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Conquest Chapter: The Outrider and the Hero

BastardKing
BastardKing Member Posts: 784
edited May 2021 in Creations

So, I am not going to write out a full lore story for the chapter, so much as just give a brief concept, because specific lore can be expanded upon.

A set of characters with a linked past of the leader of a group of marauders and a village they were sacking, and a member of the town standing up to him. Two people who actually sat on opposite sides of the conflict one started. A killer who sees the survivors as nothing more than another group of peasants, and each realm is another for him to conquer. The survivor who sees each of the killers for the barbarians they are, and views each time they light the generators as a sign they are slowly reclaiming the entity's realms from them.


The Killer takes the form of a barbarian type wearing armor made of mostly hides. A notable, ferocious beast head rests on one shoulder. (Exact type of beast can vary from skin to skin) He wields a halberd into battle.

Power:

Outrider's Warpath

Warstance:

The Outrider has two stances.

In his Striking Stance he holds his halberd at a normal position, around the middle. His M1 is normal, but his lunge is longer and faster, but straighter, with less ability to turn. His M1 is a quick jab with the halberd, while his lunge is a slight charge.

In his Sweeping Stance he chokes up on his halberd, his lunge is normal, with a few quick steps and an overhead swing, but his M1 has a wider hit scan (But not a longer one) and hits all survivors within the hitscan, taking more of a wider, sweeping motion with the halberd head. (About as wide as the vision range of a killer with Shadowborn)

Stance can be changed in about .75 seconds, during which survivors can see the animation of him choking up or backing off his halberd.


Ride Out:

Channel for two seconds transform into a spectral warbeast. While transformed, your movement speed increases by 25%, and you can jump over windows and pallets. After X seconds (30?) you transform back with a 1.5 second cooldown. If you attack while transformed, you immediately shift into your Striking Stance with a Lunge, but suffer a +2.5 second cooldown whether you hit or miss. This strike can destroy doors and breakable walls. (Normal Striking Stance cannot) 40 second cooldown.



Perks:

Subjugate:

*"Heros arise when cowards face their fears. Make examples of them."*

When a survivor takes a protection hit, your successful hit cooldown is decreased by 30/35/40%.


The Hill They Die On:

*"They hold onto everything they have with their lives. We will take both."*

Kicked generators regress 200/300/400% faster. When the last generator you kicked is worked on, gain 10% movement speed for 12 seconds. 60/50/40 second cooldown. 


Tactical Reclaimation:

*"Taking the land was only half the battle."

Once per match prior to the exit gates being powered, you may kick a completed generator, reducing it to 75/50/25% progression.




Survivor Perk:

Defiance:

We must look this entity in the face and tell it we are not afraid.

Gain Endurance for 6/8/10 seconds after finishing a gen within a killer's terror radius.


Final Stand:

While you are downed, downed survivors within 12/18/24m of you are highlighted white and see you highlighted in white. Once per match, you may recover off the ground and recover allies within 12/18/24m by 25%. (Using with Unbreakable uses both perk's once per game recovery)


Trust:

Trust is hard to earn, but saving a life is a good way to do it.

After being unhooked, gain a token. Heal 10/12.5/15% faster for each token.

Comments

  • BastardKing
    BastardKing Member Posts: 784
    edited May 2021

    List of add ons:

    Common:

    Loose Halberd Head

    A loosely fixed halberd head. Failure to maintain equipment nearly cost the Outrider his life.

    You cannot enter Sweeping Stance. Striking Stance Lunges give 100% more Deviousness.


    Old Claw:

    A broken claw from an old warbeast.

    Increases duration of Ride Out by 4 seconds.


    Worn Saddle:

    An old, worn out saddle.

    Reduces the cooldown of the Ride Out by 5 seconds.


    Burned Thatch:

    The burned, ashen thatch from a peasants home. Ash was all that remained.

    Generators regress 50% faster while in your terror radius.



    Uncommon:

    Broken Tooth:

    The broken tooth of his first war beast. Cracked as it bit on a heavily armored foe.

    Increase duration of Ride Out by 8 seconds.


    Comfortable Saddle:

    A better saddle made of softer leathers.

    Reduces the cooldown of the Ride Out by 7.5 seconds.


    Weapon Gloves:

    A comfortable set of gloves that allows quicker handling of the halberd.

    Reduce stance change's time by .2 seconds.


    Meat on a stick:

    A slab of juicy meat tied to a string. Dangled by a long stick.

    Increase speed while transformed by 5%.


    Broken Skull:

    The trampled skull of a fleeing 'warrior'. His cowardice was another part of your victory.

    Generators regress 75% faster while in your terror radius.



    Rare:

    Animal Tooth Necklace:

    A collection of teeth from each warbeast The Outrider rode through his campaigns.

    Increase the duration of Ride Out by 12 seconds


    Long Distance Saddle:

    A saddle designed for extremely long trips. Properly used, the Outrider could cover incredible distances.

    Reduces cooldown of the Ride Out by 10 seconds.


    Beastmaster's Lash:

    A whip designed to enrage a beast, spurring it on faster.

    Increase speed while transformed by 10%.


    Chieftain's Severed Head:

    The severed head of a dead chieftain. Used to tell the story of a great battle.

    When coming out of Ride out, perform a Sweeping Stance M1 attack instead.


    Tattered Flag:

    The ripped flag of a large town full of refuges who all tried to rally against the Outrider. The flag served as a the only marker for their graves.

    Generators regress 100% faster while in your terror radius.



    Very Rare:

    Bloody Meat:

    A large slab of bleeding meat. It still smells fresh and feels warm.

    The Ride Out timer does not tick down while a standing on the blood trail of an injured survivor.


    Tiger's Eye:

    A cheap gemstone, carved to resemble a beast's eye. Inspires focus and hunger.

    For 5 seconds after transforming, reveal all injured survivor's auras.


    Plundered Wealth:

    A chest full of the Outrider's shares of treasure. It fills the Outrider with greed, and a desire to take more.

    When a survivor is hooked, all survivors within 24m of a chest scream.


    Perfectly Balanced Halberd:

    A better weapon, taken over the dead body of it's forgotten owner.

    While in sweeping stance, your M1 is a full rotation, striking everything within distance around you.



    Ultra Rare:

    Tactician's Book:

    A collection of tactical advice from an ancient general. It inspires the Outrider to be deceptive.

    The Outrider enters a neutral stance's animation, and no longer gives visual cues to their stance or stance changes.



    Iridescent Barding:

    This glass-like chainmail fits tightly over the skin of the Outrider's first warbeast. It fills the Outrider with a primal fury.

    Every time the Outrider jumps over a pallet while transformed, the Ride Out timer is reduced by 5 seconds and the pallet breaks. Anytime you jump a pallet while transformed, all generators within your terror radius that are not being worked on begin regressing.