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Chapter idea : The Ferryman

WitchQueenTrina
WitchQueenTrina Member Posts: 24
edited June 2021 in Creations

During the day Guy Scarlett Gerry is a landowner and farmer in the north of England, together with his 3 sons he farms the land he inherited from his father.

His father never had to farm the land, he had farm hands and the estate housed a dozen families, but the family lost most of its fortune during the hundred year war and only the title to the land remained.

During the nights Guy would sneak out of the estate and down to the shoreline. If the pay was right Guy would do practically anything, and ferrying convicts out of the country paid just right.

One evening Guy was enjoying a mead in the local pub, the rusty nail, when he was approached by a man in a dark tattered cloak. "We know what you're up to, Guy the Ferryman, and we are willing to look the other way if you cooperate. The leader of a labor union has escaped custody and we have reason to believe he will be trying to flee the country. He will approach you in the next couple days. Fortune will smile on you if he never reaches the other shore." the figure drops a small bag on the table and it lands with a heavy thud.

The next day the leader of the union approached Guy as was foretold, and that night the two of them sailed into the fog.

The Ferryman walks around the map holding a long pole with a lit lantern hanging from the end. The fog distorts appearances and makes it appear as though the Ferryman is in multiple places, two illusions of the Ferryman also wander the map.

The Ferryman moves at 4.4m/s, has a 16 meter terror radius and is average height.

Along with the Ferryman 4 chests containing a silver coin spawn in the map, both the killer and the survivors can gather the coins. One coin per survivor, the coins appear next to the survivor on the hud and do not take up the item slot. A survivor cannot drop a coin once it is picked up.

The Ferrymans power grows as he collects the coins, in order to collect a coin from a survivor the Ferryman must down the survivor.

The Ferryman can douse the flame in his lantern, for the next 10-15 seconds the two illusions disappear and the Ferryman becomes invisible outside of 16 meters or 24 meters if the survivor is holding a coin. This power has a 60 second cooldown.

The first coin increases the Ferrymans movement speed to 4.6m/s

The second coin changes the effect when the Ferryman douses the flame in his lantern, now when he douses the flame everything outside of 16 m around a survivor, or 24m for a survivor holding a coin, becomes shrouded in thick fog which completely obscures their vision, including aura reading abilities. During the effect of the dousing the location of the other two coins is revealed with killer instinct if they are within a 32 meter radius. This cooldown on this power remains 60 seconds.

The third coin enables the Ferryman to see the fourth coin and if it is being held by a survivor that survivor suffers from the exposed status.

With all four coins the Ferryman can press the secondary power button to douse his lantern and scatter the coins to random locations around the map (new chests will spawn 30 seconds after activating the power). The survivors remain in the fog until they pick up a new coin. Until all remaining survivors have picked up a new coin the illusionary Ferryman wander the map with their lanterns lit and any survivor who enters the light from their lanterns is revealed to the killer by killer instinct and suffers from the exposed status, the exposed status persists for 15 seconds after leaving the light. During this fog survivors can see the auras of hooked survivors as well as the auras of the coins once they respawn. The Ferryman loses the ability to gather the coins directly from the chests until all remaining survivors have picked up a new coin. The Ferrymans bonuses from the previous coins are removed.

As the Ferryman gathers coins his appearance becomes more skeletal. After he scatters the coins, and until all four coins are collected again, his hood is pulled back enough to reveal a skull and his lantern pole is replaced with a scythe.

Post edited by WitchQueenTrina on

Comments

  • WitchQueenTrina
    WitchQueenTrina Member Posts: 24

    Power:

    Reap: The Ferryman makes a wide (180 degree) swing from right to left with his weapon. *This attack ignores objects and walls, it only hits survivors. This attack only hits one survivor, the first one it hits from right to left. Attack range is approximately the same as a basic attack.

    While The Ferryman has become the reaper the range of Reap is increased by 50%

  • WitchQueenTrina
    WitchQueenTrina Member Posts: 24

    Perks:

    Balance: All things should be balanced, a survivor who has more hook states than other survivors gains a 1/1.5/2% haste status for each survivor with less hook states, a survivor with less hook states than other survivors receives a 1/1.5/2% hindered status for each survivor with more hook states.

    Desperation: Gain a 3/4/5% movement speed increase while not in a chase, Desperation is deactivated after a successful hit and has a cooldown of 40/35/30 seconds.

    Inevitable: Grants the ability to kill a survivor by your own hand after landing 12/11/10 successful hits on them.

  • WitchQueenTrina
    WitchQueenTrina Member Posts: 24
    edited June 2021

    Add ons:

    Common/Brown:

    Fools silver: The Illusions no longer grant the exposed status to survivors within their range. Gain 100% bonus bloodpoints in the deviousness category on hits.

    Lamp pole: Increase the range of Reap by 20%.

    Dirty glass: Slightly decreases the range The Ferryman is visible while using Douse the flames. Slightly decreases the range survivors can see in the fog (1m, 2m for survivors holding coins).

    Long pole: Widens Reaps cone of attack by 30 degrees.

    Short wick: Reduces cooldown on Douse the flames by 4 seconds.

    Tattered cloak: Douse the flames lasts for an additional 2 seconds.

    Uncommon/Yellow:

    Ferry oar: Increase the range of Reap by 30%.

    Tinted glass: Moderately decreases the range The Ferryman is visible while using Douse the flames. Moderately decreases the range survivors can see in the fog (2m, 3m for survivors holding coins).

    Lantern oil: Reduces cooldown on Douse the flames by 8 seconds.

    Grimy cape : Douse the flames lasts for an additional 3 seconds.

    Rusty scythe: A successful Reap attack causes the hemorrhage status on survivors until fully healed.

    Rare/Green:

    Long blade: Widens Reaps cone of attack by 60 degrees.

    Wind guard: Reduces cooldown on Douse the flames by 12 seconds.

    Jagged scythe: A successful Reap attack causes the mangled status on survivors until fully healed.

    Silver coin: Begin the match with one coin already in your possession.

    Dirty water: Increases the range of The Illusions light by 4m.

    Very Rare/Purple:

    Oily glass: Considerably decrease the range The Ferryman is visible while using Douse the flames. Considerably decreases the range survivors can see in the fog (4m, 5m for survivors holding a coin).

    Grim Shroud: Douse the flames lasts for an addition 5 seconds.

    Bag of Silver: Survivors begin the trial holding the coins, The Ferryman can collect the coins with a successful attack instead of a down.

    Dark shapes: Generate a third Illusion.

    Ultra Rare/Pink:

    Deaths touch: After a survivor has had two hook states a successful Reap attack that would otherwise put them in the dying state triggers a secondary mori. The Reap attack can now hit multiple survivors.

    Swirling cloaks: Survivors in The Illusions light are no longer revealed with killer instinct, The Illusions now detect and chase survivors.

    Post edited by WitchQueenTrina on