The default cosmetics are Spencer Charmas’ Silver Screen outfit (top left), and his Welcome to Hollywood outfit (top middle). The rest are standard cosmetic choices, except for his Silence outfit (top right) which is a legendary due to unique voice lines.
Lore:
When Spencer Charnas dies at the end of the Welcome to Horrorwood era, the amount of music and death he is responsible for has resulted in the Entity taking him into its realm unharmed as he is able to stand up and walk directly into the fog.
Weapon: Buck 120 Hunting Knife
Ranged Weapon: Beretta 92FS 9mm Pistol
This weapon has six bullets which can be shot per game, they injure a survivor on impact and any survivors in a five metre radius are revealed through Killer Instinct.
Power: Mimicry
A killer’s ability is randomly chosen at the beginning of the game, and is adapted for The Silence. If you have perks from another killer it higher the chance of that killer being chosen. For abilities that are item specific (example Deathslinger’s) it is adapted to be used with the Silence’s gun.
Load-Out
Perks
Psycho’s Only
“Now you’ve just given me this weird German stand in that everybody hates!” - David Arquette
There’s no replacement for the real thing. Whenever a survivor causes a noise alert (or a scream), they lare revealed to you for 5/10/15 seconds, if it is a trick noise they are exposed for 2/3/4 seconds.
Hex: Silence is Silver
“I can’t escape the silver screen!” - The Shower Scene, Ice Nine Kills
There are four hex totems lit on the map, and in a 10/15/20 metre radius of said totems the killer is rendered completely silent, no chase music begins and neither does a sound denoting their radius. When dulled Totems can be relit once/twice/thrice.
No New Stories in Horrorwood
“How’s this for an establishing shot?” - Welcome to Horrorwood, Ice Nine Kills
At the start of the game you are given as many tokens as you have different killer’s perks equipped. You also gain a token every time the survivors finish a generator. For every token every survivor ability takes an extra 1/1.5/2 seconds, and when the final gate is being opened it adds an extra 2/3/4 seconds for every token collected by the killer.
Add-Ons
Newspaper clipping
An article about the gun found at the scene of the murders of Spencer Charnas’s parents. An altered magazine is added to the Beretta pistol allowing for three extra bullets.
A vial of corn syrup / A Joker card / A small black hat
Several movie props taken for performances. Mimicry is more likely to be a stealth killer. / Mimicry is more likely to be a ranged killer. / Mimicry is more likely to be a rush killer.
Foam axe
Patrick Bateman can hit further. Basic attacks now have the same range as lunged attacks, and lunged attacks are 5% longer.
Guitar pick
Your chase/radius music now mimics the killer you are mimicking. This add-on becomes a random add-on from said killer’s collection.
VIP INK Tour Lanyard
Mimicry now gives you two abilities from two different killers. For example, the Redeemer from the Deathslinger, and Stealth mode of Ghostface. Your Beretta pistol now only has two bullets.
Spencer Charnas’ death certificate
Your Beretta pistol now has an infinite amount of bullets and anyone in a five metre range when it goes off is exposed for five seconds, but Mimicry is disabled.
Additional
Legion is given the legendary of a cult member of the Silence.
Freddy Krueger is given the Spencer Charnas’ Freddy Krueger legendary.
Every survivor is given an Ice Nine Kills t-shirt.
Kate Denson, Jeff Johansson, Yun-Jin Lee, and Vee Boonyasak are given Silence hoodies.
Leon Kennedy, Ada Wong, Rebecca Chambers, and Jill Valentine are given an INK Rainy Day t-shirt.
Albert Wesker is given an INK Rainy Day t-shirt.
Michael Myers has an INK version of his mask (from Stabbing in the Dark).
The song that plays in lobby whenever any of these are picked is the intro to “Welcome to Horrorwood” by Ice Nine Kills.
Full Batman DBD chapter? (Joker or Scarecrow as killer, Bruce and several Robins as survivors? :3
Origin
The origin for all the killers and survivors is the same, which is that the Entity has been fixated on Gotham for some time due to the high amount of death and darkness ingrained in the city. Hugo Strange had been experimenting on his patients and using artefacts and abilities given to him by the Black Vale (who work closely with the Court of Owls). This eventually leaked out into the rest of Gotham, resulting into the Entity having a foothold and being able to lure whoever it wanted in to its realm. Bruce Wayne and his allies were easy prey because of their desire to help. Some of the killers were simply tempted by the promises the Entity made them.
Killers
The Scarecrow (Jonathan Crane)
Appearance
The centre is the default cosmetic from Arkham Knight, with the BTAS cosmetic (left above), Arkham Asylum cosmetic (left below) being available but the right Nolanverse Scarecrow being a legendary cosmetic with extra voice lines as well as a different stance and lobby animation.
Weapon: Glove of Fear
Scarecrow’s man weapon is a glove which has syringes, needles, and razor blades attached. A standard attack increases a survivor’s fear metre by 10%, a lunge attack won’t harm a survivor but will increase the survivor’s fear metre by 15%.
Power: Phobosoxide
The Scarecrow has a constant stream of phobosoxide continuously being sprayed from the many small canisters on his person. It starts as being within ten metres and slowly increases by five metres every ninety seconds.
Every survivor has a fear metre, it starts at 5% and when in chase it increases by 5% every ten seconds, being hooked, hit, downed, or otherwise hit by a status effect adds another 5%. If you are in the area of the phobosoxide this effect doubles. At 15% the map gets darker and disjointed - you start to have false aura readings. Gens appear where they aren’t, the obsessions aura is placed somewhere at random, etc. At 25% survivors are begin hearing the Scarecrow’s Chase theme no matter where they are. At 50% survivors are oblivious. At 75% survivors are blinded, and scream every twenty seconds. At 100% the survivor becomes in a state of pure terror and the Scarecrow can use the phobosoxide to induce a Mori regardless of how many times the survivor has been hooked.
Survivors can use the antidote to cure themselves and decrease the phobosoxide area by five metres, if they were cured when they use the antidote it decreases by ten metres but this can only be done once per survivor.
Load-Out
Hex: Ornithophobia
The hex gives every survivor a huge fear of birds, this means every time they disturb a crow they scream and reveal their position for 3/6/9 seconds. Every survivor is attached to a totem and the hex is cleansed completely until every survivor cleanses their own totem. The totem is not revealed to the survivor until they have disturbed 5/7/9 crows (receiving a token for every one scared.)
One for Sorrow, Two for Terror
When a killer hooks two different survivors the generator with the most progress explodes and loses 20/30/40% of progress. The two survivors who were not hooked are broken for 30/60/90 seconds. This can be repeated but if you hook the same survivor twice in a row the perk deactivates for the rest of the game.
Panic Attack
When making loud movements or screaming within 25/50/75 metres of the killer survivors now cause themselves and everyone within 25/35/45 metres to be revealed.
Add-ons
Gas Mask
The area of phobosoxide is now visible.
Black crow feather
Every time any player spooks a crow the area covered by phobosoxide increases by 0.5%
Stethoscope
Phobosoxide now causes survivors to become broken if an antidote isn’t taken for ninety seconds.
Gas mask
The phobosoxide spreads 5% quicker and the area covered increases by 5%.
Burlap sack
When a survivor uses an antidote it will reveal their location for 3 seconds and cause them to be oblivious for 90 seconds.
Dictaphone
Every player starts with a 50% fear level.
Attacks no longer increase fear level.
The Two-Face (Harvey Dent)
Appearance
His default appearance is the Nolanverse incarnation (left), with an option to change to the Batman: Arkham Knights version (middle), or a comic book legendary which changes the voice lines to in game speech bubbles and text (right)..: (voiced by the same VA as the others if needed to for accessibility.)
Primary Weapon: Fists
Two-Face’s gloves fists and knuckle dusters are far more useful to him than a knife.
Secondary Weapon: Two Semi-Automatic Pistols
Two-Face also has two ranged weapons with three rounds of bullets each that are both used at the same time, its accuracy is low but releases a stream of bullets over a small space of time. Survivors can only be hit once by these every thirty seconds. If hit directly they cause the survivor to lose a health state and enter the bleeding status.
Power: Heads or Tails
Two-Face flips a coin, and if it lands on heads then he enters Harv’s Frenzy for thirty seconds. This causes him to go 20% faster, the next hit to result in a survivor being downed, and every hit after that to result in the survivor bleeding. If Two-Face is stunned or blinded then the frenzy ends.
Load-Out
A Hero’s Death / A Villain’s Survival.
“You either die a hero, or live long enough to become the villain.” — District Attorney Harvey Dent
Every time a survivor is hooked the killer and the survivor gains a token, every survivor that has a token reveals every survivor who comes within five/ten/fifteen metres of them. The only way to lose a token after it has been gained is for a survivor to be downed within five/ten/fifteen metres of the original survivor. The killer can only collect one token per survivor, and when all four are collected, every survivor who is still carrying a token becomes broken for the rest of the match but they can now repair and heal 30/20/10% faster.
The Dark / The Dawn
"The night is darkest just before the dawn. And I promise you, the dawn is coming." — District Attorney Harvey Dent
The exit gates are blocked by the entity for 20/30/40 seconds, for every survivor hooked during this time the remaining time is doubled.
Morality / Chance
“The world is cruel. And the only morality in a cruel world... is chance. Unbiased. Unprejudiced. Fair.” — Two-Face
After the first time you hook a survivor everything now has a 50% chance of succeeding or failing. Everything. Being stunned, being blinded, hitting a survivor, downing a survivor, hooking a survivor, a generator being completed, etc. When the killer fails any of the above however all the survivors and the killer is revealed for 10/20/30 seconds, when the survivor fails they are oblivious and blind for 10/20/30 seconds.
Add-Ons
Gotham City Hall ID Card
Increases the duration of Harv’s Frenzy by five seconds for every survivor hit. The same survivor can be hit multiple times.
Joker’s Calling Card
Obsession and revenge for what the Joker took from you still seeps deep into your heart regardless of whether Harvey or Harv is fronting. Whenever you enter Harv’s Frenzy the obsession is revealed to you for the duration.
Broken Torch
When you aim your semi-automatic pistols you can see the trail the bullets will take.
Burned Up Bullet Proof Vest
You now have an extra two magazines for your semi-automatic rifles.
Double-Headed Coin
The act of flipping the coin causes the survivors in a seventy five metre radius to scream and reveal their position.
Engagement Ring
The memory of a life as the controlled, repressed District Attorney helping you shut out your dark side. You have an infinite amount of magazine bullets but you can no longer trigger Harv’s Frenzy.
Newspaper Clipping
Harv’s Frenzy now lasts for twice as long and generators not being worked on whilst it is active regress. However, each semi-automatic rifle only has one magazine.
Extra:
The Joker would be present as legendary for the Clown. Similarly Bane as a legendary for the Oni, Red Hood (post-DITF Jason Todd) as a legendary for the Legion, Killer Croc as a legendary for the Trapper, Poison Ivy as a legendary for the Artist, Harley Quinn as a legendary for the Trickster, and Catwoman as a legendary for the Spirit.
Survivors
Robin
Appearance
The Entity forces Dick Grayson, Tim Drake, and Jason Todd to be fused together similarly to how Legion was. Each one has their own cosmetic just like Legion, and also a Blighted cosmetic that fuses them all together similar to the Legion cosmetic.
Load-Out
Boon: Blessing of the Lazarus Pits
If a survivor is in the radius of the lit boon and is hooked for the first time, the totem allows them to unhook themselves once without losing a life or health state, as well as healing everyone in its vicinity (at 30/40/50% speed of a medkit.) The survivor who lights the boon remains broken until everyone has been hooked at least once, at which point they recover from broken, the boon dulls and this perk deactivates.
Rescuer of Blüdhaven
When you are down a health state looking in a chest will guarantee you an uncommon/rare/very rare medkit. When you are completely healthy it guarantees you an uncommon/rare/very rare toolbox. When you are within fifteen metres of the killer it guarantees you an uncommon/rare/very rare flashlight.
Agent of Spyral
When the killer is in your eyeline for 30/25/20 seconds but without you being detected or in chase you can reveal him to every survivor within a 15/20/25 metre radius.
Bruce Wayne
Appearance
Bruce Wayne appears in his Robert Pattinson appearance as a default with options of a professional suit (left) and his street clothes (right). There is also a comic book legendary which replaces voice lines with speech bubble dialogue (voiced by the same VA as the others if needed to for accessibility.)
Load-Out
The Prince of Gotham
Money is no object for you. You can recharge items that are uncommon and below/rare and below/very rare and below, but it leaves you exhausted for sixty/fifty/forty seconds.
The Man Behind the Cowl
Every time you completely heal or unhook a survivor you gain a token, when you get five/four/three tokens you can use them to either complete a generator that is at least 40/50/60% complete, unhook yourself from a hook, or unhook a fellow survivor with them being fully healed.
Exploding Batarangs
After contributing 70/60/50% to a generator you can go into a locker and wait for 40/30/20 seconds to make 1/2/3 exploding batarang(s). You throw batarangs onto breakable walls and on fallen pallets. You can remotely detonate them at any time within 10/20/30 metres, but they will automatically detonate when you leave that radius. If the killer is within 2/4/6 metres of the explosion they will be blinded. You can also drop them but they will explode immediately.
Extra:
Harvey Dent (pre-Two-Face) would be a David King Legendary, Cassandra Cain would be a Feng Min legendary, and Commissioner Jim Gordon would be a Jonah Vasquez legendary.
Location: Wayne Manor
The location includes the main part of the manor as well as the outside grounds (similar in size to the Forgotten Ruins.) Theres also a hidden passage to look at the batcave from above.
Anon who enjoys both Mechanic and Carol's dynamic!! How far is his obsession?? He is like Myers?? While in his rampage did he ever mad at the fact the only one he loved left him and took his anger on the victims or he just got extremely melancholic to even try killing people?? Does he tried to forget about her to feel less "dead inside"?? Sorry for the questions I just really love how unique the killer is and how he's moved by his love and how far he goes to be with her!!
Mun: Myers isn't exactly obsessed with Laurie, I'd say. He just can't seem to kill her like everyone else and targets her when he finds her.
However, I'd say No The Mechanic isn't like Myers in that he kills so that he can find peace. Mechanic kills/killed because he was consumed with his past. Carol could've pulled him out of this endless nightmare before but she wanted to find herself before she found another and left feeling it was for the better of the two. However, her leaving is what made his anger and PTSD start to take control and soon he lost himself in a frenzy of killings that last a few days.
Yet, his love for Carol still drove him. He honestly went out killing because he wanted to find Carol again, and every time he saw this person wasn't Carol he thought they were worthless and disposed of them.
The Mechanic couldn't forget about Carol. She was all he had and he lost her. He's motivated by loss and anger. The same anger he felt before killing his own father.
In the realms, he's motivated to keep what he has and to please the Entity so neither her or him was to be taken away from one another. He hunts, harms, and kills others. Sometimes even Carol if the Entity demands it.
The Mechanic isn't mindless and each time he kills carol, he punishes himself on the inside. When not in a trial, he wanders the woods in hopes of finding her again.. Sometime he does.. sometimes he doesn't..