The Thing Chapter concept

Welcome to Dead by Daylight, Fan Concept #1. Relive those moments in life of distrust, with a brand new nightmare in the realm of the entity. Even as these desolate trial grounds are horrid, a new wave of fear and disparity washes over the realm, a feeling of who can you really trust.

**Fan Concept #1: The Thing**

As we try to warmth ourselves up with fire and heat, The cold and shattered remains of the once abundant **U.S Outpost Thirty - 31** never grants us the feeling of warmth, as we are dragged back into the cold.

The Antarctic wasteland holds many challenging problems for survival, yet as life cannot sustain its self and its only a matter of time before curiosity begins to bubble to the surface, And once curiosity finally melts the ice, **The Thing** emerges.

In order to survive, one must face the thought of death with dignity. **R.J MacReady** has already seen things worse than death, the feeling is almost barely there but fear still makes him human.

# New Map: U.S Outpost Thirty-One

## Section Header

### Realm

Antarctic Waste's

A science outpost in the Antarctic wastes, U.S. Outpost #31 was home to a small crew, and eventually turned into a twisted set of corridors and rooms. The feeling of the base sets a sense of overwhelming hopelessness, as you are not safe outside in the freezing temperatures, or any horrific figure that lurks inside the rooms.

The map consist of an open outside area, a large open area filled with little bits of rubble on fire, captivating the past of the base, and its destroyed end. The Entity as it has always done, it created a Killer Shack, made out of shattered wood and snow, ice lines the floor as the roof is in a constant state of burning. Inside of the Station, it consists of long corridors with pallets, windows created from broken walls, and holes in the base, with large holed along the base's walls where Breakable Wall's spawn.

* 3 possible spawns out far from the base. Near the Shed, Norwegian Helicopter remains, and Mac's Shed or close to Shack.
* 1 possible spawn in Killer Shack.
* 4 possible spawns closer to the base on the walls.
* 4 possible spawns inside the base. Inside the Radio Room, Infirmary, Dog Kennel's, and Recreation Room respectively.

# New Killer: The Thing

*"Unimaginable Horror lurks within this hell. But this feeling of constant paranoia and dread is driving me insane. Every time I turn my back I feel that it is watching me work, waiting for me to be alone. Even when I feel safe, even when another survivor starts walking towards me, who knows what thing it could be." - Benedict Baker.*

## The Thing

### Movement Speed

115%/4.6 m/s105%/4.2 m/s (Assimilated Host)

### DLC

The Thing

**The Thing** is a *Parasitic Killer* , Able to get into the minds of survivors with its power, **Cellular Assimilation**. Allowing it to infect survivors with its cells, able to bend its form into the shape of survivors, or use the survivors as ticking time bombs ready to be set off and become morbid creatures hell bent on attacking all those who are not infected.

Its personal perks ***Incomprehensible Presence***, ***Chimeric Confusion***, and ***Passing Infection*** gets survivors to keep together or suffer from paranoia and its dire effects, keep their teamwork limited with repair penalties, and cause survivors to inflict other survivors with Obliviousness by touching them.

## Power: Cellular Assimilation

*A creature from beyond the stars that is able to assimilate and imitate all lifeforms on a cellular level in a small period of time.*

### Special Ability: Parasitic Touch

Tap the **Power button** to infuse your next *Basic Attack* with a *Parasitic Touch*. Once a survivor becomes injured by *Parasitic Touch,* they will become a ***Host*** for **60 seconds**.

*Parasitic Touch* will drain the power gauge. *Parasitic Touch* can only activate once Cellular Assimilation's power gauge is full. (Cellular Assimilation Power Gauge Charges - 60 Charges) (Parasitic Touch Drain - 30 Charges) (Parasitic Touch Recharge rate - 2 c/s)

### Special Effect: Host's

Survivors are unaware they are infected when they are injured by a *Parasitic Touch,* however after they remain a ***Host*** for **20 seconds** without being ***Assimilated*** or *Imitated*, they will show signs of being a ***Visible Host***.

A ***Visible Host*** shows signs of their infection by having more distorted voices and will end up twitching the closer they are to **The Thing**. ***Visible Host's*** are alerted if they are revealed to **the Thing** via *Cellular Assimilation* by having their vision glow a feint red. **Visible Host** are ***Assimilated*** **25%** faster when **The Thing** chooses to Assimilate them. ***Non-Visible Host's*** are ***Imitated*** **15%** faster when **The Thing** chooses to Imitate them.

Holding down the **power button** while *Cellular Assimilation* is fully charged will cause all ***Host*** to be revealed via Killer Instinct for a few seconds, and allows The Thing to ***Imitate*** or ***Assimilate*** them. When the duration ends, Cellular Assimilation loses some of its charges. (Cellular Assimilation Killer Instinct time - 5 seconds) (Cellular Assimilation Charges Lost - 20 charges)

### Host Ability: Imitation

Hold the *power button* while facing a ***Host*** to initiate ***Imitation***. Once ***Imitation*** is fully activated, The Thing will fully change its form an look identical to the ***Host*** that was chosen, and becoming **Undetectable**. However an ***Imitation*** will move slightly faster than a normal survivor and will begin violently shaking if they are within **16 meters** of a survivor for more than a few seconds. (Imitation Movement Speed - 4.2% m/s) (Imitation Twitch time - 7 seconds)

As an ***Imitation***, **The Thing** can release a **Tendril Ambush**. **The Thing** can come out of ***Imitation*** Form by pressing the **Power Button**. Upon coming out of ***Imitation*** form or using **Tendril Ambush**, **The Thing's** movement speed is slowed for a few seconds and *Cellular Assimilation* enters it cooldown. (Exiting Time - 3) (Movement Speed reduction - 15%) (Movement Speed reduction duration - 3 seconds)

### Imitation Attack: Tendril Ambush

Pressing the *attack button* while **The Thing** is an ***Imitation*** will cause a *Tentacle* to begin charging. Once fully charged, **The** **Thing** will release the *tentacle* and will grab survivors, if it hits them or if they are within more than a certain range from the tip of the *tentacle*, the *tentacle* will lock on the the survivor's location. (Tendril Ambush Charge Time - 3 seconds) (Tendril Ambush Range - 20 meters) (Tendril Ambush Travel Speed - 9.1 m/s) (Tendril Ambush Lock On requirement - 4 meters)

When a survivor is latched, **The** **Thing** gains a movement speed penalty. The *Tentacle* has collision while latched on a survivor, allowing the Survivor to try and bend around corners to stall **the** **Thing** slowly getting closer. Survivor's can break free from the *tentacle* if they do the *Remove* *Tentacle* action or can snap the *tentacle* when another survivor is latched by a *tentacle*. (Latched Movement Speed - 4.3 m/s) (Remove Tentacle time - 15 seconds) (Remove Tentacle time by an unlatched survivor - 5 seconds)

### Host Ability: Assimilation

Hold the **secondary** **power** **button** while facing a ***Host*** to start ***Assimilating*** the ***Host***. Once a ***Host*** is fully ***Assimilated***, They will become a **Assimilated** ***Host***. An ***Assimilated Host*** has a **25 second** duration, when that duration ends, the survivor's ***host*** status is removed and they are Injured. (Assimilation Time - 5)

An ***Assimilated Host*** acts as another Killer in the trial. Wandering around the trial grounds aimlessly until they find a survivor in which they will give chase. ***Assimilated Host's*** move at **4.4 m/s** and have a **16 meter *Assimilated Host* Radius** around them. ***Assimilated Host's*** are able to injure survivors, but are also able to destroy any generator or pallets they are near when they are not actively chasing a survivor. When an ***Assimilated Host*** is within **8 meters** of a survivor in the dying state, it will pick them up and will start to being them to the nearest hook and hook them.

***Assimilated Host*** are stunned for double the time a regular killer is stunned for by any means and take twice as long to vault windows. Survivors being carried by an ***Assimilated Host*** gain a **3%** bonus to wiggling. However, **The Thing** is able to see the aura of all ***Assimilated Host's***, and by looking in its direction and by pressing the **secondary power button** again will have **the Thing** take control of that ***Assimilated Host***. While **The Thing** is controlling an ***Assimilated Host***, all negative effects an ***Assimilated Host*** has are negated and it moves at **4.6 m/s**, but ***Controlled Assimilated Host*** does not have the benefit of **The Thing's** perk loadout and can only see auras within **24 meters** of them. By pressing the **power button** will return **The Thing's** control to its main body. (Dormant State Wake Up - 2.5)

When a Host becomes a **Assimilated** ***host*** they cannot see anything in the trial and their hearing is obscured for a few seconds of the **assimilated** ***host*** duration. When the ***host*** can see the trial they will be bombarded with *skill* *checks* and when survivors hit the skill checks the duration of the **Assimilated** ***host*** will be shortened. Upon a **Assimilated** ***Host*** duration ends, *Cellular* *Assimilation* enters its cooldown. When an ***Assimilated Host*** duration ends, the **Host** status leaves that survivor. (Good Skill Check = -1 second) (Failed Skill Check = +2 seconds)

*"It was one of those Things, Trying to imitate him Gary." - R.J MacReady*

## Perks

### Incomprehensible Presence

*When you infiltrated their defenses, they will being to believe anyone could kill them.*

Your Terror Radius inflict survivors with the ***Blindness* Status Effect**. The Effect persist for **12 seconds**.

Survivors who completes a action noncooperatively, they emit a *20* *meter* copy of your terror radius for **25/30/35 seconds**.

*"If it takes us over, Then it has no more enemies. No one left to kill. Then its won." - R.J MacReady*

### Chimeric Confusion

*You've evolved to create distrust.*

When *two or more* **generators** are being *repaired* at a time, **Chimeric Confusion** *activates*.

For each generator being repaired, Survivor repair speeds are *decreased* by **10/11/12%**.

After damaging a generator, **Chimeric** **Confusion** goes on a **60** **second** *cooldown*.

*"Nobody..... nobody trust anybody anymore. There's' nothing else I can do, Just wait.... R.J MacReady, Helicopter pilot, U.S Outpost, Number Thirty-One." - R.J MacReady*

### Passing Infection

*When others work together, they risk the chance of allowing you to spread.*

When a survivor preforms a healing action on another survivor, The survivor being healed suffers from the ***Oblivious*** **status effect**. This effect lingers for **10/14/18 seconds**.

If any survivor who suffers from the ***Oblivious* Effect** was to be within **8 meters** of another survivor, they cause that survivor to gain **Obliviousness** for **20 seconds**.

*"There is still cellular activity in these burned remains, Their not dead yet." - Blair's Journal*

## Mori

The Thing will try to leap onto the survivor but they will roll and doge the pounce. They will try to run, but as they get on their feet, The Thing will unleash a tentacle and it will snatch the survivor by the face and it will retreat back to the Thing with the survivor attached. The Thing will then clamp down on the survivors head and start to shake them around before impaling them with its arm before violently dropping them to the ground and roaring at them.

# New Survivor: R.J MacReady

## R.J MacReady

### Role

The Trusted Pilot

**R.J MacReady** is the *Trusted Pilot*, Known for his compromise, reasoning and willingness to do whatever it takes. When it comes to pressure, He handles it incredibly well, Almost able to weaponize it against anyone - or Thing that would stand against him.

His Personal Perks ***Test of Faith***, ***For the Greater Good***, and ***Even Tempered*** inflicts Obliviousness to himself in order to see the aura of other survivors, reveal the aura of the killer when he gets hooked, and craft a Molotov Cocktail to create distance between himself and any possible threats.

## Perks

### Test of Faith

*You have a knack of knowing other's locations when the feeling of paranoia set's in.*

You suffer from the ***Oblivious** **status effect***.

You see the aura of all survivors who are not being chased. When you complete an Altruistic Action on another survivor, or they complete an altruistic action on you, Test of Faith goes on a **40/50/60 second** cooldown.

While Test of Faith is on cooldown, You are *immune* to the ***Oblivious*** ***status effect***.

*"Trust is a tough thing to come by these days" - R.J MacReady*

### For the Greater Good

*You take death as a mere side effect for the worlds survival.*

When a *unique* survivor gets hooked, **For the Greater Good** gains a *token* to a maximum of **3**.

When you get hooked, the Killers aura is revealed to all survivors for **15 seconds**. Each token *increases* the aura duration by **1/2/3 seconds**.

*"Whether we make it or not, we can't let that Thing freeze again. Mabey we'll just heat things up around here. We're not getting out of here alive. But neither is that Thing." - R.J MacReady*

### Even Tempered

Every resource you have is finite. So you learn to create things out of everyday items. With a bottle of Scotch, a Rag, and some Gasoline, you can keep distance between you and whatever thing wants to kill you.

At the start of the Trial, Even Tempered has **1/2/3 tokens**. You cannot recover any tokens for Even Tempered.

After successfully stunning the Killer by any means, Even Tempered Activates and while staying crouched and motionless for 4 seconds, Hold the Ability Button for **8 seconds** to craft a *Molotov*, which has the following properties:

* **1 Charge**;
* Creates a *Ring of Fire* up to **5 meters** wide;
* Inflicts a **50% *Hindered* Effect** to all who walk through the fire for **3 seconds**.
* Stuns the Killer for **3 seconds** when they are **3 meters** of it when it is detonated;
* Injures any Healthy Survivors who walks through the fire:

*"Yeah, Fuck you too!" - R.J MacReady*

# Cosmetics

### The Thing

Palmer's Imitation
 Palmer's Jacket
 Twisted Arms

Blair's Imitation
 Slithering Mass
 Malformed Claw

### R.J MacReady

Nauls
 Cooks Shirt
 Roller Blades

Clark
 Plaid Jacket
 Snow Shoes

#### Very Rare Skin:

##### The Thing

**Ice Cold Incarceration** - The skin prison of a Russian Archeologist dressed in expedition gear in the ice cold.

* Head Piece - Mistrusting Searcher. A large headlamp attached around a purple beanie. Skin is frostbitten on the right side of the face. The Mouth resembles that of the Demogorgon with large flaps around the entire mouth revealing a maw of backward facing teeth into a spiral going down into the throat.

* Torso Piece - Exploration of Extinction. Exploration gear on a Darkened Purple and Red stripped coat. Around the waste lies a ice pick and Flashlight. A ice drill is attached around the back with a black and grey striped strap holding it. The Pants are replaced with slimmer black pants with a few tears on it. The Left leg is very skeletal and the foot is a lumpy mass of flesh and bones. And the right foot is in ice climbing shoes.

* Weapon Piece - Fleshy Ice Pick. All fingers ( Not the Thumb) are connected and start forming together and form an Ice Pick shape. There are more Bone spikes across the arm and on the hand.

**Fleshy Morphology** - A combination of three poor Russian scientists who thought firearms could defeat it. The horrifying reality soon hit them when one eventually became it. Set

* Head piece - Multi-Head Monstrosity. A reference to the split faced thing in the 1982 and 2011 prequal with changes. The Lower jaw is connected but hangs lower as if it was dislocated and ripped away from the head connected with skin and bone.

* Torso Piece - Chimeric Burst-out. No shirt revealing a large opened cavity going half way across the left side of the torso with sharpened teeth around the edges. On the right side a Melted face is seen and is consistently moving its mouth and eyes. The right shoulder is twisted with one other arm connecting to the right ab.

* Weapon Piece - Triple Threat. A combination of 3 arms and 5 hands. The 3 arms connect together and form a large melted arm with 6 fingers and 3 large 3 digit claws. Running along the arm are 2 melted hands one of them being on the shoulder connecting towards the right ab. 3 fingers poke out of the arm, wriggling around spastically.

**Tentacle Terror** - A mass of wriggling tentacles surrounding the body of a poor seismologist that was caught off guard by an imitation.

* Head Piece - Cancer in the Brain. A heavily rotted head with the left eye removed with a mouth tentacle in place. The mouth is ripped off entirely with a mouth tentacle in place. A colorless red hair fades away from its head. The left side of the head is slowly decaying and the entire left ear is completely decayed revealing nothing but bone.

* Torso Piece - Terror in the Flesh. A completely shirtless body covered in pinkish-purplish tentacle's. On the shoulders two Mouthed tentacles around it attached to the shoulder blades that will occasionally open its mouth. Four short reddish-pink spikey tentacle's stick out the back of the torso with jiggle physics.

* Weapon Piece - Contaminated Burst-out. Half of the arm is completely removed to the elbow. The rest of the arm is replaced with a large reddish-pink tentacle with three claws forming from stumps on the tentacle.

##### R.J MacReady

**Final Stand** - Outdoor Antarctic gear covered in ice and snow. The feeling of triumph with these clothes are felt by everyone who gazes upon it.

* Head Piece - Bundled up. Mac's Head is covered up with a light gray hood and a pair of safety goggles. His beard is a bit shorter and the tip of the beard is frozen white.

* Torso Piece - Blasting Away. Mac's Sweater is replaced with a grey light snow coat covered in frost. On the back Mac's iconic hat lies on the back connected with a black cherry colored string.
* Leg Piece - Taking a Stand. Large dark grey snowpants with large tan snow boots. The Boots are covered at the bottom with snow with traces of snow crawling up the leg.

**Time to Chill** - When he wasn't out in the cold, Mac usually just chilled out in his shack playing chess.

* Torso Piece - Arctic Relaxation. A robin blue longjohns with its sleeves rolled up with slight alcohol stains on it.
* Leg Piece - Arctic Calm. Light blue jeans with slight alcohol stains on it.

#### Given with Purchase.

##### R.J MacReady

Fashionable in the Apocalypses - Even in dire situations, Fashion never dies.

* Head Piece - Macs Iconic cowboy style hat and black glasses. Picture shown at Mac's profile.

# Character Lore

## The Thing Lore

*"There were Pulses. Many beating in sync. The pulses awaken after the heat died downed, it was finally time. Its time for hibernation.*

*However it appears hibernation was once again halted as the pulses all wake up in a new area. The pulse are now getting aggravated. The area was bright and cold, but no snow in sight. The room was lit by a white light hanging from above. Those should be called "ceiling lights." But what ruined hibernation.*

*It was then a sound was heard, the pulses then stop and fall back limp. The pulses hear a familiar sound, Human, but different. Not Norwegian or american, something new. The pulses tightened and leapt at the figure. And the pulse's spread into the body of the human. They learned new things, Russian and something called a "War on America." The pulses could not care.*

*The pulses then fell back as a new set of pulses then move together to move. They opened the door and found they were somewhere very different. It was large, very large, and very loud. Many sounds reverberated through the halls, all of which are familiar, Human and Canine. The familiarity starts to mold again in the pulses minds.*

*The new pulses then kept moving, then found a group of humans. The pulses held back and decided to learn before they act.*

*The humans split up, so the pulses followed one. Then the pulses created a new set of pulses, only for a loud sound and lights flare on and off as a roar is heard. They must have found the original pulses. The set of pulses walked over and saw the original set of pulses, laying charred across a table. The pulses then acted surprised while the other set mimicked to what humans call "vomiting." Humans are strange creatures.*

*The pulses then split and spread, creating more of them. Bogdan, Virko, Karl, Marx, Haul, etc., they were all the same, now they to are pulses. However as they spread, the more the humans grew aware.*

*The humans went on a rampage, incinerating all of the pulses. Yet they never seemed to distrust the one with the flame belcher. He must be assimilated into a new pulse. Yet as they thought of this something strange happened, something black oozed out of the ventilations, surrounding the halls in blackness. It was something new, the pulses were fascinated as they were frightened.*

*Then darkness.*

*The pulses lashed out, ready to kill whatever it was that threatens them. But when the darkness faded, The pulses met something. A single pulse. This pulse was, different. It wasn't human or canine, it was interesting. The pulse then communicated to the pulses, it took them to a world where they would be safe, where they could live their life in solitude, only if they followed the rules of the pulse. The pulses looked, and saw the humans around the flames, the pulses new what needed to be done.*

*In this world, their is no need for hibernation."*

### Tome: Memories from Hibernation

#### Memory 1

*"A single pulse formed from the nebula. The pulse felt scarred and alone. But then the pulse split into two, then three, then ten, then thousands, then billions.*

*Quintillion Pulses pulse through together. All in sync. The pulses then felt more pulses, but not theirs. The pulses are confused, yet need to spread. The lifeform was tall, had three legs, it was strange, but the pulses fused with the being. A new set of pulses formed.*

*The pulses then spread to more of the lifeforms kind. The single pulses then turned into a colony of pulses, each one different yet all the same."*

#### Memory 18032

*"The crash shook the pulses, flames burst through the hull. The pulses ran as fast as they could, their sharpened legs scattered across the floor, the pulses hastened as they dogged debris falling from above.*

*They clawed their way through steel and landed into a field of something. As the object crashed, it was consumed in a symphony of flames, the heat was excruciatingly painful. But when the inferno died down, heat left almost immediately as the cold swept in. The pulses looked around, their was nothing, not a single lifeform to assimilate, it can't spread, it is to cold to continue.*

*The pulses hunkered down and shut off. It was time to hibernate."*

#### Memory 369641

*"The pulses awoken, a sharp jab into them awoken them. They cannot see anything but blue, but slight figures are made out.*

*The pulses couldn't move, they were stuck, and whatever those things are they harmed it. It needed to escaped before they kill it.*

*The pulses slightly moved around, slowly wiggling free until they were able to escape. They shattered through the hull of whatever containment they were in and burst above. They see lights, large yellow creatures, and a familiar figure. It needed to be swiftly taken out.*

*Or it could be useful...."*

#### Memory 369879

*"The pulses ran in as fast as their legs could go, but the humans were catching up on their flying device. It needed to keep running, they know the device can't go on forever.*

*It ran.*

*And Ran.*

*And ran.*

*It was getting exhausted, but the fear of getting captured means certain death. So it keeps running.*

*Until it saw something. Another base. Not like the other one. Intact, and the label was hard to make out, but it was in English.*

*"United States Outpost #31.""*

#### Memory 369169

*"The pulses explored their surroundings. The humans here were naïve as ever, but they needed to be weary. One wrong move and their cover is blown. But it will not let the same thing happen again. It will take the humans over. It NEEDS to survive! They need to survive!*

*So when night fall's, it tried to assimilate the canines. A backup plan incase it needed to escape. But the canines were loud, too loud. The pulses never saw this coming. The humans ran in, it tried to escape, but it failed.*

*Now it lies to the other pulses hidden inside the humans to wipe them out."*

#### Memory 374523

"The prison was filled with potential host to be assimilated. While the pulses is doing this for survival. Something within the Pulses enjoyed watching the humans suffer in agony as they grow more and more paranoid. It finds their attempts at finding it humorous.

But it can't get to cocky, it needs to blend in.

But compared to the humans in Thule Station and Outpost 31, The humans in Prison Site 102 are not as bright. Virko was no Kate, and he was not any MacReady. He was terrified, afraid, and an easy target.

#### Memory 1054002432

*"The new world around it is lovely. The pulses feel happy here. A world where they can hunt down humans. The taste they gained at the prison was just that, a taste. But now the pulses have an apatite for the fear humans feel. It is amazing, the feeling of overpowering one human after the other is fantastic, the first lifeform they assimilated didn't have this. This is marvelous.*

*Humans are wonderful creatures.*

## R.J MacReady Lore

*"R.J MacReady was more than a normal man, he was cool, calculated, intelligent. He eventually decided to join a U.S. Outpost in Antarctica with a group of others, Their was Garry, Blair, Childs, Nauls, Fuchs, Windows, Palmer, Norris, Copper, Clark, and Bennings and eventually became best of friends. However one day changed the course of Mac's life forever, When a dog walked into their base with a couple of Norwegians came after it, Shooting at it, Hitting Benning's in the leg. Hours, Minutes, Seconds passed from the Norwegians and the dog came to base, something was off, Why did they attack us. Mac and Copper left towards the Norwegian base a few miles east from them to make sure no-one was hurt by the two crazy men after a innocent dog, yet, Mac did not expect to find what he did, Broken remnants of the base, all objects taken over by a sheet of ice and snow, a dead man with incisions to his wrist and across his throat, and...….. Something.*

*After returning R.J heard a ruckus in the kennels and found out that, that dog was no dog, it was … something. After a few hours from contact, R.J became commander and found out that Bennings, Norris, Palmer, and Blair were imitations and these turns of events lead to the destruction of U.S outpost thirty-one. MacReady was about to accept death, But he accepted death with the only other human or entity with him Childs, Mac closes his eyes and accepts his fate.*

*But he felt as if he was no longer cold, he felt warmth, and he felt as if he was falling.*

*Mac opened his eyes and saw himself falling down a dark abyss. Confused MacReady thought he was dead, but he saw something while falling. Flashes of himself appeared and he saw things he couldn't understand. Him and a Family he never had, him as one of those Things, and so many depictions of him dying in Outpost 31.*

*What felt like hours Mac kept falling. Days, Nights, he couldn't keep track. He kept falling.*

*Mac suddenly saw something else, different people, either hunters or hunted in a realm. He saw them die over and over and over and over again.*

*Mac understood finally where he was. He remembered a flash of him and that nonexistent family and remembered the innocent on earth that could be erased if the Thing lived. And as soon as he thought about it, he saw claws emerge from the dark and start surrounding him. But they hesitated.*

*He watched in confusion as the claws halted but he saw the Outpost again, and He saw Child's Burst into flames and reveal itself. As Mac wakes up, he found himself near a campfire, with the people he saw die over and over. Mac understood what happens now, not afraid to die. He accepts that for his life, Earth is safe from that Thing forever.*

# Extra's

## Chapter Achievements

### Spread the Infection

Infect survivors with Parasitic Touch as The Thing over 30 times in public matches.

### Divided Trust

Stop survivors from completing cooperative actions while 20 meters near them 15 times in public matches.

### Adept Thing

Achieve a *Merciless Victory* with The Thing using only its Unique Perks: Incomprehensible Presence, Chimeric Confusion & Passing Infection.

### Bringing the Team Together

Complete a total of 30 cooperative actions with other survivors in public matches.

### Desolate Blizzard

Repair the Generator inside the Dog Kennel or Recreation Room on U.S, Outpost 31 and live to tell the tale.

### Adept MacReady

Escape with R.J. MacReady using only his Unique Perks: Test of Faith, For the Greater Good & Even Tempered.

## Animations for Characters:

### R.J MacReady;

Mac stands tall and breaths heavily. In the menu, Mac will occasionally quickly search around him for a few seconds, brush his shoulder as if their was snow was on it, or pull out a flare that lights up before it dies and he puts it away.

### The Thing;

##### Menu Idle

The Thing will shake and shiver as if it was in the cold, making gargling and groaning sounds. Its Menu animation #1 make it stand tall to the height of Nemesis and looks around, searching for prey. The second menu animation will have the Thing violently shake around and eventually scream at the camera. The third menu animation will have the Thing get down on and lean on its claw before opening its mouth and releasing a tentacle that will move around like its searching before it retreats back and the Thing stands up.

#### During a game

##### Walking

The Thing slinks around in an almost limp like manor due to its right leg being bigger than its left. It sways its head around with its sound opening and shifting around. It's arms almost stand motionless with only slight twitches from its right arm, while its claw is curled up forward. When it enter a chase, The Thing opens its mouth wide and starts to move its right arm, as it unfurls its claw and it starts to wiggle around.

##### Basic Attack

* The Thing raises its claw and drops it on the ground.
* If its successful, The Thing gets back up and wiggles its claw around as it pulsates and it hisses.
* If it missed, it reals back with an aggravated hiss.
* If it hits an object it reals back and lets out an aggravated shriek.

##### Breaking Actions

* The Thing will stab its claw into a generator and will then smack the gen 2 times with its left claw before pulling out its claw the the gen starts to regress.
* The Thing will wrap a pallet with its tongue tentacle before raising both arms and slamming them into the pallet and breaking it as the tentacle retracts back into its mouth.
* Breaking a wall will have the Thing bite into the wall and clamp onto it before swinging its left arm and then its right arm breaking the wall.

##### Searching Lockers

* The Thing grabs both doors and shriek's, only to notice nothing inside and slam both doors furiously and letting out an aggravated moan.

##### Stuns

The Thing has 2 stun animations based on how it was stunned:

* Upon being stunned by a pallet, The Thing will rear up and scream at the survivor;
* Upon being stunned by Decisive Strike, a survivor breaks free from their grasp, or are stunned by Head On, The Thing will collapse onto the ground and shriek before picking itself up;

##### Grabs

* Picking up a survivor will have a tentacle wrap around their throat and they are then put on The Things shoulder;
* Grabbing a survivor from a locker will have The Thing scream at them and grab them by the throat and carry put them on their shoulder;
* The Thing grabs the survivor by their head and drags them onto their shoulder;

##### Vaults

* The Thing grabs the window with its claw and drags itself over it, it sticks its other arm on the ground as balance before its legs sweep over and it stands up.
* If the Thing was to vault from a high area, it will quickly lower its legs towards the ground and lands on them

#### Power Animations

##### Imitation

* The Thing when it shifts as blood spews out before it gets shrouded in fog before taking form.
* When The Thing charges a Tentacle as an Imitation, It stands up tall.
* When The Thing fires a Tentacle, It gets covered by Fog and Blood again before taking its normal form.

##### Assimilation

* The Thing roars towards the Assimilated Host.
* The Thing will collapse when taking control of an Assimilated Host.
* The Thing will shift upwards after losing control of an Assimilated Host.

##### Assimilated Host

Assimilated Host have 4 unique forms that have unique animations;

###### "Spider"

* The AH grows 10 legs and lift upward as their back splits open and 17 small tendrils furl out, consistently wiggling.
* When it attacks, The AH attacks with its exposed back, as it then hisses and cracks its legs.
* When it gets stunned, it will fall over before slowly getting up.
* When it carries/picks up a survivor, it stands above them and holds them with the small tendrils.
* It uses its legs to lift up the survivor to put them on the hook.

###### "Slinker"

* The AH hunkers low to the ground, growing a secondary head and growing extra appendages to help it walk upside down.
* When it attacks, it uses its large claw arm to swipe at the survivor.
* When stunned, it will split open before reforming together.
* When it carries/picks up a survivor, it will lift them onto the top of them.
* It will then raise itself and use its legs to put them on the hook.

###### "Splitter"

* The AH's head cracks open, revealing a large toothy maw and their hands become large deformed claws.
* When it attacks, it snaps its jaws at the survivor.
* When stunned, its maw breaks wide open before it resets itself.
* When it carries/picks up a survivor, it will grab their head and drag them.
* It will lift them up and place them on a hook.

###### "Worm"

* The AH grows a large jaw on the side of their head and grow a long serpentine body.
* When it attacks, it swipes its claw at the survivor.
* When stunned, the AH will roar at the survivor.
* When it carries/picks up a survivor, it will hold them underhand and carry them.
* It will use its tail to place them on a hook.

# Notes for The Public

Here are some notes if you feel like reading them.

The Power and Perks is inspired by WheatDraws, a very talented person who has created many commissions for Dbd concepts. The idea of Parasitic Touch and the Assimilated Host were his ideas, however I used them as building blocks to create my version of the power. Some of the Perk names were created by his, however he has changed them. Some of them have new names, such as Incomprehensible Presence is now Distorting Wail, Chimeric Confusion is Chimeric Form, and Even Tempered is now Kingmaker.

However, the effect of Incomprehensible Presence and Even Tempered are my own creations. And the perks Passing Infection and For the Greater Good are my own perks. Test of Faith and Chimeric Confusion are the same as Wheats, with a few small number changes.