Chapter Concept: A Grisly Bouquet (Killer/Survivor)
Killer: “The Headmistress"
"The creature that haunts the old Orphanage? We're pretty sure that's the old headmistress. Those poor girls are there, too. The things she did to them, no wonder she looks like that now."
WEAPON: TEETH
The Headmistress opens her mouth with her multi-hinged jaw, lashing out and chomping at the Survivors.
Perks
Lights Out
Any survivors who are within 4/8/12 meters from one another in your terror radius are revealed.
Hex: Rules of the Game
A trapped Hex Totem will spawn in the Trial.
When a Totem is cleansed while Hex: Rules of the Game persists, 1 random perk is disabled on every Survivor for 6/8/10 seconds for every cleansed Totem.
When the trapped Hex is cleansed by a Survivor, that Survivor has 2/3/4 random perks disabled for 40/50/60 seconds.
Mother’s Precious
You become obsessed with one Survivor.
Whenever a Survivor performs an action on the Obsession(heal/unhook/etc.) their aura is revealed to you for 4/6/8 seconds.
You can only be obsessed with one Survivor at a time.
Power: GARDEN OF DEATH
The Headmistress gains the ability to summon every 80 seconds. Every time a generator is completed the count Is forwarded 40 seconds. The Headmistress can hold multiple stocks of summoning.
Special Ability: The Girls
Press and Hold the Active Ability button to summon the ghost of one of the Headmistress’s past victims at her location. Tapping the Active Ability button will cycle through the queue of the Girls.
The Headmistress gains increased 4% movement speed whenever one of the Girls’ effect is triggered for 4 seconds.
The Girls
Daisy: Daisy wanders the map and will scream and run from any survivor within 16 meters who’s not crouched, causing them to scream as well.
Iris: Iris wanders the map and will stop and look at any survivor within 16 meters, revealing their aura if they are in her line of sight, unobstructed.
Poppy: Poppy wanders the map and will walk towards and open lockers survivors are hiding in within 16 meters of her, causing them to scream. Poppy will also teleport and pop out behind any crouched Survivors within 16 meters of her, causing them to scream.
Violet: Violet wanders the map towards the furthest survivor, sprinting towards any survivor within 16 meters and stabbing them, causing them to scream. Violet will break chase if the Survivor gets further than 16 meters from her. After stabbing a survivor or breaking chase, she'll run towards the next Survivor furthest away.
Holly: Holly wanders the map, appearing as the Headmistress to Survivors who are further than 16 meters from her. Holly always appears as the Headmistress to injured and dying Survivors. Holly emits a Terror Radius that of the Headmistress.
Rose(Add-on): Rose floats and moves towards the nearest survivor, going through all obstacles/walls/floors. When a survivor gets too close to Rose, she’ll pick them up and strangle them, killing them after 10 seconds of struggling. Survivors can come and stun Rose to drop the strangled Survivor. Rescued survivors are placed into the injured state.
Special Ability: Always Watching
Press and Hold the Power button to reveal the location of all the Girls. Focusing on one of the Girls for 5 seconds will swap their place with The Headmistress, putting the Always Watching on cool-down for 60s.
Add-Ons
Weekly Chore Schedule – Common
Reduces the charge up time for Always Watching by 0.5 second for each Girl summoned.
Daily Class Schedule – Common
Reduces the cool-down of Always Watching by 2 seconds for each Girl summoned.
Room Keys – Common
Reduces the timer for the Garden of Death by 10 seconds for each Girl summoned.
Orphanage Uniform – Common
The Headmistress gains an additional second of increased movement speed for each Girl summoned when one of the Girls is triggered.
Fleur’s Punishment – Uncommon
Hitting one of the Girls will cause them to scream and grant the Headmistress 2% increased movement speed for 10 seconds.
Fleur’s Soup – Uncommon
Daisy, Iris, Poppy, Violet and Rose emit a terror radius half that of the Headmistress’s.
Daisy’s Dress – Uncommon
Increases the Headmistress’s terror radius by 15% for each one of the Girls within 32 meters of her.
Iris’s Sketchbook – Uncommon
Whenever a Survivor is killed, a ghostly shell of them is left behind who run to and aimlessly wander near any living Survivors.
Violet’s Knife – Uncommon
If you miss an attack, you can immediately attack again during the missed attack cool-down. Goes on cool-down until you hook a Survivor.
A Piece of Daisy – Rare
Start the Trial with Daisy summoned.
Any Survivor who startles Daisy has their aura revealed to the Killer for 4 seconds.
A Piece of Iris – Rare
Start the Trial with Iris summoned.
Iris gets 360 degree view. Not having to stare at a single Survivor near here.
A Piece of Poppy – Rare
Start the Trial with Poppy summoned.
Poppy will teleport to any locker a survivor opens if they’re within 32 meters of her, causing them to scream. Has a 30 second cool-down.
A Piece of Violet – Rare
Start the Trial with Violet summoned.
Violet inflicts deep wounds and mangled if she stabs an injured Survivor.
A Piece of Holly – Rare
Start the Trial with Holly summoned.
The Headmistress appears as Holly to healthy Survivors when they're out of her terror radius.
Holly’s Chains – Very Rare
The Headmistress gains 2% increased movement speed for 4 seconds after using Always Watching on Holly.
Always Watching's cool-down is reduced by 80% when used on Holly.
Fleur’s Video Tapes – Very Rare
Any Survivor who startles Daisy suffers from the Exposed state for 4 seconds.
Any Survivor who has their aura revealed by Iris suffers from the Exposed state.
Any Survivor scared by Poppy suffers from the Exposed state for 8 seconds.
Any Survivor stabbed by Violet suffers from the Exposed state for 4 seconds.
Poppy’s Box – Very Rare
Becomes available after summoning Poppy.
Press and Hold the Active Ability on a dying survivor to place them into Poppy’s Box. The Survivor cannot crawl but does not bleed out while in Poppy’s Box.
The Survivor has to hit 10 skill checks to break out of Poppy's Box. Every missed skill check brings the Survivor 5% closer to dying. Poppy’s Box goes on 120 second cool-down after being broken.
The Survivor in Poppy’s Box is killed if they’re the last Survivor alive.
Only one survivor at a time can be placed in Poppy’s Box.
Photograph of Fleur – Very Rare
At the start of the trial, your aura is revealed to the Survivors for 4 seconds and all Survivor auras are revealed to you for 2 seconds.
Any Survivor in your terror radius who sees you has their aura revealed. You gain 2% increased movement speed and your aura is revealed to all Survivors while this persists.
"So that's what she used to look like."
A Piece of Lily – Ultra Rare
Increases the Headmistress’s movement, vault, attack recovery, and pallet breaking speed by 0.5% for each Girl summoned and each Survivor removed from the Trial(including escaped).
A Piece of Rose - Ultra Rare
Adds Rose to the queue of the Girls.
Survivor: Lily
Perks
Slip Away
After escaping a chase, you leave no scratch marks for 4/6/8 seconds.
Slip Away has a cool-down of 60/45/30 after it activates.
Here We Go Again
Gain a stack of HWGA every time the Killer picks you up, up to 5 stacks. For every stack of HWGA, you wiggle 2/3/4% faster.
Wallflower
While in the Killer’s terror radius, your aura is hidden.
MAP
The Old Orphanage
The Map would be the grounds of the Orphanage. In the center of the map is the Orphanage, containing:
- the Dorms(2 Floors)
- the Classroom
- the Lobby(2 Floors)
- the Kitchen
- the Dining Room
- the Balcony(2nd Floor outdoors)
- the Headmistress's Bedroom(2nd Floor)
- the Attic(3rd Floor)
- the Storage(Below Ground)
- the Room(Below Ground)
The Orphanage encow Ground)open courtyard where an old trees grows in the middle. Other areas like the Killer Shack are on the outskirts of the Orphanage grounds.
The Orphanage itself is rundown, partially destroyed(mainly the dorms area) and burnt. Numerous windows and walls for vaulting.
(Maybe I'll draw up some pictures later)
Additional Comments
The Headmistress should feel fairly weak early on, but as the game goes on and her summons come out, the pressure will really start to press on with all the Girls running around. With her base perks, she should be able to track well if the survivors crowd together too much.
Choosing the right Girl to summon could dramatically change how the match progresses.
Daisy constantly patrols the map, always moving away from survivors. Potentially finding more survivors away from any she's run into.
With Iris, Survivors can be revealed in areas the Headmistress is currently not at. Can also locate any survivors trying to hide.
If Poppy finds any Survivor hiding(whether in a locker or crouched somewhere) she will keep causing them to scream until they either leave the locker or get up and move.
The Headmistress can either choose to follow Violet to survivors or let her pressure survivors on her own while she chases closer survivors. Survivors will have to keep moving to keep Violet off their tail.
With Holly, the Headmistress effectively doubles her presence on the map with Holly's disguise and terror radius as well. This can be taken advantage of with other perks and add-ons.
Rose will be able to apply heavy pressure, potentially cutting off loops and chasing survivors off generators.
The Girls are all easily outran. The Girls(except Holly who moves at the Headmistress's speed) all move at Survivor walking speed. Violet sprints faster than walking speed but slower than running speed. Violet and Rose are the only ones who will give chase to the Survivors.
The Headmistress can drag the Survivors into deep ######### if she can pressure effectively and swarm the map with the Girls before too many generators get done.
Lily with her perks is built for disappearing during and after chases with the Killer. If she can coordinate well with her teammates, she can rack up decent stacks of HWGA to potentially wiggle off the killer more.
This is all obviously flower themed.
Comments
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First of all, I love this concept of the killer and survivor, not only is the power great, the art is amazing too.
Ill start of with the headmistresses perks.
Lights out sounds like a great and balanced perk, and encourages survivors to split up, although I think it should be 3/6/9 meters instead of 4/8/12.
Hex: Rules of the game to me seems like a very poor perk. The only time this would be useful is if you’re near the survivor to me, so I’m suggesting change it to 5/10/15 per cleansed totem and the cleanser has 2/3/4 perks disabled for 60/90/120 seconds.
Finally Mothers precious should have a short cooldown, maybe 30/25/20 seconds depending on the tier?
The power is something that’s original and I would absolutely love to see in DBD, so I’ll have an individual look at each one briefly.
Daisy seems balanced, with little to no problems, I’d say it needs to be if survivors are running rather than walking and running, but when within 8 meters she screams at them regardless.
Iris is fine, no problems what so ever.
Poppy seems fine, and I’d love to hear my reactions being jumpscared by her.
Violet is also fine, considering she has to travel the whole map.
Holly seems fine, no balance needed.
I know Rose is an add on, but I’m seriously against it. I don’t think any add on should be capable of killing a survivor unless there are serious consequences for using such add on.
Just a few questions: Do you get to choose which girl is spawned, and where do they spawn?
As for the survivor perks
Slip Away needs a slight change for me, as being out of a chase can be really stupid as what counts. I think it should be changed to after escaping a chase and not starting a chase within 10/9/8 seconds you leave no scratch marks for 4/6/8 seconds.
Here we go again seems fine and balanced.
Wallflower is basically distortion but has range and infinite uses, personally this perk needs a complete overhaul.
Enjoyed reading this :)
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I LOVE the amount of effort put into this.
@CheersTC already summarized some changes you will make, but the one I will really stress with him is Rose. Rose, even as an addon, should not work. Ultra Rare addons should totally change the game, but should never allow an automatic death of a survivor.
My only other complaint is the amount of girls within the power. There are a ton, and all are creative in their own way sure, but that is a ton. Imagine on smaller maps what it would be like, it would be unbalanced to be honest. Even if they have a small detection range, they still wander around. Maybe take off one or two of them.
- As a side note on the girls, I think all of them doing something unique might be troublesome for survivors. Powers can be complex, but studying what each individual girl looks like and does seems like a chore. I suggest maybe creating two types (or something like that) of girls with each type having their own unique clothing.
But seriously, the effort is fantastic. Nice art as well, I don't know if you made it or not, but it's nice.
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