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Chapter Idea: The Forbidden Sands

Blackcoat
Blackcoat Member Posts: 4

Killer: The Nomad (Size: Tall)


Survivor: Evander Davis


Map: The Desert



The Nomad Bio:


Marr Abdul was a son born into a poor family in Saudi Arabia. They lived in a small village in the middle of nowhere. Food and water was scarce during these times. Marr's family was happy nonetheless. "Atleast we have each other". That was the nonsense Marr heard all of his life. He had barely any food or water to stay alive from, and all the water they owned had to be shared between the three of them..... yes. Three of them.


Hunger and greed can make a human do horrible things. Things that would be more than immoral and inhumane. Although Marr was hungry, in the end, he killed his family not only for his want for food, but also for his enjoyment. The small village in the desert would lose all its inhabitants one by one, until only one remained, Marr Abdul himself.


He started going village to village, killing and stealing everything using the Scimitar he stole. He earned the title of Nomad. People would see a coated figure walking in the desert and they would flee, only to die to starvation and dehydration in the desert.


One day, walking through the desert, he realized there was no more to kill. All the villages nearby had been pillaged and everyone in them murdered. He gets on his knees now understanding how lonely it is when there is noone at all. He is ready to lose it all, until he hears a whisper within the winds of the desert. He hears the sinister darkness within the wind, promising more things to kill. And an offer like that, is too good to pass up.



The Nomad perks:


Viper's Venom


Kill or be Killed


Pillage



Vipers Venom:


You have coated your weapon in a vile substance. When you hit a survivor, this effect activates. When the survivors starts to heal/is getting healed, they will be faced with a difficult skillcheck. If the survivors fail the skill check, they will suffer from BROKEN status effect for 20/30/40 seconds.



Kill or be Killed:


When chasing a survivor, if the survivor vaults a window or puts down a pallet, gain a short burst of speed, this can happen randomly Once/Twice/Thrice in a chase.



Pillage:


You take what you want. If a survivor is holding an item, hitting him has a chance to refresh your power. You have a 10%/20%/30% chance it will refresh your power. If the survivor is holding a key, add a 10% to the chance.



Ability: The Nomad of the Sandstorm


You control the sands. Throw cursed sand at a survivor to make it harder for the survivor to see and hear (Would sound like this for a short period of time https://youtu.be/nhsD6kLYIMM ), or release a wave of cursed sand, affecting every survivor in range with a random CURSED status (this can be any status that is a part of a hex) but this does not reveal the survivors location.


Secondary Ability: Hide


After years of killing, you know how to surprise your prey, make your presence undetectable to sneak in on targets. Hold the power down to rush at your opponent with your scimitar. (Very similiar to how the pig works. But instead, you become undetectable and dont crouch down and you cant use your normal hits during Hide. If you hit someone with the Scimitar Rush, you instantly down them. The Scimitar Rush also breaks pallets. You cant use this power in a chase. And it has a very subtle sound when Scimitar rush is activated. It would sound something like this https://youtu.be/zqujcCBgwkU


And this is once you actually activate the rush, not the bar filling up)




Evander Davis Bio:


Evander Davis is a curious tourist who goes all around the world to see all the amazing things around the world. After his wife left him due to his odd traveling habbits, his been going to many places. His current journey sent him to a small village in Saudi Arabia.


Apparently, the town is very close by a historical place, where apparently long ago, there was a Nomad who murdered his family, his friends and everyone in the neighbouring villages and now the place is cursed. Although the story would scare away tourists, Evander was amazed and wanted to go there, noone would want to escort him there. Noone but one person. Oddly enough, this man was covering his face in this odd black garb that covered him completely, which was odd due to it being so hot and the man seemed fine. The man promised to take Evander there right away without any payment nessecary either! Evander couldn't pass an opportunity like that.


And so they went on Camels towards the village. The journey took hours and soon a sandstorm came by. Evander yelled that they should turn back but the man on the camel had dissapeared, matter of fact, he wasn't on his camel either. He saw the village in the distance, as he was walking towards it.


In the loud sandstorm, he could hear a small but significant sound..... a sound of a sword being unsheathed.



Evander Davis Perks:


Traveler


Curious


Coward



Traveler:


You have done a bunch of traveling so your legs are used to it by now. Once every 150/140/120 seconds if the killers not nearby, you can teleport to a generator you know the location of. (Does not work on complete generators) "Hey, what can I say? I travel alot after all, so of course im in shape!" ~Evander Davis


Curious:


No matter what others say, curiosity didn't kill the cat. When you enter a locker for 10/20/30 seconds, have a small chance to come out with an item in hand. "These dumbasses think being curious is a bad trait. Morons all of them." ~Evander Davis


Coward:


Being a coward allows you to hide better. When in a locker for atleast 20/15/10 seconds, if the killer opens the locker, you wont be caught and you wont be found. "I hate to admit it, but im a bit of a coward" ~Evander Davis



MAP:


The Desert, Village in the Sands



A huge open map with only a few sandstone ruins. The terrain isnt flat so theres alot of dunes around. It would be a bit brighter than Deathslingers place, not by much, but a little bit. In the middle there would be a small Sandstone structure. The generator inside the village would open a door to a room filled with corpses. Looting the chest inside the room will give you the trophy "Home Again" and the chest cant give you an item thats common or uncommon.



And thats the end of the concept! Hope you enjoyed reading it as much I enjoyed writing it. This is by far my favorite chapter idea so I hope it gets the attention I feel that it deserves!

Comments

  • Chordyceps
    Chordyceps Member Posts: 1,720

    Overall, this is a very interesting chapter that tries to do some unique stuff. I do have some questions/suggested tweaks for some parts of it.

    The Killer is probably my favorite part of this chapter, as he has some powerful sounding abilities. For his hide ability, I feel like it would function very well as a chasing tool. I think it would be a bit more balanced and useful if you were to take away the one-hit down portion of it, but make it so it can be used in a chase, maybe with a small cooldown.

    Vipers Venom I think is in a pretty good spot, but could maybe use a cooldown to balance it. Either that or make it a hex perk.

    Kill or Be Killed I like as is, I'm just wondering how much of a speed boost you would get, in a percentage.

    Pillage I also like the sound of, but I'm wondering how it might work on killers such as Trapper and Wraith, who don't have abilities that can really be refreshed.


    For Evander Davis, I like the theme you were going with, but I think his perks could use some work balance wise.

    For traveler, I'm not sure how I feel about survivors having the ability to teleoprt, but without changing anything major about it, I think it should also have the requirement of "can't be used while in a chase"

    Curious, I think it's a little odd that as you level up the perk, it takes longer to activate each time. I think a good way to balance this would make it a set period of time instead, say 15 seconds, and have its rank up bonus be an increased chance to find an item.

    Coward is the only perk here that I think is fundamentally flawed. It sounds like a perk designed to hold the game hostage. You and a friend both just hide in a locker for an extended period of a time, and if the killer finally searches the right place, he doesn't find you anyways because of this perk. I think a way to rework this perk while keeping the locker theme could be to have it that if you get grabbed out of a locker, you automatically start the wiggle out phase with a percentage of wiggle out progress.