Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

Brenden Frasier's 1999 The Mummy Chapter Idea!

I used chat GPT to help design the below. I spent a few hours reworking some of the perks and stuff.

Let me know your thoughts!

Killer: Imhotep – The Mummy Priest

Role: High mobility via form-shift; relentless, time-based Curse pressure; objective tax via Canopic Jars and roaming Golden Chest; executions on death hook when Doomed

Power: Twin Forms of the Mummy

 Form Shift

  • Toggle Forms: Press Power to swap.
  • Enter Sandstorm Form: 1.0 s wind-up. Exit to Physical Form: 0.5 s wind-down.
  • Swap lockout: 6 seconds between swaps.

 Sandstorm Form (mobility/phase)

  • Speed: 5.6 m/s.
  • Phasing: Pass through Survivors and most map collision (dropped pallets, breakable walls, doorframes, windows). Cannot phase through generator models, hooks, or map bounds.
  • Restrictions: Cannot attack, vault, break, pick up, or directly interact.
  • Brush-by: Passing through a Survivor applies Hindered 5% for 1 second and a brief sand-blur (no damage).
  • Tracking aid: Survivors within 10 meters create faint sand wisps visible only while in Sandstorm Form.

 Physical Form (combat/interaction)

  • Speed: 4.6 m/s. Full interactions (attack, break, vault, pickup, hook).

 Pre-Pick Ritual (unfailable)

  • After downing a Survivor, aim and hold Secondary Power to “Impose the Hom-Dai” before lifting.
  • Channel: 1.5 seconds. Cannot be interrupted or canceled; any stuns/blinds apply after the Ritual (or after the pickup begins).
  • On completion:
    • Target becomes Cursed; their Hom-Dai Curse begins accumulating immediately at 1% per second and never decays.
    • You immediately transition to pickup if the Survivor remains downed.
  • Repeating the Ritual on an already-Cursed Survivor has no extra effect.

 Hom-Dai Curse (relentless accumulation)

  • Personal meter per Survivor: 0% to 100%.
  • Starts only after the Ritual on that Survivor.
  • Accumulates continuously at 1% per second.
  • Pauses only while that Survivor is on hook; resumes on unhook. No natural decay and no hook-based reductions beyond the pause.
  • Thresholds:
    • 25%: Item efficiency -10%; light cough every 12 seconds.
    • 50%: If Injured, suffer Deep Wound on certain perk triggers (see Hexes) and -5% to repair/cleanse/bless interactions (as designed earlier if desired); otherwise keep as flavor only.
    • 75%: Sand-choke while sprinting: Hindered 5% for 1.5 seconds every 15 seconds; grunts of pain +25%.
    • 100% (Doomed): Exposed; emits a 1-second Killer Instinct ping every 8 seconds while running or performing conspicuous actions.

 Ritual Execution (mori)

  • Condition: Down a Survivor who is both Doomed (100%) and on death hook (after their second hook).
  • Action: Hold Active Ability for 2.5 seconds over the downed Survivor to perform the movie-style skin-taking mori:
    • Imhotep yanks them upright, opens his mouth impossibly wide; a sand-and-scarab vortex drains their essence. They desiccate to a husk/skeletal remains which collapses to the floor as he seals his maw.

 Objective: Canopic Jars and the Golden Chest (Roaming Reliquary)

  • Canopic Jars: 6 spawn per trial (1 guaranteed in basement; 5 seeded in standard chests).
    • Jars use a special slot and do not replace items. Jars drop when downed; if hooked, the Jar drops at the base of the hook.
  • Golden Chest:
    • Only Survivors see its aura/HUD marker; Imhotep never sees it.
    • Deposit: Survivors must place Jars into the Golden Chest (3-second interaction) to cleanse.
    • Cleanse strength: Each deposit cleanses 100% of the depositor’s Curse, immediately removing Doomed.
    • Relocation: After each deposit, the Chest seals for 8 seconds, then relocates to a new map node. Survivors see its new location.
    • Per-Survivor limit: Each Survivor can benefit from up to 3 deposits total.
    • If found, Imhotep can seal the chest for 10 seconds before it teleports.
    • Survivors interacting with the chest can be grabbed by Imhotep.  

 Perks:

 Hex of the Hom-Dai (anti-rush + anti-hide)

  • While lit:
    • Any generator at or above 90% total progress becomes Cursed.
    • If a Survivor repairing a Cursed gen fails a Great (hits Good): Scarabs erupt, applying Deep Wound and Exposed to all Survivors on that gen for 10/12/14 seconds; the gen loses 3% and is Entity-blocked for 6 seconds. Per-gen cooldown: 30 seconds.
    • Burrowed Fangs (Lockers): All lockers are infested. When any Survivor enters a Locker, a hidden timer rolls between 5–10 seconds. If they remain inside until the timer completes, Scarabs bite, applying Deep Wound and Exposed for 8/10/12 seconds. No loud-noise notification. Personal cooldown: 30 seconds.

 Hex: Book of the Dead (hook-scaling global curse)

  • While lit, a global Hook Counter (1–8) scales cumulative effects for all Survivors:
    • Hook 1: Brief 0.5-second Killer Instinct cough ping (15 s personal cooldown) if running/doing conspicuous actions.
    • Hook 2: -2/3/4% to repair/cleanse/bless/gate/chest actions.
    • Hook 3: Item efficiency -10/15/20%; healing others 5% slower.
    • Hook 4: Skill Checks jitter; missed repair checks cause +2% extra regression.
    • Hook 5: Haste effects 25% less effective; grunts of pain +15%.
    • Hook 6: Failing a Great (getting Good) on repair applies Deep Wound and a 0.5 s Killer Instinct ping (10 s personal cooldown).
    • Hook 7: Vault speed -3%; unhook animation 10% longer (does not change hook-state timing).
    • Hook 8: Completing a gen or Safe Unhook applies Exposed for 8/10/12 seconds (30 s personal cooldown).
  • Cleansing/blessing the Hex removes all effects immediately.

 Hex: Canopic Jars (persistent looter’s curse)

  • While lit:
    • All chests are Spirit-Touched and require a Scarab Skill Check to open (sped up; Great zone -60%). Fail: scream, apply Deep Wound, interaction interrupted.
    • On their first successful chest open while the Hex is lit, a Survivor becomes Jar-Cursed until the Hex is snuffed:
      • Oblivious; item efficiency -25%.
      • -6/8/10% action speed for the first 8 seconds of every Repair/Heal start.
      • Chest opens now require two Scarab Checks; failing either interrupts and applies Deep Wound.
      • Wandering Scarabs: While Jar-Cursed, long actions can trigger one extra Scarab Check per instance:
        • Generators: Each continuous 10/9/8 seconds has a 25% chance to spawn a Scarab Check (faster, Great zone -40%). Fail: cough, apply Deep Wound, regress gen by 1% (plus normal miss penalty).
        • Healing: Each continuous 8/7/6 seconds has a 25% chance to spawn a Scarab Check. Fail: apply Deep Wound to the healer and reveal them with a 1-second Killer Instinct ping.
  • Cleansing/blessing the Hex immediately removes Jar-Curse from all Survivors and disables all effects.

 Suggested Add-ons

  • Book of the Dead (Very Rare): Curse accumulates at 2% a second.
  • Book of the Living (Very Rare): Golden Chest moves around the map every 30 seconds and is sealed for 10 seconds after deposit.
  • Anointed Cartouche (Rare): For 30 seconds after you complete a Ritual on a Survivor, their Curse accumulates at 1.25%/s.
  • Dried Priest Tongue (Rare): Survivors at ≥75% Curse recover from the Dying State 10% slower.
  • Urn of Black Sands (Uncommon): Passing through a Survivor in Sandstorm Form inflicts 10% hinder for 10 seconds.
  • Tattered Gravecloth (Common): Passing through a Survivor in Sandstorm Form inflicts blindness for 5 seconds.

Survivor: Rick O’Connell
Role: Chase, rescue, misdirection

 

Perk 1: Not My Car!

  • Trigger: When the Killer damages a generator within 32 meters, this perk activates for 20/24/28 seconds and highlights that generator to you.
  • Make It Run: The first time you begin repairing the highlighted damaged generator during the activation window:
    • Instantly remove 2/3/4% regression from that generator.
    • Gain 6/7/8% repair speed on that generator for up to 8 seconds or until you stop repairing.
    • Your repair is silent for the first 6 seconds (no audible repair sounds attributable to your interaction).
  • Decoy backfire: Once between 2–4 seconds after you start repairing, the generator emits a deceptive loud-noise notification at a random point 24 meters away from its true location.
  • Defensive clause: If the Killer damages the same generator again within 10 seconds of you starting repair, you gain Endurance for 3 seconds (once per activation).
  • Rules: Only one gen tracked per activation (closest takes priority). If you stop repairing for more than 3 seconds, the bonus and silence end for that activation. 30-second cooldown after the activation window ends.

 Perk 2: Daring Gunslinger

  • After repairing a generator for 30 seconds this perk is charged.
  • Trigger: After a fast vault over a window or pallet, the perk arms for 3 seconds.
  • Effect: Automatically drops a perk-provided Firecracker on your landing side; it detonates after 0.5 seconds.
    • If the Killer is within 6/7/8 meters and facing the blast (within a 70-degree cone), they are Stunned for 1.5 seconds and Blinded for 2 seconds.
    • If within range but not facing, they are Dazzled for 1 second (visual disorientation only).
    • Creates a loud noise notification at the blast.
  • Rules: Cannot activate while you are Exhausted; the perk itself does not cause Exhaustion. Anti-chain-stun: won’t trigger if the Killer was just stunned by a flash device in the last 15 seconds. 45/40/35-second cooldown after detonation. Safe-guard prevents blinding a Survivor directly in front of the blast.

Perk 3: Last Stand

  • On Safe Unhook: You and the unhooked Survivor gain 6/7/8% Haste for 10 seconds. Shoulder Charge becomes charged and remains stored until used (one stored use).
  • Active Ability – Shoulder Charge: Dash up to 10 meters with limited steering.
    • On impact with the Killer: Stun the Killer for 3 seconds.
    • On impact with a Breakable Wall: Instantly destroy it.
  • After use: You become Exposed for 30 seconds, you gain 5% haste and your scratch marks are suppressed for 10 seconds.
  • Rules: One stored charge at a time; you must use it and wait 40 seconds cooldown (after use) before earning a new one from another Safe Unhook. Cannot activate while Deep Wounded. Does not collide with or stun teammates.

Survivor: Evelyn “Evy” Carnahan
Role: Support, objective control, information

 Perk 1: Scholar of Antiquities

  • You can maintain up to 2 of your own Boon Totems at the same time. Blessing a third snuffs the oldest Boon you created.
  • All Totems (dull, hex, boon) are revealed to you for the entire trial.
  • Blessing speed is increased by 10/15/20% when you bless a dull totem you revealed with this perk.
  • When one of your Boons is snuffed, its totem remains highlighted to you for 20 seconds. Starting to bless that same totem grants you 3% Haste for 5 seconds. 30-second cooldown.

 Perk 2: Patience Is a Virtue

  • While you are out of chase, gain 1 Patience counter every 30/28/25 seconds, up to 3. Counter gain pauses during chase and resumes 3 seconds after chase ends.
  • When you start a conspicuous action (repair, heal, unhook, cleanse, bless, open gate, open chest), automatically expend all stored counters when the killer enters 12m of your location. Effects are activated on you and all Survivors within 12 meters at the moment of activation:
    • 1 counter:
      • Gain 10% Haste for 4 seconds.
      • After the Haste ends, your scratch marks are suppressed for 4 seconds.
    • 2 counters:
      • All 1-counter effects.
      • Your fast vaults are silent for 6 seconds.
    • 3 counters:
      • All 1- and 2-counter effects.
      • If the Killer comes within 6 meters of any affected Survivor during the 12-second window, that Survivor gains Endurance for 3 seconds (once per Survivor per activation).
  • If you enter chase without starting a conspicuous action, convert 1/2/3 counters into 2/3/4 seconds of 3% Haste at chase start. Consumes counters.
  • After expending counters, you cannot gain new counters for 25 seconds.
  • Endurance from this perk has a 30-second internal cooldown per Survivor and does not stack with other Endurance sources.

 Perk 3: You Mustn’t Read From The Book!

  • Basement Ritual: Perform the Forbidden Rite at the basement’s central area (24/22/20 seconds). Can only be started while out of chase and with no Survivor hooked in the basement. Once per trial per Survivor with this perk.
  • Unlocks Boon: Ward of Warning after you complete the Rite.
    • Ward of Warning
      • Bless any dull or hex totem with a 24m radius.
      • While the Killer is inside the radius, their aura is revealed to all Survivors for 1.0/1.25/1.5 seconds every 5 seconds, starting 1 second after entry and ending 1 second after exit.
      • If placed within 24 meters of a hooked Survivor, reveals occur twice as often (every 2.5 seconds) but last half as long (0.5/0.75/1.0 seconds).
      • If snuffed by the Killer, you can re-bless without repeating the Rite.
      • If you are downed within the Ward’s radius, aura reveals pause for 10 seconds.

Realm: Hamanaptra – City of the Dead

Two-Level Map: Desert Ruins (Upper) over Tomb Complex (Lower)

 Tone and atmosphere

  • Sun-scorched ruins above, torchlit tombs below. Wind-borne sand, scarab chitter, and shifting shafts of light from ancient mirrors. Sarcophagi cages replace hooks across the entire map, tying the theme together.

 Core layout and flow

  • Scale: Medium–large, fully navigable on two layers.
  • Upper level favors open sightlines, rotations, and Sunlight Mirror control. Lower level favors tight loops, window-style crawlway vaults, and mind-games.
  • Vertical connectors: Two main stair/ramp systems, a rope-ladder shaft, and 1–2 single-use Collapsing Silt Pits that drop from the surface into pre-authored tomb pockets. Pits permanently alter routes once used.

 Global hook replacement: Sarcophagi cages

  • All hooks are replaced with upright sarcophagi fitted with internal cages (both levels and Basement).
  • Functionality is identical to hooks (states, rescues, sabotage timing, scoring); this is a visual/audio swap (stone lids, spectral bandages, cage clinks).

 Basement: Imhotep’s Mummification Chamber

  • Access: Single staircase entry (no alternate ladder/shaft).
  • Set dressing: Carved sigils, canopic niches, ritual implements; ambient chanting.
  • Swamp of the Dead: Central sump is visual only (no slow, no effects).
  • Four leaning sarcophagi-cages along the walls replace basement hooks; rescues open lids and release bandages. No traps in or around Basement; mirrors cannot target it.

 Sunlight Mirrors (map-wide and Vault puzzle)

  • 6–8 mirrors total (3–4 exterior, 3–4 upper-interior). Rotate in 2-second steps; optional 5-second fine-tune lock to hold a beam for 30 seconds (opponents can break a lock in 2 seconds).
  • Brighten/Dim rooms for readability only (+/-5% footstep audibility; no stat changes). One-time Mirror Flare Trap lines can flash-stun (0.5 s) along glare paths when brightened; spent after trigger.
  • Treasure Vault puzzle: In the Treasure Wing, align 2–3 mirrors and 1–2 wall relays to hold a beam on the gem above the Vault door for 5 continuous seconds to open it. Beam drops reset with a 2-second grace.

 Treasure Wing (expanded) with Mirror-Gated Vault

  • Layout: Antechamber → Gallery (mirror relays) → sealed Vault.
  • Vault contents: 1 generator on a dais and 2 premium chests (Very Rare/Ultra Rare weighted). Single main entrance; interior offers a short T-loop and one sarcophagus pallet for fair mind-games.
  • Contest: Killer can rotate mirrors or break fine-tune locks to stall the gem charge. Once opened, the Vault stays open for the rest of the trial.

 Crawlways redefined: vault-style connectors with block/repair

  • Crawlways act like window vaults (short low arches/grated slots). Survivors vault through instantly; Killers cannot traverse them.
  • Survivors cannot occupy crawlways and cannot vault them while in the Dying State (no prompt).
  • Killer can Seal Crawlway (3 seconds) to slab it shut. Max 2 sealed at once (sealing a third frees the oldest). Per-crawlway 45-second lockout before it can be cleared.
  • Survivors Clear Crawlway (8 seconds; co-op/toolbox bonuses) to reopen. Clear progress regresses at 50% if interrupted.
  • 6–8 crawlway vaults per match across lower-level interlinks (Embalming ⇄ halls, Library ⇄ service, Treasure Wing flanks, Great Hall perimeter) and a few upper-interior cuts (Portico, Dig Site sheds).
  • Readability: Open shows a low arch; Blocked shows slab and rubble. Killers see subtle jackal glyphs on crawlways they sealed; nearby Survivors (within 16 m) see a clear “Clear Crawlway” prompt.

 Environmental traps (single-use, stun-only; carry-escape)

  • 8–12 traps total per match across both levels; max 1–2 Collapsing Silt Pits.
  • Global rules: Each trap triggers once; stuns only (0.5–1.0 s), then becomes visibly spent. 4-second anti-chain immunity per character.
  • Carry rule: If a carrying Killer triggers any trap, the carried Survivor immediately escapes to the ground with a brief 0.25-second stumble; the Killer takes the stun.
  • Trap set and typical placements:
    • Pressure Plates (0.75 s): Slightly raised glyph tiles at blind corners and thresholds (Library, Embalming, Treasure Gallery approach).
    • Sarcophagus Snare (1.0 s): Propped lids topple across narrow lanes (Vault flank, Embalming corridors).
    • Rolling Stone Drum (0.75 s on contact): Releases on downhill paths (Causeway slope, Burial Pits ramp).
    • Scarab Vents (0.5 s): Floor grates burst on nearby fast actions (fast vaults, pallet stuns, gen kicks, repair miss) in cross-corridors.
    • Mirror Flare Trap (0.5 s): One-time flash-stun along a glare line when a room is brightened (Great Hall entry, Sun Court colonnade).
    • Collapsing Silt Pit (drop + 0.75 s landing stun): Surface silt oval collapses; trigger drops 4–6 m into a tomb pocket with two exits. Shaft seals. If the Killer falls while carrying, the Survivor auto-escapes on impact.

 Windows and breakable walls (both levels)

  • Increased window vaults across major tiles for new chase lines:
    • Surface: Sun Court colonnade cuts, Guardian’s Causeway mid-lane window, Scribe’s Portico facade windows, Dig Site platform-to-ramp window, roof-walk window near Great Hall breach.
    • Tomb: Great Hall balcony cross and balcony-to-floor drop window, paired Embalming room slots, Library high-set and side service windows, Burial Pits lane crossover, Treasure Wing Antechamber-to-Gallery slot.
  • Added breakable walls for killer route control:
    • Surface: Sun Court annex → Causeway shortcut, Portico foyer → side courtyard, Dig Site barricade chute, roof parapet break to a safe drop toward hall.
    • Tomb: Two extra Great Hall breaks for perimeter short-cuts, one per Embalming wing, Library back passage to Gallery, Burial Pit ramp bend exit, Gallery flank toward the Vault approach.

 Objectives and spawns

  • Generators: 6–7 total including the Treasure Vault generator. Distribution avoids extreme 3-gen clustering on a single level; at least one gen anchors near Sun Court (upper) and one near Great Hall (lower).
  • Totems: 5 sockets in chapels/alcoves; one high-traffic hex socket near the Treasure Wing Gallery to incentivize contest during mirror play.
  • Chests: 4–5 total, with 2 premium chests inside the Vault; others have standard loot tables.
  • Golden Chest (if using Canopic Jars): Roaming path alternates nodes between levels; never spawns inside the sealed Vault pre-open.

 Navigation and readability

  • Landmark silhouettes (Anubis statue, obelisks, vault door, scaffold) anchor orientation.
  • Wayfinding glyphs:
    • Gold for Great Hall routes.
    • Blue for Library/archives.
    • Red for Embalming/ritual rooms.
  • Mirrors’ beam paths and gem lens shimmer are clear during the Vault puzzle; traps show obvious pre/post states; crawlways show Open vs Blocked at a glance.

 Balance and play notes

  • The map evolves over time as traps are spent, crawlways are sealed/cleared, pits open permanent drops, and mirrors shift lighting. Both sides gain soft control tools with strong counterplay.
  • Single-staircase Basement is thematically strong and predictable; sarcophagi cages across the map unify rescue visuals without changing core hook mechanics.
  • The Treasure Vault is a high-reward, high-risk objective behind an interactive mirror puzzle that both sides can contest.

 Tuning levers

  • Mirror count and lock settings (6–8 mirrors; 30 s lock; 2 s break).
  • Vault charge time on gem (default 5 s) and relay count (2–3).
  • Crawlway counts (6–8), seal cap (2), seal time (3 s), clear time (8 s), seal lockout (45 s).
  • Trap counts (8–12), stun durations (0.5–1.0 s), pit count (1–2), and pit return routes (target 6–9 s to surface).
  • Window and breakable wall density per tile (generally +1–2 new windows and +1–2 new breaks per major area).