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Killer Concept: The Skin Walker

Sushi_and_Sax
Sushi_and_Sax Member Posts: 3

This killer is based Navajo culture and is tweaked from a previous idea I posted to remove direct transformation to look like survivors.

Name: The Skinwalker

Appearance: A giant humanoid covered in matted fur with long clawed hands. It is adorned with bones around its body and a giant deer's skull with glowing red eyes over its head.

Power (Eyes of the Forest): The Skinwalker can place up to 3 skulls, matching the ones on its head, to act as the killer's watchful eyes. The skull can either be placed on the ground or on the head of a survivor in the dying state.

  • when placed on the ground: The skull will emit a 16m terror radius. Survivors within the radius will be revealed by dark sense for the duration that they are in it. If the killer is within a given distance of the skull (32m?) when a survivor is revealed in this way, he can teleport to the skull and rise from beneath it, using it as his new head. After teleporting, the killer will have a short burst of speed and run on all fours to chase down those who trespass on his land.
  • when placed on a downed survivor: The survivor will be raised to the injured state and be given a burst of speed to escape the killer while they end their animation. The survivor will also be placed in a 1st person view; as if looking out of the skull now on their head. The skull will produce the same terror radius and dark sense effect as when on the ground but centered around the survivor. (The dark sense will affect any other survivors in the radius, not the one wearing the skull.) In addition to this, the skull will produce a red haze in front of the survivor, much like the killer's. If the same teleportation criteria from the ground state is met, the killer can cause the skull to engulf the carrier of the skull in black tendrils and swap places with them. The survivor will no longer have the skull and will resume their normal function as a survivor while the killer runs on all fours for a burst of speed and can chase their next victim.
  • removing the skulls: Survivors can dispel a skull on the ground in the same way that they would dispel a totem. If a survivor is wearing a skull, it can be removed by two methods. The first method is to have another survivor remove it from their head. This would operate similarly to healing. The second method would be to find an altar (much like the Pig's machines) and remove it at the cost of one health state.

Perks:

  1. Unwilling Assistant - The entity invades their minds and betrays their allies to you. When unhooked, a survivor will reveal all surrounding survivors within 16m to dark sense for 6/9/12 seconds. --OR-- When a survivor is hooked, they become the obsession until another survivor is hooked. While the obsession, the survivor will reveal any survivors that are completing tasks within 8/10/12 meters around them via dark sense. (These actions include: healing, repairing generators, cleansing totems, and opening gates.) The assistant is not revealed to the killer in this manner.
  2. Territorial Claim - You detest meddling in your domain. You will squash their hopes and reclaim your land. You will receive a visual cue when entering a boon's radius (much like a survivor) and will reveal boons within 8/12/16 meters around you.
  3. Hex: Nature's Resistance - The land holds allegiance to the entity. It will fight for you. The 3 closest generators to the totem will be affected by this hex. Every other skill check made while repairing will be a difficult skill check with only a great success meter. If this skill check is missed, the generator will regress and be tied down by vines from the land, making it unworkable for 30/45/60 seconds.