(Joke) Nightmare Before Christmas Chapter Concept
I dunno what I was thinking when I made this, I was just inspired by listening to the Nightmare Before Christmas soundtrack. : P
Killer: Lock, Shock, and Barrel (Boogie's Boys):
Lore: after Boogie was defeated by jack, they may have looked happy at the end, but since their evil nature wasn't condoned under Jack, they began to despair. They started to hear whispers of Boogie deep in the forest, and desperately chased it never to be seen again. Now they have a truely evil master in the form of the Entity.
Power: Bag o' tricks.
You can alternate between the three of them by jumping in a locker and pressing a button. Each have their own utility, and all can be active at once.
Lock: His devilish trap is a miniature explosive, one capable of stunning survivors who pass by them. It also causes extreme pain, injuring them in the process. Basically: a trip mine that causes the deafening effect similar to the Disfigured ear. This causes disorientation as their movement will be slowed as well. He can refill these at chests, and can only carry 8.
Shock: This Witch has a trick up her sleeve. In the form of hostile Scorpions. She can add them to interactable objects (pallets, gens, chests, and lockers). These will cause hindered for 30 seconds and cause 1 state of damage if they aren't taken care of immediately. She can place 10 on the map at any given time. She will get them back after their triggering, and can replace them at any time.
Barrel: This skeleton wannabe can wrap chains around downed survivors, making them unable to be useful in the wider game until they're taken off (unable to interact with gens/chests/pallets until they're off). Keys can be found in jack in the boxes around the map (similar to the Pig) and Key items can be used to unlock them as well. 10 charges of a key are needed to take off the chains (which uses a purple key, and 1 third of a red key).
Carrying animation: Two will come out to carry the survivor, while the third is a guard.
Mori: All of them come together to beat them to death.
Witches Brew: You know what can cause the most pain. Your weapon is slathered with a witches' brew, that causes Hindered for 30 seconds.
Explosive Personality: When you hook a survivor, you can get 1 token. When you M1 a pallet with 2 tokens, you can break it instantly.
Enshacked Loyalty: Every time you miss an attack on a survivor, the more furious you become, and the more progress is drained from a gen when you kick it. Every missed attack on a survivor you gain a token. You spend all tokens kicking a gen. You can acquire a maximum of 8 tokens to destroy 80% of current gen progress.
Lore: Even if nothing truly bad has happened to her, she still was drawn deep into the woods in search of herbs and was never seen again.
Reassemblage: Your understanding of the human body is remarkable. Healing Skill check success zones increased by 200%, but good skill checks are decreased by 100%. Skill checks are also 50% more frequent.
Mad Creation: Bourne of a world of the unnatural and strange, but finding human traits of love and passion, you are able to recognize and combat the evil of any form. For every 10 seconds of repairing a gen, you gain 1 token. You can spend 3 to ignore one entity blocker.
Reawaken: You have an unmatched durability. After rescuing 3 survivors, this perk will activate. If you are mori'd this perk will be deactivated, and you will be protected from death. You will be able to come back to the game after 60 seconds of being mori'd. You will be broken for 60 seconds.
What do others think?