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Chapter Idea: Disguised Evil

RakNieborakYT
RakNieborakYT Member Posts: 307
edited September 2021 in Creations

Killer: The devil (or the boruta)

Terror radius: 32 meters

Movement speed: 4,6 m/s

Height: Tall

Appearance: Tall nobleman with long black moustache and black eyes, wearing lush kontush covering his tail and the hat covering his horns. His weapon is the sable.

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Power: Split Personality

You seek danger in the woods. Do not let anybody ruin your territory, show your true nature and defend it.


Split Personality

Chase Survivors for a total of 30 seconds to fill your power gauge that stays filled for a limited amount of time.

When your power gauge is full, press and hold the Active Ability button to initiate Devilish Rage.


Devilish Rage

While Devilish Rage is active, The Devil turns into a goat and gains access to Devilish Rush. The Devil loses the ability perform a basic attack.


SPECIAL ABILITY: Devilish Rush

While Devilish Rage is active, press and hold the Power button to perform a Devilish Rush. This ability allows him to move at the great speed. During the Devilish Rush, any Survivor on your way will take damage and you continue moving at great speed.


SPECIAL ATTACK: Devilish Ram

While Devilish Rage is active, during Devilish Rush press and hold the Attack Button to perform Devilish Ram. This ability allows to unleash the leap onto the Survivor, which puts him into the Dying State.

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Power trivia

Devilish Rage:

  • Devilish Rage duration is 30 seconds
  • Devilish Rage activation time is 3 seconds
  • Devilish Rage deactivation time is 3 seconds
  • Once Devilish Rage activates, all Survivors are informed about it.

Devilish Rush:

  • Devilish Rush movement speed is 9,2 m/s
  • Devilish Rush activation time is 1,5 seconds
  • Devilish Rush deactivation time is 1 second
  • Movement speed is the same as hillbilly's

Devilish Ram:

  • Devilish Ram cool-down on failed attack is 1,5 seconds
  • Devilish Ram cool-down on successful attack is 3 seconds
  • The Devil can break pallets and breakable walls while performing Devilish Ram

Power Gauge:

  • The Devil can pick up the Survivor during the Devilish Rage, cancelling his power and conserving its gauge charges
  • Filled power gauge duration is 30 seconds

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Power add-ons


common

Pine Cone

Pine cone, which fell from the pine tree, where hunters have been making sacrifises to Boruta.

  • Slightly decreases power gauge depletion speed.


Hop

Hop stored and used as the primary ingredient to produce beer.

  • Gain extra 200 Bonus Bloodpoints in Deviousness Category after a successful hit with Devilish Ram.
  • Devilish Ram does not automatically trigger Dying State.


Riddled With Holes Brick

It is supposed to be the proof of Boruta's presence.

  • Passively fill your power gauge at tremendously slow rate.


Boruta's Pipe

His pipe was never used, already surrounded by spider's web.

  • Slightly decreases the amount of time required to fill the power gauge.


uncommon

Owl's Feather

The feather that fell, while Boruta was flying around the castle.

  • Slightly increases Devilish Rush movement speed.
Dark Horse's Horseshoe

The horseshoe hanging in the barn.

  • Moderately decreases Devilish Rage activation time.
  • Moderately decreases Devilish Rage deactivation time.


Stein

The stein one of the noblemen kept drinking and got drunk eventually.

  • Survivors hit by Devilish Rush suffer from Blindness Status Effect for 30 seconds.


Pine Branch

Pine branch, which fell from the pine tree, where hunters have been making sacrifises to Boruta.

  • Moderately decreases power gauge depletion speed.


Old Coin

The coin stolen from Boruta's treasure.

  • Slightly increases Devilish Rage duration.


rare

Fish's Horn

Boruta's horn, while he was the fish.

  • Survivors hit by Devilish Rush suffer from Incapacitated Status Effect for 15 seconds.
Owl's Wing

The wing, which was found during the hunt. Probably ripped apart from the owl.

  • Moderately increases Devilish Rush movement speed.
Flour Bag

A bag of flour Boruta gave to poor urbanites.

  • Considerabely decreases Devilish Rush activation time.


Pouch

Pouch, in which money was supposed to be spent for Boruta's sable.

  • Moderately increases Devilish Rage duration.


Torn Kontush's Fragment

Boruta's part of kontush found in the swamp, when he went to help the King.

  • Moderately decreases the amount of time required to fill the power gauge.


very rare

Wine Bottle

A bottle of wine covered with wicker.

  • Survivors hit by Devilish Rush suffer from Mangled and Haemorrhage Status Effect until fully healed.
Burned Out Torch

Torch, that burned out, when Boruta was nearby.

  • Once power gauge fully depletes without activating Devilish Rage, automatically gain 25% of the power gauge.


Monk's Kettle

The shiny kettle that belongs to Boruta, seen as the monk.

  • After downing the Survivor with Devilish Ram, all Survivors within 24 meter range will scream and reveal their location to the Killer.


Boruta's Treasure

Trunk filled with treasure. A gift from the King for helping him, when he got stuck in the swamp.

  • Considerabely increases Devilish Rage duration.


ultra rare

Huge Beer Barrel

The barrel filled with cold, unpasteurized, hop-flavoured beer.

  • Grants the Undetectable Status Effect during Devilish Rush.
Iridescent Claws

Claws found in the woods during the hunt.

  • For each Survivor hit with Devilish Rush or Devilish Ram, Devilish Rage's duration is extended by 6 seconds.
  • The extending cannot go beyond the full power gauge.


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Killer perks

Trick Or Treat (Teachable Killer level 30+)


Here comes the surprise for your prey.

Each time a Survivor is rescued from a Hook when you are at least 16 metres away, Trick Or Treat activates:

  • The Rescuer suffers from Exhausted Status Effect for the next 10 seconds and Oblivious Status Effect for the next 30 seconds.

Trick Or Treat has a cool-down of 60/45/30 seconds.


Mind-Blowing (Teachable Killer level 35+)

You purposely left your stuff defective.

Any time the skillcheck appears while repairing a generator, the progression is paused for the duration of the Skill Check's presence.

When any generator reaches 90% progression, one Survivor repairing that generator gains a difficult Skill Check.

When the Survivor fails the Skill Check, all Survivors within 4 meters of that generator suffer from Incapacitated, Blindness and Hearing Status Effect for 8/10/12 seconds.

Succeeding the Skill Check does not grant any bonus Progression.

Fatal Blow (Teachable Killer level 40+)

Your victim has a guardian? He'd better save his own bloody ass.

Fatal blow activates, when Survivors take 5/4/3 protection hits from a basic attack. While Fatal Blow is activated:

  • Your aura is revealed to all Survivors for 5 seconds once Fatal Blow activates.
  • The next hit inflicts dying upon a healthy Survivor. Fatal Blow then deactivates.

Fatal blow stays active, if:

  • An injured Survivor takes protection hit.
  • The Survivor, who takes protection hit, isn't knocked out due to the effects Survivor has.

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survivor perks

Photophobia (Teachable Survivor level 30+)

You are trained to remove darkness with what you have.

After a successful Killer Blind action, the Killer is affected by the Blindness Status Effect for 12/16/20 seconds.

Photophobia guatantees a Sport Flashlight on your first completed Chest search.

  • Photophobia does not guarantee specific item while using the perk Pharmacy.

Searches through Chests are 40/60/80% faster.

  • The search speed does not stack with Pharmacy.


Soothsayer (Teachable Survivor level 35+)

You perfectly know, when to achieve your goals.

While performing any action, which shows the progression bar:

  • Soothsayer reveals the percentage of any action to you and 1/2/3 Survivors within 4 meters.
  • Any progression speed penalty affected to you and Survivors within 4 meters by the Killer's perks is reduced by 50%.

Soothsayer does not stack with other instances of itself.


Keep Slayer At Bay (Teachable Survivor level 40+)

Looks like you have an unexpected guardian, who won't let you go that easily.

Keep Slayer At Bay activates when you are on any hook except for the basement hook.

  • Reveals the aura of the furthest hook, which is not the basement hook to all Survivors.
  • When the Killer is within 16 meters of you for the equivalent of 30 seconds, you are transported to the furthest hook, which is not the basement hook.
  • After the transportation, the Killer is unable to see the aura of you and the hook you are transported to, until you are unhooked or reach the next state of the hook.

Keep slayer at bay is permanently deactivated once the Endgame Collapse begins.

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perks trivia

Soothsayer

The percentage is shown next to the action name.

If the killer uses penalty perks (e.g. coulrophobia 30/40/50%), the percentage is reduced by the half, which means that it will be 15/20/25%.

The Skill Ckech presence duration is the duration when the generator blows up when leaving the generator.


Photophobia

In case somebody misunderstand blindness effect: it's not killer blind, but the status effect duration.


Mind-Blowing

Brand New Part results cannot go beyond 90% of the progression, if that was possible possible.


Fatal Blow

The hit, that inflicts dying state is not the protection hit.

Post edited by RakNieborakYT on

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