New Licensed Chapter Concept: Endless Halls/Backrooms.

I just felt like I had to make a full chapter concept based off of one of my new favorite movies, Backrooms. Our killer is 'The Remembered' or Pirate Clark and the survivor is Clark.

Beginning with our killer, Pirate Clark. P.C is a 4.4m/s killer with the ability to spawn walls and close loops.

Ability: Endless Walls.

The Remembered has three charges that cooldown in thirty second bursts. The Remembered can use one of the charges, taking 0.5 seconds to charge, to summon a cracked, sickly yellow wallpapered wall. This can be used against a survivor in chase to slow them down or to close an opportunity for escape. You can also use all the walls to form a box or large curved wall. These walls sink back into the ground in 5 seconds.

Perks:

Dead End: All there is in that place are dead ends. Bring some with you. After hooking a survivor, gain a token up to 2/3/4. While looking at a dropped pallet or unblocked window, press the Secondary Ability Button and spend a token to block that pallet or window for 2/3/4 seconds. "We all have our loops. Our habits. Behaviors that keep us walking in circles." -Mary Kline.

Never Leaving: It's hard to find a way out. Many think there isn't one. Every time you hit the Obsession, gain a token up to 4/5/6. When you sacrifice or kill the Obsession these tokens are claimed. When all generators are completed, when survivors get to 90/70/40 percent completion on the exit gate switch, it is blocked and starts regressing at 40/50/60 percent rate for 40/50/60 seconds. And then it is unblocked. "I like it here." -Clark.

Shifting Hunger: When you gain Bloodlust, all windows and dropped pallets in a 16m radius are blocked for 4/5/6 seconds. "The floorplan changed again." -Clark's writings.

Add-ons.

Common.

  • Wallpaper Scrap. A small torn piece of pale yellow wallpaper. You can see the location of a Wall placement.

  • Empty Can. A can labeled 'Almond Water'. It seems to be empty. Wall charges replenish three seconds faster.

  • Merged Chairs. Two chairs flipped on top of one another. Strangely, they are inseparable. Walls are much thinner and less predictable to be placed. +150% Bloodpoints for use.

Uncommon.

  • Fleshy Lump. A strange, sticky, lump. White mostly, but there is a thin layer of flesh on the bottom. Movement Speed increased by 0.2m/s. -1 Wall Charge.

  • Hat Stand. A black hat stand once used as a weapon. Movement Speed decreased by 0.2m/s. +1 Wall Charge.

  • Blue Canister. A large metal canister filled with some sort of sleeping gas. When stunned, gain a Wall Charge if you have any missing.

Rare.

  • Broken Cutout. A cardboard cutout broken into many pieces. A speaker is embedded in the chest shard. Loud Noise Notifications cause Scratch Marks to refresh in length.

  • Ornamental Lamp. A nice lamp, formerly used to brighten a dining room of sorts. Upon damaging a Generator, gain a Wall Charge if you have any missing

  • Red Hair. A strange wig of sorts. A sticky substance is all over the under side. Whenever you place a Wall, gain 5% Haste until it goes away. This effect does not stack.

Very Rare.

  • Hunting Knife. A knife covered in a strange, sticky substance. Survivors that enter a 10 meter radius of a Wall are given Haemorrhage and Mangled if hit.

  • Video Camera. A camera, used to record an exploration of the many endless halls of another realm. If a Survivor sees your Aura they gain Exhausted for 30 Seconds and you are alerted.

  • White Shirt. A dirty white shirt with the words 'End Apartheid' on it. -2 Wall Charges. You gain Undetectable for 30 Seconds upon placing a Wall.

Visceral.

  • Bungee Cables. Blue, nylon cables used to restrict movement. Survivors gain 20% Hindered when in 10 meters of a Wall. This effect remains for 5 seconds after the Wall disappears. Survivors are alerted when you place a Wall and they can see the Aura of Walls.

  • Blue Tape Outline. Blue tape outlining an anomalous entrance to another realm. You can walk straight through it. Walls now have blue tape outlining a section of the Wall that Survivors and you can walk through. A normal door outline, similar to a breakable wall. A window outline, vaultable. And a low outline Survivors must crawl through. Normal Walls can still spawn.

Weapon: Pirate's Fist.

Terror Radius: 28 Meters.

Terror Music: 28-20 Meters, fluorescent light buzz in the background of strange, inconsistent, pulsing bursts of buzzing. 20-16 Meters, the fluorescent lights get louder and slow, churning, unclear strings, with the same buzzing. 16-8 Meters. The same as last but faster and louder. Chase. The buzzing from the lights can be heard above the music and groaning from The Remembered.

Height: Tall.

Survivor.

Clark. Clark has Perks that reward him for putting himself at risk, doing different objectives and being in chase. Clark's basic appearance is his work clothes.

Perks.

  • Advertising. The things you do for success. At 40/50/60 percent repair progress, the Killer is alerted and your Generator is highlighted yellow. During this time gain a 10/12/15 percent boost to repair speed. This boost stops if you or a teammate stops working on the Generator. This only works once per Generator. "Looking for deals that'll shiver your timbers? Then come on down to Cap'n Clark's Ottoman Empire!" -Clark.

  • Exploration. A different realm to explore and map out. The last 3/4/5 Objectives you have interacted with, if not completed, are highlighted yellow for you and your team. "I found a place." -Clark.

  • Mounting Paranoia. Being in a place with so many threats can get to you. If you are chased for 40/30/20 seconds gain 5/10/15% Haste for 5 seconds. "Stay back. Get away from me!" -Clark.

Cosmetic ideas.

Mary for Clark (Legendary.)

Clark's Dining Room outfit. (Rare.)

I hope I did Backrooms justice with this concept, cus it took a good while. If not? I'm not doing it again. I think it's good so that means it is.

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