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Fan Killer & Survivor: The witchhunt

Mockingbird_X
Mockingbird_X Member Posts: 44

KILLER - The Fanatic

Appearance: A tall slender older woman in a nun’s gown. Face plowed with wrinkles.

Weapon: Sword (“Lord’s Mercy”)
Offhand: A torch (“Lord’s Wrath”)

Name: Sister Margaret

“Little Maggie fervently worshipped the Lord, but heresy and impurity filled this world. In desperation she had joined a monastery, but the filth and lust filled the halls of that desecrated building. Sister Margaret took it upon herself to cleanse the house of Lord with fire. Since then it was her sacred duty to burn away the blasphemy. She walked through her life with flame in her hands, and her reverence was rewarded: at long last the Lord spoke to her, whispered in her ear and blown the embers of her faith into an all-consuming storm.”

Game name: The Fanatic

Power: “Righteous fire”

Pressing and holding M2 charges (1s) a sweeping lunge with the torch. This hits all targets around the Fanatic within 3 meters. The hit is accompanied by a extatic outcry that can be heard in 40 meters range.

The Fanatic gains Bloodlust levels equal to the number of survivors hit by the Righteous fire.

Righteous fire causes a 1.5 second stun on the killer, as the Fanatic reignites the torch, this does not remove Bloodlust.
Righteous fire has a 20 second cooldown.
Righteous fire can break pallets instantly.

Power addons deal with lunge distance, area of effect size/shape, stun time, cooldown, additional effects (mangled, exhausted, hindered etc.)

Perks:

Hex: Lamb of God: You are favored by the Entity. All negative status effects suffered by the survivors have an increased duration by 15%/20%/25% All positive status effects on the survivors have a decreased duration by 10%/15%/20%.

Hex: Sacred remains: Your hexes are strengthened with the bones of most satisfying victims. Every time a survivor cleanses a hex totem - there is a 10%/20%/30% chance that a random dull totem on the map will have that Hex applied to it. The Hex remains in power and is not counted as cleansed for the effect of that Hex. This effect can be triggered only every 120 seconds.

Sacred rites: You know how appeased the Entity can be with sacrifices. You can spend 15 seconds servicing a hook. The serviced hook is visually engulfed in a dark mist. It also has a different aura color (purple) from the rest.

  • If no survivor is hooked on this hook after 90 seconds - this hook loses this perk.
  • If a survivor is sacrificed on this hook or escapes this hook - this hook loses this perk.
    Sabotage removes perk only, without harming the hook.
    Cannot be used on basement hooks.
    Can be used only on 1 hook simultaneously.
    Escaping a serviced hook or saving a survivor from the hook triggers a moderately/considerably/tremendously difficult Skill Checks for all survivors engaged in this interaction. Failing the check causes the survivors to suffer from the Hindered status for 30 seconds.

Offerings:

Ember splinter: Allows you to take on the role of The Fanatic for the next trial. Your current Perks and Add-ons will not be used.

Branded Skull: Calls on the Entity to create 2 more dull totems on the map.

SURVIVOR - Chastity

Appearance: A woman with long colorful hair in a skimpy outfit, fishnets and what looks to have been high heels at some point.

Name: Chastity

“Emma’s alcoholic single mother had her parenting rights revoked and little Emma was raised in a catholic orphanage, which was no heaven on earth. Pious servants of the Lord by day turned monsters by night. And while Emma could handle the beatings - it was the sexual abuse that eventually drew the girl to run away. She grew up on the street and yet being a stripper, a prostitute, a drug addict - it was still better than the orphanage. This lifestyle though makes one a target for all kinds of perverts and self-righteous people.”

Role: Bitter Sinner

Perks:

Self-sabotage: You’re talented, but used to screwing up every opportunity that comes your way - you’re probably doing it on purpose. For every Great or Hex skill check during an interaction, you receive a token up to a maximum 3/4/5. Each token provides:

  • additional 2% bonus to progression on Great or Hex Skill checks;
  • increases the chance of triggering a Skill check by 3%.
    Lose all tokens on failing a Skill check, stopping or completing the interaction.
    Successful skill checks at 1 or more tokens give the Killer a noise indicator.

Haphephobia: You know how to avoid grabs from people who don’t know how to keep their hands to themselves. When not in dying state, being grabbed by the killer triggers a tremendously/considerably/considerably difficult Skill Check to automatically escape the Killer's grasp and stun them for 2 seconds. If you are the Killer’s Obsession - the skill checks are slightly easier. This effect can only be triggered every 360/240/120 seconds.

Crashing high: You have a long history of substance abuse, and the euphoria may come in handy. Beware the kickback though! Every time you are healed one state up, you receive a token up to a maximum of 3. Each token provides 3%/4%/5% bonus speed to all repair/sabotage/healing/mending/cleansing actions you take. Getting hit when you have max tokens resets the token number to 0 and triggers the Broken status effect for 120 seconds.
You cannot gain tokens while suffering from the Broken status effect.

Comments

  • HatCreature
    HatCreature Member Posts: 3,298

    The Killer power is simple, too simple for me to have an opinion but, I do love those Survivor perks. I love the theme you have of perks that help in odd situations but have bad side effects, goes great with the Survivor. I love perks that actually match the Survivor's personality, unlike Adam and Jeff's perks.

    Also, you may be the only person to ever even suggest an offering for MORE TOTEMS. Why is this not a thing!? Your Hex Totem that replaces a destroyed Hex totem is badass man, combine that with Thrill of The Hunt and it could take ages to destroy your totem. Hell, you could use Haunted Grounds with this and Expose everyone twice, that's magic right there.

  • Mockingbird_X
    Mockingbird_X Member Posts: 44

    The Killer power is simple, too simple for me to have an opinion

    That's the way I wanted it to be. I feel a lot of people are trying to think up overelaborate and very confusing powers. If you look at core game killers, their powers are quite simple, like "places traps", "teleports forward", "becomes invisible, can't attack in that state", "starts a chainsaw, runs straight with it" etc.

    The Fanatic's main power is simply an AOE hit. Which could be an asset, especially to counterplay some of the bodyblocking situations, or disrupt healing etc. And the bloodlust is a little nice bonus to that.

    Hell, you could use Haunted Grounds with this and Expose everyone twice, that's magic right there.

    That would be too overpowered, I think. I though of it and since the beginning I've added that small part:

    The Hex remains in power and is not counted as cleansed for the effect of that Hex.

    The Hex is not counted as cleansed, so the Hunting Grounds do not trigger.

  • Mockingbird_X
    Mockingbird_X Member Posts: 44

    adding a map

    Location map

    The Saint Basilla Monastery chapel

    The map has a single-storey chapel, all in disarray and charred inside out. Right next to the chapel is a cemetery with huge ancient tombstones and monuments. It’s also filled with crypts: some can be entered, some are interconnected with underground passages.

    The chapel has a bell tower. Top of the tower contains a generator that rings the bell once fully repaired.

    The other side of the chapel has a blackened area with a large burnt-out yet smoldering bonfire. Charred body parts can be seen sticking out of the bonfire.

    The Killer’s basement can spawn either behind the altar on in one of the crypts.