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Coraline Chapter Concept

HealsBadMan
HealsBadMan Member Posts: 1,122
edited August 2021 in Creations

WARNING: VERY LONG THREAD, SKIP TO THE BOLDED HEADING FOR POINTS OF INTEREST

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Killer: The Beldam (AKA The Other Mother) (https://coraline.fandom.com/wiki/The_Beldam_(Other_Mother)?file=The_Beldam%2527s_Third_Form.jpg)

Lore/Backstory:

The Beldam was once human, though through her own corruption and evil any memories of that lifetime are longer gone. Her earliest memories are those of darkness and hunger, waiting for a willing victim to approach. After consulting with dark spirits and practitioners, she learned dark magics and how to craft the world to suit her needs. Moving into a nearby house of mortals, she set up her web, accessible only through a small corridor, and waited.

Some men and women came through, but they all escaped- they could see and find the evil within her. So she turned to the more gullible children and promised them sweets, dreams and their deepest desires. With multiple trips she coerced children into falling in love with her, signing their souls to her until they became trapped, where she fed off their flesh and devoured their life force. Keeping only the skins and souls, she reset her web and waited for more victims to come, honing her skills with each visit and victim.

It all went wrong with her- the Jones girl. A rebellious, stuck-up brat who was resistant to every temptation, every ideal life the Beldam offered, the girl cheated the Beldam at every opportunity. Even with her parents at risk, the brat managed to steal the souls of her meals, her parents, and escaped. Her powers drained and hunger looming, the Beldam made one last attempt to exact vengeance on the girl- which ended in pain and darkness and a watery grave for her hand.

She had admitted defeat, falling back into darkness and hunger. Staying in this dark hell, she thought only of revenge and agony- should she ever get out, she would rend the flesh from the girl’s bones as she screamed and died in the Beldam’s arms. She screamed these promises into the darkness- and the darkness answered.

She did not understand how or why, but her hand and key were returned to her- after years of darkness, the gateway opened once more. The Beldam rejoiced and wasted no time in taking another victim, leaving a single needle behind for her parents to find. She was confident that the blasted Jones girl would return- if only to ruin her for good. She laughed with joy as she saw the young woman approach, yet as the gateway opened the darkness enveloped them both.

When the Beldam saw once more, she was in the house- her house, with her creations and her web. The power that flowed within her seemed foreign yet familiar at the same time, and the darkness whispered in her ear, promising more souls and bodies if she did is bidding. After several lifetimes of shadow and agony, she accepted.

Stats:

+Height: Tall

+Terror Radius: 24m

+Movement Speed: 110%, 4.4m/s

Killer Overview:

The Beldam is a patient Killer who tricks and toys with Survivors with her Illusory Creations. Her personal perks Mother Knows Best, Scourge Hook: In The Spider’s Web and Hex: Ghost Souls allows her to hinder Survivors progress, cripple them after recovering, and fall into her devious traps.

+Difficulty Rating: Hard

Weapon:

Needled Hand (A collection of glinting metal sewing needles, its razor-sharp tips both stitch new creations for her victims and slice apart her prey).

Mori:

The Beldam produces a cloth sack from behind her and stitches the Survivor inside the bag as if it were a body bag. After hanging the writhing sack from the air, the Beldam sliced and tears apart the sack before sewing buttons onto the Survivors’ eyes and standing back up.

Power: Illusory Creations

The Beldam once stitched and weaved her own creations to entice her victims with their wildest and deepest fantasies. When they realize it was all an elaborate lie, it was too late.

  • The Beldam can create Illusions for Survivors to work on across the Trial wherever one of those Illusions can spawn. Once partially completed, the Beldam can teleport to it (2s). Once an Illusion is teleported to, it will turn to sand and fall apart. The Beldam sees the Auras of these Illusions in white. The Beldam starts with a maximum of 6 false Illusions that can be in the Trial at once.
  • Press the Active Ability button while looking at a highlighted Illusion to create that Illusion at another pre-spawned location in the map. Once an Illusion has been partially completed, look in its direction and hold the Active Ability button to teleport to it. Hold the Active Ability button to create an Illusory (randomly selected) Survivor in front of you that will run around and look for other Survivors to ‘heal’ it. The Beldam can destroy an Illusory Survivor by putting it into the Dying State.
    • Survivors can identify Illusions by seeing faint threads coming out of the Illusion as the progression increases.
    • Generators, Chests, Totems- Once 50% or more completed (25% for Generators), the Beldam can teleport to the Illusion and dispel the Illusion, potentially injuring the Survivor in the process.
    •  Illusory Survivors- Once healed, the fake Survivor will scream and deal 1 Health State of damage to the Survivor(s) that performed the Heal action.

+Special Ability: The Other Survivor

  • The Beldam can transform into a Survivor to confuse the real Survivors. While disguised as a Survivor, the Beldam can reveal herself either by attacking a Survivor, grabbing a Survivor from a locker or holding the Interact button.
    • Hitting a Survivor or catching a Survivor in this way puts this ability on a long cooldown (120s).
    • Being stunned or blinded by a Survivor will revert the Beldam back into her Killer form.
    • Survivors can identify the Beldam in her Survivor form from seeing her button eyes.
    • The Beldam stays in 1st person mode while in Survivor form.
  • Hold the Interact button to transform into a random Survivor (3s). While in this form, the Beldam can do most Survivor actions and has the stats of a Survivor (4.0m/s;100%, no TR or Red Stain, etc.). Hold the Interact button again to transform back into the Beldam (1s).
    • While performing Survivor interactions, you make no progress on the Objectives.
    • The Beldam cannot perform the following Survivor interactions.
      • Dropping a Pallet
      • Picking up/Dropping an Item
      • Exiting Through The Hatch
      • Unhooking a Survivor
      • Interacting with Survivor Glyphs

+Special Attack: Backstab

  • While in Survivor form, press the Attack button to injure a Survivor. Does not count as a Basic Attack. Cannot lunge with this attack. Puts The Other Survivor ability on cooldown once used.

Addons:

+Brown/Common

  • Dull Needles- Double the amount of progression an Illusion needs before the Beldam can teleport to it. Double the amount of Bloodpoints gained for the False Desire scoring event. (An old needle, dull in both color and keenness.)
  • Chocolate Beetle- Increase the amount of placeable false Illusions by 1. (A chocolate beetle writhing in its packaging. This delicacy came all the way from exotic Zanzibar- or so you say.)
  • Other Wybie’s Skin- Slightly decrease the amount of time needed to transform into and out of Survivor form (-0.3s, -0.2s). (An empty cloth sack, dressed like a childhood friend. The traitor’s actions fuel you with rage.)
  • Coraline Doll- Survivors who trigger an Illusion suffer from the Blindness status effect for 30s. (A stuffed doll of the only victim that managed to outwit you. It served as a tool for collecting information and intelligence.)

+Yellow/Uncommon

  • Ghost Boy’s Soul- Threads from Illusions are slightly harder to see. Does not stack. (The soul of your first victim. His incessant crying filled your heart with joy before replacing his eyes with buttons.)
  • Sewing Needles- Survivors who trigger an Illusion suffer from the Mangled status effect until the next time they are healed. (A new sharp sewing needle, one of many that comprises your body.)
  • Other Forcible’s Skin- Moderately decrease the amount of time needed to transform into Survivor form (-0.6s). Slightly decrease the amount of time needed to transform out of Survivor form (-0.2s). (An empty cloth sack in a pink acrobat’s suit. The pale blue buttons matched the real one’s blindness.)
  • Dead Rat- Slightly increase the speed at which you teleport to a triggered Illusion (-0.25s). (A dead rat that once served you, killed by the vermin that keeps slipping into your realm.)
  • Ripped Sweater Hem- After healing an Illusionary Survivor, the Survivor(s) will have their Aura(s) shown for 6s. (A scrap of Mel Jones’ clothing, torn to pieces during the final confrontation with that damned girl.)

+Green/Rare

  • Tall Ghost Girl’s Soul- Threads from Illusions are moderately harder to see. Does not stack. (The soul of your favorite victim. Her screams of terror and dismay fed you longer than any of the others.)
  • Other Spink’s Skin- Moderately decrease the amount of time needed to transform into Survivor form (-0.6s). Moderately decrease the amount of time needed to transform out of Survivor form (-0.4s). (An empty cloth sack in a green acrobat’s suit. Her clairvoyance was nothing compared to your own.)
  • Coarse Sand- Increase the amount of placeable Illusions by 2. (Rough but lightweight sand used to stuff your creations. One of the only things in your realm you did not create.)
  • Mirror Frame- Moderately increase the speed at which you teleport to a triggered Illusion (-0.5s). (The mirror where you kept the souls of those you had killed. It served as a focus to harness their strength for your powers.)
  • Broken Snowglobe- Survivors who heal an Illusionary Survivor suffer from a Deep Wound. (A shattered snow globe from the Detroit Zoo. A family memory you turned into a convenient prison.)

+Purple/Very Rare

  • Sweet Ghost Girl’s Soul- Threads from Illusions are considerably harder to see. Does not stack. (The soul of your most recent victim. Her suffering lasted a lifetime before she was sent with the rest.)
  • Other Father’s Skin- While in Survivor form, any skill checks you complete while performing a Survivor Objective will decrease the progression by 10%. Completing a Great Skill Check will decrease the progression by 20%. (An empty cloth sack in an old bathrobe with messy hair. The least intelligent and helpful of your creations had to be hidden or forced to do your bidding.)
  • Iron Threads- Considerably increase the speed at which you teleport to a triggered Illusion (-0.7s). (Your true home, iron webs suspended over the void, where your most valuable possessions and meals are kept.)
  • Shredded Neck Brace- Survivors who heal an Illusionary Survivor suffer from the Broken status effect for 60s. (A mutilated medical neck brace, taken from Mel Jones and used to be disguised as her. Once removed, your true self began to show.)

+Red/Ultra Rare

  • Severed Hand- Illusionary Survivors no longer injure Survivors. Survivors who heal Illusionary Survivors suffer from the Exposed status effect for 60s. (Your severed right hand, sent out into the real world as a last maneuver to get what you need.)
  • The Beldam’s Key- Removes the ability to teleport to Illusions. Slightly increases your movement speed (+5%). Survivors who trigger an Illusion suffer from the Oblivious status effect until they are next injured by The Beldam. (An iron key with a Button handle, necessary to open the gateway between worlds. Thought to be lost forever, a mysterious force returned it with the promise of paradise…)

Killer Perks:

+Lvl 30- MOTHER KNOWS BEST

You don’t mind giving them what they want- you don’t intend on letting them win anyway.

 “They say even the proudest spirit can be broken, with love.” -The Beldam

  • When a Generator reaches 25%, 50%, and 75% progress, Survivors working on the Generator will be faced with a difficult skill check. If they succeed, the Generator gains 2% progression. If they miss, the Generator will be blocked for 5/7/9 seconds for each of the number of Survivors working on the Generator at the time.
    • Note: This means that the lockdown time is multiplicative, so one Survivor missing the skill check will induce the total regression for all Survivors.
    • 2 Survivors: 10/14/18s, 3 Survivors: 15/21/27s, 4 Survivors: 20/28/36s.

+Lvl 35- SCOURGE HOOK: IN THE SPIDER'S WEB

Your traps take their toll on those who dare to escape.

“Everyone likes… games.” -The Beldam

  • At the beginning of the Trial, 4 Hooks will be randomly selected to be Scourge Hooks. You see their Auras in white.
  • When a Survivor is unhooked from a Scourge Hook, they suffer from the Hindered and Exhausted Status effects for 10/15/20s (Hindered: -15%) as well as the Broken status effect for 60s.

+Lvl 40- HEX: GHOST SOULS

A Hex powered by the suffering of your past victims. They help trick and lure your next target into your grasp.

“She said that she loved us, but she locked us here… and ate up our lives.” -The Ghost Children

  • While this Hex is still standing, Survivors within 8/10/12m of a Dull Totem will hear a fake distant Terror Radius. Survivors who are within 16/20/24m of a Hex Totem will hear a fake distant Terror Radius. If they cleanse the Dull Totem(s) or Hex: Ghost Souls, the Survivor who cleansed it will be Exposed for 30s.

Survivor: Coraline Jones (https://twitter.com/ciaraturnerart/status/1174432038654377986)

  • Note: To prevent problems with Coraline being young, the Entity will have taken her later when she is more mature (+21).

Lore/Backstory:

At the young age of twelve, an ordinary Coraline and her parents moved into a new apartment. Coraline's parents were always busy with their work and payed her little attention. Isolated, Coraline liked to explore to find something, anything of interest. She found a locked door in the drawing room, though the entrance beyond is bricked up. The next day she opens the door and finds a dark corridor leading to an apartment identical to her own. This alternate world is inhabited by her Other Mother and Other Father, who are near-replicas of her real parents, except they have buttons for eyes. These Other parents at first seem more interesting, fun and caring than her real parents. At the day's end, Coraline's Other Mother offers her a chance to stay in this world forever if Coraline will sew buttons over her eyes. Coraline decides she would rather go home, much to the disappointment of her Other Mother.

When Coraline came back to the real world, she found that her real parents were missing. They do not return by the next day, and Coraline, discovering they were kidnapped by her Other Mother, resolves to rescue them. Coraline travels again to the Other Mother's world. After angering her Other Mother by refusing to accept gifts or love, she is trapped behind a mirror as punishment. There Coraline meets the souls of three children from different eras whom the Other Mother entrapped then tossed aside when she wearied of them. After the Other Mother decides to take Coraline out of the room, Coraline challenges the Other Mother in a game to find the children's souls and her parents within the Other Parents' world. After many dangerous trials where she narrowly escaped, Coraline finds the others' souls and escapes to the real world, forcing the door closed on the Other Mother and severing her hand. Back in her apartment, Coraline finds her parents safe and sound.

The next night, Coraline discovers her task is not done. The Other Mother's severed hand, which is still in Coraline's world as she accidentally snapped the Other Mother's hand off while closing the door, attempts to steal the key so that the Other Mother can exact her revenge. Coraline lures the hand to a well and tricks it into falling in with the key, ridding the world of the danger of the Other Mother forever… or so she thought.

Years later, Coraline grew up into a professional writer, the nightmarish experience from her childhood now but a distant dream. She barely thought about the dreary apartment until one day, when she received a letter from an old neighbor. Inside was a terrifying message- a little girl went missing near the apartments, and all that could be found was a single sewing needle. Coraline left immediately and hurried back to her childhood home, ready to face the horror again. When she reached the house, into the drawing room and opened the door between worlds, a dark Fog spilled out and consumed her. The next thing she saw were dangling meat hooks, a crackling fire barrel, and an all too familiar evil laugh…

Survivor Overview:

Coraline is an intrepid Explorer, able to discover hidden secrets and outwit the dangers that pursue her. Her personal perks Adder Stone, Fear The Bold and Deuteragonist help her see that which is hidden in plain sight, protect those she cares for and have a friend to back her up when danger is near.

+Difficulty Rating: Easy

Survivor Perks:

+Lvl 30: ADDER STONE

A curious jade Stone with a circular hole in it. Looking through it dispels illusion and reveals the truth.

  • When you rummage through an empty Chest, it will contain an Adder Stone (Item: 30 charges). You can rummage through Chests this way 1/2/3 times.
  • Channeling the Adder Stone will allow you to see all the Auras of whatever you interacted with last. (Survivors, Pallets, Killer, Generators, vault locations, etc.) (1 Charge per second).
  • You cannot bring the Adder Stone with you outside of the Trial.

+Lvl 35: FEAR THE BOLD

When in the face of danger, you don’t back down and take the initiative.

“I don’t want your love. I don’t want anything from you.” -Coraline Jones

  • When you take a Protection Hit for another Survivor, gain the Endurance Status effect for 5/7/9s. This perk can only be used once every 90s.

+Lvl 40: DEUTERAGONIST

Someone’s always got your back, even if you don’t really know their intentions.

“There are those who have suggested that the tendency of a cat to play with its prey is a merciful one- How often does your dinner get to escape?” -The Cat

  • When the Killer is within 16/20/24m of you, Deuteragonist activates. Hear ghostly, benign whispers that get louder and more agitated the closer the Killer is. While active, gain a 15% increase to vaulting speed and opening Exit Gates.

Realm: Ashland, Oregon

+Map: The Other House. A three-story house akin to the Thompson house but with an additional attic. The house is large enough to occupy most of the map, with a small outdoors section for a lush garden (1/4 of the map) and one Exit Gate area. The other Exit Gate is located in the drawing room of the house. (A brilliant house full of colorful walls, a fantastic garden lies outside. It is very out of place with all the other horrors the Entity has brought here…)

+Map Offering: Black Buttons (A pair of shiny black button with dark thread going through them. The threads seem to move when examined closely.)

Charms:

  • Button-Eyed Doll (Killer) (A little doll of a blue haired girl with black button eyes. Very well stitched together, it would be very lifelike if not for the sheen of dead plastic buttons.)
  • Dowsing Rod (Survivor) (A wooden stick picked up off the ground, said to be useful for finding underground water. Turns out it found the wrong kind of magic.)
  • Ghost Eyes (Both) (A rubber ball, stick shift handle and glass orb that contains ethereal wisps inside. They moan quietly in sorrow.)

Cosmetics:

+Survivor:

  • Default
    • Coraline (A calm and collected girl who’s nearly forgotten about the terrors she faced as a child.)
    • Sensible Sweater (A warm and cozy sweater she bought at a local thrift store. Never appreciated handknit clothes anymore.)
    • Dirty Jeans (They’re old yet stylish, worn yet fashionable- clean clothes just means a dull day.)
  • Prestige
    • Coraline (A brave and curious girl who wandered too far off the beaten path, returned to fight the terror once more.)
    • Bloody Sweater (A warm but stained sweater full of tears and holes. If she gets caught, maybe it’ll get stitched up before she gets stitches herself.)
    • Bloody Jeans (They’re old and stained, worn and drenched in someone’s blood- what she would give for a dull day.)
  • Rainy Day
    • Rubber Hat (Rain is a common sight in the Pacific Northwest, so you better come prepared if you don’t want to get wet.)
    • Yellow Windbreaker (It’s a classic! Besides, you’re on the small side so it looks good and not childish on you.)
    • Golden Galoshes (Rubber boots made for stomping and splashing, keeps your feet warm in the freezing chill.)

+Killer

  • Default
    • The Other Mother (A cracked angular face with chipped buttons for eyes and razor-sharp teeth makes the Beldam an unwelcome sight.)
    • Tattered Garments (Covering the spider-like monster are patches of different feminine clothes stitched together, spanning the different time periods she has lived in.)
    • Silver Hand (A glinting hand made entirely of sewing needles. It’s good to be back in one piece.)
  • Prestige
    • The Bloody Mother (Warm blood drips down her face and stains her teeth crimson, making her more monstrous than before.)
    • Bloodstained Garments (It is impossible to discern where one dress starts and the other begins, as they’re all stained different colors of red and brown.)
    • Bloody Claw (A little rusty from the crusted blood that has collected over the years, but that’s just a sign of a good appetite.)
  • Seamstress (Linked)
    • Elegant Lady (Smoother and rounder, the Beldam still had human features when she first began to kill.)
    • Ballroom Gown (A beautiful 18th century gown that covers her spider legs in an old-fashioned crinoline. It almost distracted young suitors from her new gleaming button eyes.)
    • New Needles (Kept in a lace glove when needed, it took a little getting used to not having flesh and bone, but it was necessary for traps and magic.)

Animations:

  • Idle Animation: The Beldam is hunched over with her spider knees bent, looking around while scowling. Occasionally she’ll stretch to her full height before hunching back down.
  • Walking/Running Animation: The Beldam shuffles along with her legs, scuttling the way a Spider would. Her arms are out to her sides formed into claws.
  • Stun Animation: The Beldam screams in agony being bent over before rising back up and gnashing her teeth and claws.
  • Vault Animation: The Beldam crawls through the vault locations grabbing it from all sides she can. Differs from vault to vault. Requires min. 3 different animations.
  • Basic Attack Animation: The Beldam swipes horizontally with her needle hand in front of her.
    • Basic Attack Cooldown Animation: The Beldam laughs and flicks the blood droplets from her fingers/claws before returning to the Idle animation.
  • Backstab Animation: In her Survivor form, the Beldam leaps forward, her arm turning into her true form before the rest of her does as well.
    • Backstab Successful Cooldown Animation: Laughing and slowly returning to her true form she stares at the Survivor she hit. (Important- while Killer POV does not change, to the Survivor POVs the Beldam’s head follows the target.
    • Backstab Missed Cooldown Animation: The Beldam grunts in annoyance and turns back into her true form looking down at her hand clenched in a fist.
  • Transformation Into Survivor Animation: The Beldam shrinks slowly into a Survivor’s form with crunching bones and jerky movements.
  • Breaking Generator Animation: The Beldam stabs and scratches the Generator with her hand causing many sparks to fly up (before the regression starts).
  • Breaking Breakable Wall Animation: Similar to The Nightmare, the Beldam scrapes the wall once before breaking it with a powerful swipe.
  • Breaking Pallet Animation: The Beldam stabs the pallet from the left and drags her hand across the Pallet, breaking it.
  • Transformation Into Beldam Animation: The Survivor form jerks and writhes as she grows more angular, larger into the form of the Beldam.
    • Forced Transformation Into Beldam Animation: The Beldam screeches and quickly reverts back to her true form with her eyes on her face bent over.
  • Survivor Form Locker Grab Animation: In Survivor Form, opens the locker and laughs grabbing the Survivor by the neck and pulling them out. As this occurs, the transformation into the Beldam ripples smoothly and finishes once the grab is complete and the Survivor is on the Beldam’s shoulder.
  • The following interactions are the standard for the Beldam’s Survivor Form as for other Survivors:
    • Vaulting Animation
    • Repairing Generator Animation
    • Sabotage Animation
    • Idle Animation
    • Walking Animation
    • Running Animation
    • Crouching Animation
    • Crouch-Walking Animation
    • Entering/Exiting Locker Animation
    • Cleansing Totem Animation
    • Healing Survivor Animation
    • Missed Skill Check (Generator) Animation
    • Missed Skill Check (Healing) Animation
    • Opening Exit Gate Animation
    • Searching Chest Animation
    • Vaulting Pallet Animation
    • Pointing Animation
    • Waving Animation
  • The following Interactions are the standard for the Beldam as for other Killers (Tall):
    • Hooking Animation
    • Pick Up Animation
    • Locker Grab Animation
    • Generator Grab Animation
    • Opening the Exit Gate Animation
    • Checking Lockers Animation
    • Window Grab Animation
    • Interacting with Glyph Animation
    • Basic Attack Missed Cooldown Animation

Scoring Events:

+Killer

  • Sweet Trick- 100 BP - Awarded for setting an Illusion. (Deviousness)
  • False Desire- 250 BP - Awarded when a Survivor triggers an Illusion. (Deviousness)
  • Sliced- 300 BP - Awarded for hitting a Survivor who triggered an Illusion within 10s of teleporting to it. (Brutality)
  • My Love- 100 BP - Awarded for making an Illusory Survivor. (Deviousness)
  • My Prey- 300 BP- Awarded when a Survivor heals an Illusory Survivor. (Brutality)
  • Spin-A-Lie- 100 BP- Awarded for transforming into Survivor form. (Deviousness)
  • Backstab- 300 BP- Awarded for hitting a Survivor while in Survivor form. (Brutality)
  • False Ally- 500 BP - Awarded when grabbing a Survivor (out of a locker) while in Survivor form. (Brutality)
  • Worthless- 100 BP- Awarded for destroying an Illusory Survivor. (Deviousness)
  • Sabotaged Skill Check- 150 BP- Awarded for hitting a Good Skill Check while using the Other Father’s Skin addon. (Gatekeeper)
  • Sabotaged Great Skill Check- 300 BP- Awarded for hitting a Great Skill Check while using the Other Father’s Skin addon. (Gatekeeper)

+Survivor

  • Adder Stone- 300 BP- Awarded for creating an Adder Stone with the perk Adder Stone. (Objective)
  • Hate You-250 BP- Awarded for forcing the Beldam out of her Survivor form. (Boldness)

Terror Radius Music:

No official DBD concept, but I had something like this in mind for her.

The Witch Trials: Peter Gundry (https://www.youtube.com/watch?v=Z7NPkrq_Rg0)

24-16m 0:30-0:59, 16-8m 1:00-1:35, 8-0m 1:38-1:50, Chase 2:17-2:35

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Whew! This one took a while, not nearly as talked about as Springtrap. I hope you all like my ideas, especially the Scourge Hook perk- it seems like a fun new mechanic thanks to Pinhead! Feel free to leave feedback down below!

Post edited by HealsBadMan on

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