Frank’s future was as bleak as his childhood was miserable. He was nineteen and had little to show for it. Yet, Frank was a man of potential, who could light up a room despite his bleak childhood. Moving from one foster home to another, he finally end up in a small bungalow in Ormond, Alberta.
Ormond was a small, stale place; a remote town of six thousand inhabitants where gray winters drag on for most of the year. Frank did everything he could to get into another adoptive family, but he changed his mind when he caught the attention of a beautiful girl.
Julie was a popular girl who was convinced that she deserved better than a life in Ormond. And Frank, an outsider, was her ticket out. Frank attended the parties she threw where everyone was younger than him and easily impressed, which he liked. He met the impulsive Joey, who liked to show off, and the shy, naive Susie, who was Julie’s best friend.
They would hang out at an abandoned lodge up Mount Ormond. Their time together was the perfect break from the boring conformity of their small, insignificant everyday lives. Bullying, vandalism and theft, were essentially their weekend plans. It came to a point where they would do anything he asked. Nothing was off-limits when they put their masks on.
Violent impulses are within us and building incrementally, for some, to a tipping point. They were a plain group of friends until they met Frank, who turned them into a Legion. Now they draw power from the thrilling insane freedom of not abiding to any rule but their own.
The Legion use their power, Feral Frenzy, to hunt down their victim. When activating Feral Frenzy, The Legion enter a deadly rage allowing them to sprint and vault over pallets at the cost of lowered senses.
In Feral Frenzy, hitting a Survivor afflicts them with the Deep Wound status effect which slowly but surely bleeds them dry if they don’t mend. Hitting a Survivor while in Feral Frenzy replenishes The Legion’s entire power gauge, and triggers Killer Instinct, an ability that helps locate other Survivors nearby.
Any time 2 Survivors or more are working on the same Generator, the Generator's aura is highlighted in white for a limited time.
While carrying a Survivor, you suffer no cooldown for missed attacks and hitting another Survivor pauses the carried Survivor’s wiggle timer.
You open lockers faster. When a Survivor exits a locker, they emit a loud noise and suffer from the Exposed status effect for a limited time.
Jeff Johansen was born and raised in Ormond, Alberta. He grew up as a quiet, only child with an aversion for large crowds. During high school, his anxious temper was mislabeled as shyness, which he covered up with a tough, stoic persona that intimidated bullies and teachers alike.
At home, he collected heavy metal vinyl albums. The evocative symbolism on the covers inspired him to make art of his own, which helped him cope with his parents’ constant fighting.
After his parents’ divorce, he was forced to move with his mother to Winkler, Manitoba, which was miles away from his hometown—and his dad. In Winkler, Jeff was more isolated than ever, except for art and music. His solace came shortly after graduating high school when he started working at a local bar with live music. He found a roadie gig shortly after and left Winkler for good. After an incident at a concert, he reoriented himself and started designing labels for microbreweries. He led a quiet, simple life brewing beer, designing tattoos, and making art for bands he liked.
All until one morning, when he got a phone call from Ormond saying that his father had passed, leaving a few things to sort out. Jeff returned to the home he left behind, but he should have never looked back. Jeff’s personal perks, Breakdown, Aftercare, and Distortion, allow him to break hooks, cooperate with other Survivors, and conceal his aura from The Killer.
Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for a limited time.
A 2-way link is created between yourself and Survivors if: you rescue from a hook, or who rescue you from a hook, or you complete a healing action on, or who complete a healing action on you. You can create a limited amount of links with other Survivors. Existing links will not be replaced until they are removed. If you are hooked by The Killer, all your existing links with other Survivors are removed.
You start the Trial with 3 tokens. When your aura would be shown to the killer, the perk activates, and a token is consumed. For a limited time, while the perk is activated, your aura will not be shown to the Killer.
Welcome to Ormond, Alberta. Population: six thousand ninety-three. Surrounded by an impressive mountain range, Ormond’s ski slopes showed promise for a lucrative coal mining venture. The environmentally controversial nature of the project, however, brought the enterprise to an abrupt stop, which left deep scars on Ormond’s landscape and population.
The hollowed summit of Mount Ormond now looms over desolate patches of dead trees. The abandoned ski facilities still remind the inhabitants of a past that never was. It is a place of broken promises and devastated nature. The stale air worsens during winter, when the rough winds drape a heavy blanket of isolation over the bleak landscape.
“The town will leave you with a deep sense of peace. Yet, few ever return.”
Mount Ormond Resort
Ormond was once a small, remote ski town with idyllic slopes, but its resort turned obsolete when a deluxe ski village was built on Mount Richards less than two hours away. Mount Richards offered fresh slopes with luxurious stores and hotels, which crushed Mount Ormond’s isolated, decrepit facilities.
The fate of the mountain worsened when a mining project took interest in the coal present at its summit. The mountaintop was lined by explosives to extract coal seams from under it. The project caused a public outrage and was stopped midway.
Mount Ormond is now a soulful, deforested graveyard where gangs and teenagers go looking for trouble. Some people say that the mountain hides a darkness, a bottomless hole from where no one can return.