We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

Chapter Idea | Bloody Connections

NMCKE
NMCKE Member Posts: 8,243
edited May 2021 in Creations

PROLOGUE

This is a fan made chapter, it's something I really look forward to the developers adding in the future since it's so iconic in the horror franchise.

My fan made chapter comes with the following:

  • The Werewolf [With 3 unique perks]
  • Tetra Bethany [With 3 unique perks]


Moving on, let's start with the killer!


The Werewolf

Basic Stats

Movement Speed: 4.6m/s

Terror Radius: 32m/s

Height: Average


Power: Beast of Werewolf

Description: Your history of relentless brutality made you one of the most lethal hunters in the fog.


Special Passive: Blood Moon

Whenever you're in a chase or perform any successful attack on a survivor, Blood Moon build in power.

Blood Moon: Phase I

At the beginning of every trial, you'll start in this phase. Nothing is different in this phase, you have normal stats.

Blood Moon: Phase II

Unlocks two special abilities:

  • Beast of Furry
  • Lethal Pounce


Beast of Furry: Can be used at anytime to transition onto the ground and go at immense speeds. While in this state, your basic attack is replace by lethal pounce.

Lethal Pounce: While on the ground and at maximum speed, you can charge up lethal pounce to pin a survivor on the ground. If the pinned survivor isn't saved in time, they will be put into the dying state.

Survivors pinned will be able to resist The Werewolf where they can be saved by a teammate. The duration of how long they can resist is based on their health state.

The Werewolf can counterattack when a different survivor is within range. However, if there's no survivor within range, counterattacking will cause you to fail.

A successful counterattack will allow you to immediately put the pinned survivor into the dying state and the savior will be exposed for 45 seconds. However, a failed counterattack will allow the pinned survivor to escape while leaving the pinned survivor injured and for the next 60 second, broken.


Blood Moon: Phase III

Enhances Beast of Furry and Lethal Pounce.

Beast of Furry: Can reach maximum movement speed faster and standing on blood trails reveals the owner's aura to you.

Lethal Pounce: Pinned survivors can no longer be saved and their resist duration is shortened.


Putting a survivor into the dying state will revert The Werewolf back to Phase II.


Unique Perks

Lone Wolf

Hunting alone has taught you a few things.

Gain the following benefits when not in a chase:

  • Survivor's breathing and grunts of pain is 30%/40%/50% more audible and can be detected an extra 8 meters.
  • Generators are 30%/40%/50% more audible and can be detected an extra 8 meters.

Once you exit a chase, the perk gets put on a 10 second cool down.


Savage Aggression

You're so determined to kill that you have to make sacrifices.

Lose the ability to detect blood and scratch marks during a chase.

Upon entering a chase, gain a haste effect, moving at an increased speed of 5% for 20/25/30 seconds.


Hex: Light's Enemy

You have a Hex that brings darkness to the light.

If there are more completed generators than destroyed totems, the EGC will activate early. The EGC will deactivate, keeping its progress, once the condition is no longer being met.

Gain a haste effect, moving at an increased speed of 3%/4%/5% whenever the collapse is active.


Tetra Bethany

Being loving to those around her, she does her best to protect others.


Best Medicine

You look after others regardless of the situation.

When within 16 meters to a dying survivor, the dying survivor can fully recover to the injured state. Survivors affected by best medicine are highlighted in a white aura.

Survivors who fully recover with the help of this perk gain a haste effect, moving at an increased of 7% for the next 40/50/60 seconds.


Healing Touch

Your past treatments gave you a good sense of care.

When you stop healing a survivor, they gain 35% healing progression over a 24/20/16 second duration. If the perk can complete the heal, the progress meter will flash green.

Survivors who are healed to the healthy state by you gain the endurance effect until attacked.


Determined Savior

You will save anyone in need.

After unhooking a survivor, they are affected by this perk. Only the first 2/3/4 survivors can be affected by this perk.

Once the affected survivor is hooked, their hook timer will pause for next 34 seconds and you gain 100% altruistic speed.


EPLOGUE

Of course, feedback is appreciated!

Comments

  • Hopeful_Songbird
    Hopeful_Songbird Member Posts: 84

    I love the ideas! I feel like the werewolf would have good map pressure due to the saviour of another survivor to save someone. I feel like he's a bit overpowered but I don't know where. Maybe instead of needing another survivor the pinned victim could have to hit quick time events? Unlike the skill checks, a series of buttons appear in quick succession and failing one will lower the resist meter.