Little Nightmares Chapter Concept

Welcome to Dead by Daylight, Fan Concept #19. The hunger of the unknown never sleeps, we just think it does. Only for us it festers within us and it can be amplified from a twisted signal from the Pale City. Now relive the moments of the terror within the bowls of the Maw and the desolate streets of the Pale City and the horror that happens to the children who walk into the darkness.

**Fan Concept #19: Little Nightmares**

Within the world, two beings reside in their respected domains. Within the ***Maw***, a twisted overseer wearing a porcelain mask watches over. **The Lady** watches over her guest, and feeds off of the youth of the children she captures. Meanwhile in the depths of the ***Pale City*** from the horror of the Signal Tower, a dark broadcast is released, morphing the residents. And one man overlooks this, **The Thin Man**.

After waking up to a signal, **Mono** explored his surroundings to find answers to the signal. He then encountered a girl locked away in a cabin, and after freeing her and killing her captor, **Mono** and **Six** departed on a journey to survive the ***Pale City*** and its residents. But when that time passed, **Six** awakened deep within the ***Maw***, now trying her best to survive while she gets overtaken by the darkness inside her, and her need to feed.

# New Killer: The Lady

## The Lady

### DLC

Little Nightmares

The Lady is an observant killer, able to create clouds of concentrated darkness to peer out of as well as summoning shadows to attack any who pass them by, creating chaos in their wake as she watches from the dark.

Her personal perks Overseer, Hex: Dark Manifest, and Scourge Hook: Life Absorption allows her to see auras of survivors near objectives, cause survivors to become broken and see their location, and grant her a growing haste effect overtime.

## Power: Darkness from the Maw

*As the overseer of the Maw, The Lady watches in shadows and strikes when least expected.*

When **The Lady** injures a survivor, or a certain amount of time has passed, she gains a **Shadow Token**. **The Lady** can hold up to a maximum of **5 Shadow Tokens** at a time. *(Token Charge Time - 20)*

### Special Ability: Shadow Rift

By holding the **power button** and tapping the **ability button** will have the Lady summon a *Shadow Rift*. In order to summon a *Shadow Rift*, **the Lady** needs to hold at least **3 Shadow Tokens**. *(Summon Time - 3)*

When a *Shadow Rift* is placed, a large cloud of concentrated darkness covers it, showing its location to survivors. When a *Shadow Rift* is opened, tapping the **power button** while facing it will transport **the Lady’s** vision towards the *rift*, allowing her to peer through. Survivors can see the *mask* of **the Lady** shimmer out of the darkness, warning them they are being watched. Pressing the **attack button** will have **the Lady** step out of the darkness, and pressing the **power button** will have **the Lady** return back to its initial position when she chose to peer through. *(Transport time - 0.5) (Step Out time - 2) (Return time - 1.5) (Teleport Cooldown - 10)*

### Special Ability: Walking Shadows

By holding the **power button** and tapping the **attack button** will have the Lady summon a *Shadow*. Depending on how many **Shadow Tokens The Lady** holds, the more *Shadows* are summoned.

*Shadows* walk around the map to try and find survivors. When a survivor is found by a *Shadow*, they will try to rush over to them and latch onto them. When a *Shadow* successfully latches onto a survivor, **The Lady** will regain a **Shadow Token**. When a survivor has a total of **3** *Shadows* attached to them, the next *Shadow* to latch onto them will instead take a health state. *Shadows* have a set duration after they are summoned. If they fail to find and latch onto a survivor, they will fade out. *(Shadow Movement Speed - 4.0 m/s) (Shadow Lunge Distance - 2 meters) (Shadow Duration - 15)*

### Special Item: Pocket Mirror

In a random locker, a loud droning noise will emit from it. Survivors can walk up to the locker to retrieve the ***Pocket Mirror*** on the door. There can only be **2 *Pocket Mirrors*** in the trial at a time. ***Pocket Mirrors*** have a total of **3 charges**, after it has been used, it will break and needs to be placed into a locker in order to have it respawn, repaired on a different locker. *(Repair Time - 35)*

When a survivor holds a ***Pocket Mirror***, they are able to use it to either rid themselves or other survivors from *Shadows* and close *Shadow Rifts*. But when a survivor holds a *Pocket Mirror*, they are revealed by *Killer Instinct* to **The Lady** when she peers out of a **Shadow Rift**. If a survivor with a ***Pocket Mirror*** was to close a *Shadow Rift* while **The Lady** is peering out of it will not lose that **charge** and **The Lady** will return back to her initial position and suffer from a short *fatigue state*. *(Killer Instinct Reveal Range - 45)* *(Rid Shadow Time - 3) (Close Rift Time - 1) (Fatigue Duration - 5)*

## Perks

### Overseer

*You’re prying eyes are watching over everything.*

After hooking a survivor, **Overseer** gains a charge. Once **Overseer** has a total of **5** charges, **Overseer** activates for the next **14/18/22 seconds**.

While active, if any survivor was to get within **5 meters** of a **Generator**, **Sacrificial Hook**, or **Totem**, their aura is revealed to you.

### Hex: Dark Manifest

*Your guests never end up leaving without inspection.*

When a survivor takes a *protection hit*, A random *dull totem* becomes a **hex totem**.

**Hex: Dark Manifest** will cause all injured survivors to become **Broken**, After **30/32/34 seconds** have passed without a survivor taking a *protection hit*, **Hex: Dark Manifest** reverts back into a *dull totem*.

When **Hex: Dark Manifest** turns back into a *dull totem*, you see the aura of all survivors who are suffering from the **Broken**, **Exposed**, and **Exhausted** **status effect** for **4/8/12** **seconds**.

### Scourge Hook: Life Absorption

*In order to hide your ugliness, you take the life of others to absorb their youth.*

At the start of the trial, **4** random *hooks* are changed into **scourge hooks**:

* You see the aura of **Scourge Hooks** in **white**.

While a survivor on a **Scourge Hook**, the following effects apply:

* You gain a **5% Haste effect.**
* The Haste effect grows by **1%** every **14/12/10 seconds**.
* Survivors you injure suffer from a **Deep Wound**.

## Mori

The Lady lifts the survivor up and stares at them. The Lady then holds her other hand and summons a group of Shadows. The Shadows them climb up the survivor, Two stick their hands in their eyes, while the others force their way into the survivors throat. The Shadows then claw their way out of the survivor before the Lady swiftly breaks every single bone in their body before dropping them.

# New Survivor: Six

## Six

### Chapter

Little Nightmares

Six is the Dark Child, with a twisted sense of survival locked in her head. In the only sense of survival, its survival of the fittest, and she benefits on purposefully harming others in order to survive.

Her personal perk Life Siphon, Heir to Madness, and Touch of Evil steals the health state of other survivors for her own gains, work on objects blocked by the Entity, and allow her to create fake trails of scratch marks in order to divert attention from her as she learned deep in the Maw.

## Perks

### Life Siphon

*You are surrounded by the need to feed, And hunger is taking over you.*

While you are injured, you see the aura of all *Healthy survivors* within **16 meters** of you. While standing near a *Healthy survivor*, pressing the **ability button** will have you cause the *healthy survivor* to become *injured* and suffer from the **Broken Status effect** and instantly *heal yourself*. You see the aura of survivors injured by **Life Siphon** in white while **24 meters** near them.

When this happens, the survivor injured by **Life Siphon** will not produce *pools of blood* or grunts of pain for **20/25/30** seconds. When the duration ends, the survivor is no longer **Broken**. Life Siphon has a cooldown of **160/140/120** **seconds**.

### Heir to Madness

*You have delt with a darker force before, many, many times before.*

When you are on your *final hook stage*, you gain the ability to use objects that are blocked by **the Entity**. If that object was a **generator**, you gain a **8/9/10% bonus** to **repairing** that **generator** for **20 seconds**.

### Touch of Evil

*The darkness that resided in you unlocks new abilities.*

While *walking*, pressing the **active ability button** will create a trail of *fake scratch marks* **16 meters** towards the nearest survivor of your position.

While cursed by a **Hex**, you leave no scratch marks for **5/6/7 seconds** after activating **Touch of Evil**.

**Touch of Evil** has a cooldown of **120/110/100 seconds**.

# New Killer: The Thin Man

## The Thin Man

### DLC

Little Nightmares

The Thin Man is a transmissional killer, able to create Static Fields around Televisions to inflict survivors with Lunacy, momentarily removing their vision and have them see momentary flashes of the Thin Man. All while he can watch from the Televisions and can use their static field to injure all survivors suffering from Lunacy.

His personal perks Planeshifter, Hex: Time Shift, and Scourge Hook: Vendetta allow him to walk through dropped pallets and windows as if they were not their when he feels like he's losing is presence, inflict Hindered to survivors within his Terror Radius, and disable the perks of a survivor who rescues another survivor off of a scourge hook.

## Power: Distorted Transmissions

*A signal across the Pale City turned its normal residence into mindless watchers, all thanks to the signal played on the televisions.*

Within the trial, **4 Televisions** spawn in. **The Thin Man** can choose where to place **televisions** by attacking them, causing them to reappear into a different location. **Television** will always spawn **40 meters** close to any **generator** and all **televisions** will always start *active*, but survivors can turn them off in order to delay **The Thin Man’s** abilities. *(Disabled Television Duration - 100) (Television Reappear Time - 2) (Turn Off Time - 4)*

### Special Ability: Static Terror

Pressing the **power button** while facing an *Active* **Television** will have **the Thin Man** create a *Static Field* around it. Survivors who enter a *static field* suffer from **Deafened** and **Lunacy**. Overtime, a **television's** *static field* will grow and its aura will turn from **White**, to **Yellow**, to **Red**. When a television is activated by ***Static Terror***, **The Thin Man** is able to *teleport* into that **television** by using **Static Terror** and is able to cycle through all active **Televisions**, allowing him to look through them and tag survivors with *Killer Instinct* that are inside the **Televisions** *Static Field* and can exit the chosen **television** by pressing the **attack button**, removing the **Televisions** *Static Field* if it had one. *(Static Field Growth Time - 50) (Minimum Static Field Range - 16) (Maximum Static Field Range - 50) (Television Transition Time - 1) (Television Cycle Time - 2.5) (Exit Television Time - 4) (White Aura: 16 - 24) (Yellow Aura: 24 - 37) (Red Aura: 37 - 50)*

### Special Effect: Lunacy

Survivors who suffer from **Lunacy** have their vision randomly be completely covered in *static* and they will see hallucinations of **The Thin Man** appear. Survivors with **Lunacy** that are near a **Television** have the *static* cover their screen more frequently and will randomly *scream*. Survivors can remove themselves from **Lunacy** by *turning off* **Televisions** or by being *hooked*, doing so will negate the effect of **Lunacy** for a period of time, allowing them to enter a *static field* without suffering from **Lunacy**. But when a **Televisions** *static field* is at its maximum range, Survivors with **Lunacy** are unable to turn it off. *(Static Flash Duration - 0.25) (Static Flash Time - Every possible 10, 25, 45, or 50 seconds) (Scream Time - every possible 15 or 20) (Lunacy Immunity Time - 30)*

### Special Attack: Transmissional Cut

When a **Television** is at its *maximum range*, facing that **television** and pressing the **Attack Button** will cause the **television** to slowly overflow itself with power before it cuts out entirely. Any survivor who suffered from **Lunacy** will hear a slow building sound, alerting them to get out of there. If a survivor with **Lunacy** fails to exit the **Televisions** *Static Field*, they will be injured and are highlighted by *Killer Instinct*. If the survivor wasn’t suffering from **Lunacy**, they will instead *scream*, and any *immunity* they had to **Lunacy** will be instantly removed. *(Overflow Time before TV shuts off - 10) (Killer Instinct duration - 7)*

## Perks

### Planeshifter

*You are able to appear from the digital world and take whoever you deem a threat.*

After a total of **4/3/2 generators** have been repaired, **Planeshifter** activates.

While active, if you were to be *stunned*, you gain the ability to walk through *dropped pallets* and *windows* as if they were not there for **10 seconds**. The effect pauses as long as you are *stunned*.

When the *Exit gates* have been powered, **Planeshifter** deactivates.

### Hex: Time Shift

*The laws of time do not affect you and your realm.*

When all survivors are hooked for the first time, a random dull totem becomes a hex totem.

While standing, when a *Healthy Survivor* is within **10 meters** of you, they gain a **10% Hindered Effect**. If the survivor was *Injured*, they will instead suffer from a **3% Hindered effect** while within your *Terror Radius*.

When a survivor is *sacrificed* or *killed*, **Hex: Time Shift** reverts back into a *dull totem*.

### Scourge Hook: Vendetta

*You’ve been wronged for far enough.*

At the start of the trial, 4 random hooks are changed into scourge hooks:

* You see the aura of Scourge Hooks in white.

When a survivor is unhooked from a Scourge Hook, the following effects happen to the rescuer:

* They become the **Obsession**
* They will become **Broken** for **20/25/30 seconds** after they are Injured by any means.
* All of their perks are deactivated for **25/35/45 seconds**.

## Mori

The Thin Man watches as the survivor runs before they trip over a television. The survivor tries to get up, but The Thin Man's hands start to come out of the Television. The survivor is then pulled into the Television slowly and grab onto the sides of the Television before the Thin Mans hands come behind their head and he plunges his fingers in their eyes and fully drags them into the Television before stepping out of the tv.

(The Television will remain stationary but cannot be used like other Televisions.) (While looking at the Television, You can see the moried survivor sitting in a chair.)

# New Survivor: Mono

## Mono

### Chapter

Little Nightmares

Mono is the Brave Child, who woke up in a desolate world with a strive to survive. But he has a kind and caring heart, and will do just about anything to rescue any survivor found in the Pale City.

His personal perks Safe Haven, OVER HERE!, and Helping Hand denies the killers ability to see you and other survivors aura while you heal them, inflict the Exposed status effect onto himself to divert the killers attention from weak links, and allows him to complete generators instantly only once at a time.

## Perks

### Safe Haven

*You keep your calm in otherwise frightening situations, so you teach those around you too.*

While you are *healing* a survivor, you see the **aura** of the *killer* if they are **20/24/28 meters** close to you and your **aura** is unable to be read by the *killer*.

### OVER HERE!

*Losing your friends is a fate worse than death.*

While at least **1** survivor is *injured*, **OVER HERE!** can be activated by pressing the **ability button** if you are *uninjured*.

Once activated you create a *loud noise notification* at your exact position and you and the *killer* can see each other's **aura** for **5 seconds**, and you suffer from the **Exposed** status effect for **60 seconds**, but all *injured* survivors leave no *pools of blood* or make no *grunts of pain* while you are **exposed** from **OVER HERE!**.

**OVER HERE!** after use will go on a **100/90/80 second cooldown**.

### Helping Hand

*Roaming the Pale City has taught you a trick or two.*

When you have repaired a total of **95/90/85%** of a **generator**, Press the active ability button to *instantly complete* the rest of that **generator**.

**Helping Hand** can only be activated *once* per trial. If another survivor is using **Helping Hand**, it will be *deactivated* for them as well.