch you down here.”
Against William Overbeck
“Left for dead you were indeed.”
Against Quentin Smith
“Time for your eternal sleep.”
Against Detective Tapp
“Come find a key, why don't you. ”
Against Ashley Williams
“I am evil, and you're dead, it all makes sense now.”
Against Nancy Wheeler
“Where's your precious boyfriend now?”
Against Steve Harrington
“Some protector you are…”
Against Cheryl Mason
“I’m sure we have a haunted house down here.”
Against Jill Valentine
“You were feisty, but your time is up.”
Against Leon Kennedy
“Our hero, gone in a flash.”
Against Yoichi Asakawa
“Your parents aren’t here to protect you anymore.”
Against Ada Wong
“For a spy, you're not very sneaky.”
Against Rebecca Chambers
“There's no one to heal in hell.”
Against Nicolas Cage
“Quit the acting, we both know you deserve this.”
Against Ellen Ripley
“I'm sure you'll become alienated down here.”
Against Alan Wake
“There's no more light for you here.”
Against Aestri Yazar
“The human put up a better fight.”
Against Baermar Uraz
“Leave the music to the elf.”
Against Lara Croft
“Riches lie below, many have died down here.”
Against Trevor Belmont
“You may not continue your legacy any further.”
Against Rick Grimes
“I'll make you a walking dead.”
Against Michonne Grimes
“Tell me, how many undead have you slain?”
Against any licensed character available through cosmetics.
“Get out of here, this isn’t your show!”
Comments
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I friggin love all of this, his power numbers seem a bit high but obviously you dont actually make the characters in game so u chiichill. but ngl I kinda wanna draw this guy
Post edited by CozyCosi on0 -
I have drawn this guy, although it's really bad, I've also made a survivor, but it's still a work in progress.
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i read through this and loved it
i really wanna see this come into the game so I can main it till its my first P100 because
1 its own status effect
2 beautiful story and attention to detail
3 its a better dredge
4 I love it and don't care if I suck at it I wanna have this and would but it for 100 U.S. dollars without a second thought paid directly to you
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where can I find the survivor
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thank you
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