通行証 · AFTER DARK EXORCISM CLUB

HALL PASS — story memo

One page for the cut-scene edit. Working titles throughout — the game name and school name are not final. Companion prompt deck with reference stills: hallpass.cc/reel.html · every sound and character voice: hallpass.cc/library.html · playable build: hallpass.cc

THE WORLD

A Japanese public high school after dark. Every day, thousands of small terrors soak into the building — failed tests, forgotten homework, being seen, being ignored. At 9 PM the doors lock and that residue wakes up: curses, crawling out of lockers and pooling under the floodlights. Dawn burns them off. The school's oldest secret is a club charter granting four students a hall pass — permission to be where no student should ever be, from last bell to first light, hunting what the school breeds. The win condition of every night, in game and story, is simply: survive until First Bell at 7:00 AM. The sun coming up is the emotional climax of every run — treat dawn as salvation, gold light as grace.

THE CLUB — four students, four anxieties weaponized

The rule of power (borrowed proudly from Jujutsu Kaisen): the source of your fear is the source of your technique. Each member channels the exact thing that eats them.

REN AMASAKI — Knuckle & Flame

2ND YEAR · THE ANGER · red · bandaged fists, fire

The brawler. Furious at a school that already wrote him off; fights close, burns hot, refuses to lose anyone else. De facto captain. Domain: IRON CELL — a cage that drags enemies in and crushes.

YUI KUROKAWA — Needle Thread

1ST YEAR · THE PERFECTIONIST · cyan · silk & needles

The youngest and already top of the class — terrified of a single dropped stitch. Serene in chaos; her threads impose order on it. Domain: SILK CATHEDRAL — the night itself slows inside her weave.

KAITO MIZUHARA — Static Orb

3RD YEAR · THE BURNOUT · violet · void orbs, blackouts

The senior. Chronically exhausted, quietly brilliant, one year from escaping. His power is absence — voids that eat what gets close. Domain: BLACKOUT GRID — the lights die and the storm arrives.

SORA TACHIBANA — Talisman Volley

2ND YEAR · THE SHOWOFF · gold · paper talismans

The trickster, loudest in any room, desperate to be seen — so her charms make sure everything sees her. Grins with a fang. Domain: PAPER STORM — a homing blizzard of golden paper.

They fight as a tag team — one on the floor, the others benched but present (the game calls it The Club). Cut scenes can always stage all four together: walking in line toward camera is the signature ensemble shot.

THE ANTAGONISTS — faculty-shaped fears

The swarm is anonymous dread. The bosses are not villains — they are masks the night wears, the school's memory of authority grown monstrous: THE JANITOR ("clean up after yourself" — what gets thrown away), HALL MONITOR (the terror of being seen), POP QUIZ (being unprepared), THE SUBSTITUTE (the wrong face at the desk), EXAM SEASON ("time is up"), DETENTION (the cage), GROUP PROJECT ("everyone gets the same grade"), PARENT-TEACHER NIGHT, and THE VICE PRINCIPAL. Each has a splash portrait, a tagline, and an arrival beat in-game — boss arrivals are natural stinger material.

THE ARC — three acts

TONE & TOUCHSTONES

WHAT WE NEED CUT

House rules: generated clips contain no text, no logos, no titles — all typography is comped in post (names aren't final). Camera language is one continuous slow push-in per shot, except walk-ins where the cast advances on a locked camera. Full prompt cards, style block, and every reference still: hallpass.cc/reel.html.