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Chapter Idea: Web of Deceit

Critical_Fish
Critical_Fish Member Posts: 616
edited January 2021 in Creations

Killer Name: The Weaver

Appearance: A hunched over man, with night vision goggles that have 6 eyes instead of two. Weapon is a sickle.

Speed: 115% (4.6m/s)

Terror Radius: 32 meters

Height: Average


Power: Entangled Mesh

Primary Ability - Cobwebs

Cobwebs has 5 charges, which can be spent by holding m2 for half of a second, where the Weaver places a large web on the ground that covers a 3 meter radius around where the Weaver held m2. 1 charge is gained every 60 seconds, and there is no max to how many webs can be on a map. While walking on a web, Survivors are marked with Killer Instinct. While running, however, the web will entangle a Survivor, holding them in place for 5 seconds. During this time all Survivors within 24 meters of the trapped Survivor are marked by Killer Instinct. Other Survivors can free Survivors from webs, but if they do they are marked by Killer Instinct for 30 seconds. While crouching, Survivors are inflicted by the Hindered status effect and slowed by 10%, but no other effect will happen. Webs disappear when a Survivor runs over them, a Survivor tears it apart (takes 5 seconds and notifies the Weaver when the web is destroyed,) or they naturally despawn after 120 seconds.

Secondary Ability - Night Watcher

Clicking CTRL will highlight the auras of all objects in the Weavers line of sight for 3 seconds, even if they leave line of sight. The aura highlight isn't instant, acting like a sonar would. Survivors are highlighted red, pallets and windows are highlighted yellow, and Killer belongings are highlighted pink. This has a max range of 24 meters.

Holding CTRL for 2 seconds, though, switches the Weaver to night vision mode, where the Weaver slows down to 110% speed and has his Terror Radius decreased to 16 meters. While in this mode, everything will be a shade of green, with Survivors being bright lime green. While in night vision mode, stuns from a flashlight last 50% longer. Holding CTRL for another 2 seconds will swap back to normal mode. While swapping between modes, the Weaver slows down to 105% speed.


Add-ons:

Brown Add-ons

  • Torn Egg Sack - Increases the max charge of Cobwebs by 1.
  • Clean Lense - A red line marks the max distance the first effect of Night Watcher reaches.
  • Locust Infested Wheat - Decreases the max charges of Cobwebs by 2. Increases Bloodpoints for Snagged Score Events by 100%.
  • Low Dose: Brown Recluse Venom - Being snagged in a web inflicts the Hemorrhage status effect for 60 seconds.

Yellow Add-ons

  • Opened Egg Sack - Increases the max charges of Cobwebs by 1. Slightly increases the charge regeneration rate.
  • Foggy Lense - Slightly increases the range of the first effect of Night Watcher. Slightly decreases the time it takes to swap between regular and night vision modes.
  • Milk Jar - Moderately increases the speed of the Weaver while swapping between regular and night vision modes.
  • Low Dose: Wandering Venom - Being snagged in a web inflicts Exhaustion for 10 seconds.
  • Torched Spider - Slightly decreases the time it takes to place a web.

Green Add-ons

  • Preserved Egg Sack - Increases the max charges of Cobwebs by 2. Moderately decreases the charge regeneration rate.
  • Detached Spider Legs - Tremendously increases the speed of the Weaver while swapping between regular and night vision modes. Slightly increases the speed of the Weaver while in night vision mode.
  • Frosted Spider - Slightly increases the time it takes to place a web. Moderately increases the radius a web covers.
  • High Dose: Brown Recluse Venom - Being snagged in a web injures the snagged Survivor and inflicts Deep Wounds after they escape the web. For 10 seconds after escaping a web, a Survivor doesn't leave blood trails.
  • Silk String - Moderately increases the time it takes to escape a web by yourself.

Purple Add-ons

  • Cracked Lense - Moderately decreases the time it takes to swap between regular and night vision modes.
  • High Dose: Wandering Venom - Deactivates a Survivors exhaustion perk (if they have one) when they escape a web for 30 seconds. Moderately mangles a Survivor for 100 seconds if they either escape a web or help another Survivor escape a web while injured.
  • Black Widow Carcass - Survivors who are hit while trapped in a web are inflicted with the Broken status effect for 60 seconds. The time it takes to place a web is slightly increased.
  • Charred Tarantula - Moderately decreases the time it takes to place a web. Slightly decreases the radius a web covers.

Iridescent Add-ons

  • Iridescent Lense - Tremendously decreases the time it takes to swap between regular and night vision modes. Moderately decreases the speed of the Weaver while in night vision mode. Survivors who are looked at for 20 seconds total while the Weaver is in night vision mode are Exposed and marked by Killer Instinct for 30 seconds. Considerably decreases the time it takes to escape a web by yourself.
  • Funnel Web Fangs - Basic attacks on Survivors who are snagged in a web instantly down Survivors. While carrying a Survivor who was put to the Dying State within 10 seconds of escaping a web, or while trapped in a web, the Weaver moves tremendously faster and has a considerably decreased cooldown between missed swings. Slightly increases the range of Night Watcher's first effect.


Perks:


Desperate Darkness - After hooking a Survivor, if there are 3 generators remaining that are uncompleted, all 3 generators are blocked by the Entity for 15 seconds, and you gain the Undetectable status effect for 60/70/80 seconds.


Cleithrophobia - For every generator remaining uncompleted when you hook a Survivor, all other Survivors have their Repairing, Healing, and Cleansing speeds decreased by 4/5/6% until the hooked Survivor is unhooked.


Obsessive Dependence - You become obsessed with one Survivor. While within 32 meters of the Obsession, you gain 5/10/15% Haste. If a pallet that has been thrown down or a generator has been worked on by anybody but the Obsession, you destroy it 20% faster. If the Obsession has been sacrificed or killed, while in a chase your speed is decreased by 5%. If the Obsession changes, this perk is deactivated. You can only be obsessed with 1 Survivor at a time.



SURVIVOR NAME: charlee freeman

Gender: Male

Eye Color: Green

Hair Color: Ginger

Hitbox: Sort of a mix between the generic male and female hitboxes.


Perks:


Darkborn - For every uncompleted generator on the map, you can see the aura of the Killer for 1 second at the beginning of a chase. For 3/6/9 seconds after being unhooked, the Killer's aura is revealed to you and the Survivor who unhooked you.

Cross the Line - Each time you complete a generator, this perk gains 1 Token. When the final gen is completed, this perk loses all of its Tokens and is now active. When you take a hit, for 2 seconds per Token, you run at 150% movement speed, and all action speeds are 10% faster. This cannot be used while Exhausted. Cross the Line triggers the Exhausted status effect for 60/50/40 seconds. You do not recover from Exhaustion while running.

Unburden - When your item runs out of charges, gain a 30% increase to Repair, Healing, Cleansing and Sabotaging speeds for the next 6/8/10 seconds.



MAP: Infested Dungeon

Description:

There is a main building, which is a large house with 2 stories. The main building is always in the center of the map. A generator will always be on the first floor but not the second. The house has 1 window and 1 pallet on the second floor, as well as 2 windows and no pallets on the first. There are 2 doors to get into the house.

There is a staircase in the building that goes down, leading to a large dungeon which is dark and maze-like. The dungeon is about half the size of the above-ground map. It has a few safe pallets, but very few windows and very low visibility. There would be 2 generators in the dungeon. The basement can spawn in the dungeon, right next to the staircase going into it. There are 4 entrances to the dungeon around the map, as well, which have fixed spawn points around the house. The additional entrances are always entrances to the edges of the dungeon.

The rest of the map is standard, with a Killer Shack being able to spawn in any corner of it.

The map shape itself is perfectly square.


(Very rough idea of the house)



Thank you for reading this! This was very experimental in how it was formatted, and I've never done a full chapter before, so if you have any feedback or suggestions that would be greatly appreciated!

Post edited by Critical_Fish on

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