We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.
Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
New Chapter Idea: An Endless Infection
Hi guys, just wanted to post this really cool idea I’ve had for a while now of a killer and survivor. Hope you enjoy reading and any tips or criticism is welcome. 🙂
Killer: The Rot
Movement speed: 115%
Lore: Jeremy Jones was a simple man. He loved his family and helped out his village whenever he could. He was one of the village’s many fisherman that scoured the marshes for huge catches, and the days were plentiful. However, there were always harsh times in the wet seasons, floods wreaked havoc on the farms and houses were often swept away. The high waters allowed most of the fish to swim further and further from the village and food was scarce; it was every family for themselves. Jeremy was an experienced fisherman and knew just how to lure in the scattered shoals that remained, but others grew hungry and jealous. After a successful day of hauling in his catch he was jumped by the other starving fishermen, but he would not risk his family starving and put up a hell of a fight. Their numbers overpowered him, it was four to one, and they pushed him screaming into the marsh. His lungs filled with viscous mud as he sank beneath the surface, and with his last dying thought he swore revenge on the world, and how it was so cruel to an innocent man like him. He would find those men in death and torment them forever. But ... he didn’t die, he pulled himself out of the marsh caked in soil and heard the whispers of that which saved him, and gave him a second chance. He would follow that voice to the ends of the earth if it meant his revenge, and would put his new form to the test.
Power: Infectious Spread
The Rot can charge up and throw a projectile (similar to clowns bottles) of mud. This projectile leaves in its trail a line of fungus and mud that slows any survivors walking on it, and at the point of impact creates a large puddle of this ooze (any survivor directly hit is also slowed). All ooze disappears after 3 seconds, but before this if the Rot chooses it can emerge from the large puddle by pressing the power button again. After the ooze disappears The Rot regains use of the throwable projectile.
Appearance: The Rot is a towering, vaguely humanoid, oozing mud pile. It has fungus and mould growing over its shoulders and “head” with jagged roots poking out of its body in many places. It has sunken eyes and a huge gaping mouth full of spiked thorns. It has no discernible legs, only a continuous morphing sludge and on the end of one of its ooze arms a huge splintered tree branch pokes out (it’s weapon). Flies buzz around it constantly, and various beetles and centipedes crawl along it.
Mori: The Rot looms in front of the terrified survivor and roars ferociously, letting out of its mouth a swarm of biting flies to cover the survivor. The survivor swats at them in vain, screaming, then The Rot impales the survivor through their stomach with his tree branch.
Addons: 4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare.
Commons:
Rotten bait: slightly increases the width of the trail and puddle left by infectious spread.
Puffball Mushroom: survivors are afflicted with the exhausted status effect for 30 seconds when they come into contact with infectious spread.
Fish fins: lunge speed is slightly increased after emerging from the puddle of infectious spread.
Wilted reeds: slightly increases the range infectious spread projectiles can be thrown and the time it takes to wind up the throw.
Uncommons:
Live worms: moderately increases the width of the trail and puddle left by infectious spread.
Homemade fertiliser: Slightly increases the duration infectious spread remains on the ground.
Corrosive slime: survivors are inflicted with the mangled status affect for 60 seconds when they come into contact with infectious spread.
Fish tails: lunge speed is moderately increased after emerging from the puddle of infectious spread.
Thorned nettles: Moderately increases the range infectious spread projectiles can be thrown and the time it takes to wind up the throw.
Rares:
Wriggling insects: Considerably increases the width of the trail and puddle left by infectious spread
Giant Puffball: survivors are afflicted with the exhausted status effect for 90 seconds when they come into contact with infectious spread.
Weaved basket: Allows for the Rot to hold two infectious spread projectiles.
Refined fertiliser: Moderately increases the duration infectious spread remains on the ground. Slightly increases the duration it remains on survivors.
Trawl net: survivors are afflicted with the hindered status affect for 5 seconds when they come into contact with infectious spread.
Very Rares:
Metal bucket: Allows for the Rot to hold three infectious spread projectiles.
Jeremy’s Fishing Rod: Survivors that have come into contact with infectious spread have their auras revealed for 6 seconds.
Alligator tooth: Survivors hit after emerging from the puddle of infectious spread are afflicted with the broken status effect for 90 seconds.
Fish eyes: survivors are afflicted with the blinded status effect for 60 seconds after coming into contact with infectious spread.
Ultra Rares:
Boat Motor: Removes the ability for the Rot to emerge from the infectious spread puddle. when the Rot is walking over the infectious spread trail it’s movement speed is moderately increased.
Mosquito hive: survivors are affected by mosquito hive 30 seconds after coming in contact with infectious spread. Every 10 seconds the survivors are bitten by the cloud of mosquitoes around them and scream. This creates a noise notification that can be seen by the Rot from 20 meters. The Rots movement speed is slightly reduced.
Teachable 1: All-Seeing Spores
Every 60 seconds a token is gained up to 1/2/3 tokens. Pressing the active ability button allows you to place down an All-Seeing Spore (a disgusting fungus cluster that has an eye on every mushroom cap). All survivors within a 15m range of one has their auras revealed to you, unless they are crouched. The survivors may dismantle a spore (takes 14 seconds) which makes a notification the killer can see. You can only have as many spores active as you have tokens, and if an extra spore is placed the first one you placed is destroyed.
”Its spawn watches for us, and once you’re spotted you can be sure that it’s not too far away”
Teachable 2: Insatiable Hunger
After a survivor is hooked, your movement speed becomes 125/130/135% for 6 seconds.
”It consumes all, yet nothing can stop the hunger”
Teachable 3: Tainted Earth
Footsteps of survivors can be heard 30/40/50% louder than normal, and any survivor that performs a drop-down (anything far enough that causes them to grunt) or a fast vault has their aura revealed to you for 4 seconds and this causes a unique noise to be emitted from the perk (like territorial imperative). After a drop-down the survivor is hindered for the duration.
”It follows our every step and punishes our every move”
Survivor: Adyana Sakha
Adyana is an older women from Siberia and is an indigenous tribal shaman. She wears brown fur robes, with long strands of fabric coming off of the arms and robe bottom. She wears a red and beige patterned headband, a necklace of animal teeth, and has multiple sashes and belts with feathers and small animal bones hanging off them. Also she wears thick boots and has long gray hair. After many years in the entity’s realm she has learnt how to speak the same language as the other survivors and has begun to teach them how to survive better in the harsh wilderness of the fog.
Teachable 1: Spiritual Shift
You have learned how to use your spiritual energy to travel extraordinary distances in this realm. If inside a locker, the aura of all other lockers within a 20/40/60m Radius are revealed to you. By pressing the active ability button while aiming at one of the lockers, you start a 5 second channel that when completed teleports you to inside that locker. This perk has a 120 second cool down once the shift is completed and the killer may still grab you out of the locker while the channel is taking place.
”Once you learn to release your spirit, it can go anywhere it desires” - Adyana
Teachable 2: At One With Nature
You have learned to interpret the movements of the creatures inhabiting the fog. When the killer disturbs a crow within an 8/16/24m radius of you, recieve a notification at that location. This has a 10 second cool down.
“The winged ones sense it’s movement, It is coming this way!” - Adyana
(I didn’t come up with this perk idea, I saw it somewhere else but it just fits so well with her that I had to use it!)
Teachable 3: Restless
You have to stop them from sacrificing you, even if it uses all your energy. Your struggle bar starts at 30/40/50% and if you break free from the killers grasp you run at 150% movement speed for a maximum of 3 seconds. When used, causes exhaustion for 60/50/40 seconds. Restless cannot be used while exhausted, although while exhausted your struggle bar still starts at 30/40/50%.You do not recover from exhaustion while running.
“Unhand me! I will not be restrained!” - Adyana
Map: The Festering Oak
It is another backwater swamp map, which has the traditional walls, piers and trees in already existing swamp maps. Apart from the middle of the map, which is a huge oak tree covered in decaying bark, fungus and mould. Below it is a maze of roots that lead down into a series of earthy tunnels, containing a few generators, hooks and totems. The tunnels are lit up by red, glowing fungus and the basement may spawn within them.
Thanks for reading! 🙂 Please leave any opinions below.
Killer: The Rot
Movement speed: 115%
Lore: Jeremy Jones was a simple man. He loved his family and helped out his village whenever he could. He was one of the village’s many fisherman that scoured the marshes for huge catches, and the days were plentiful. However, there were always harsh times in the wet seasons, floods wreaked havoc on the farms and houses were often swept away. The high waters allowed most of the fish to swim further and further from the village and food was scarce; it was every family for themselves. Jeremy was an experienced fisherman and knew just how to lure in the scattered shoals that remained, but others grew hungry and jealous. After a successful day of hauling in his catch he was jumped by the other starving fishermen, but he would not risk his family starving and put up a hell of a fight. Their numbers overpowered him, it was four to one, and they pushed him screaming into the marsh. His lungs filled with viscous mud as he sank beneath the surface, and with his last dying thought he swore revenge on the world, and how it was so cruel to an innocent man like him. He would find those men in death and torment them forever. But ... he didn’t die, he pulled himself out of the marsh caked in soil and heard the whispers of that which saved him, and gave him a second chance. He would follow that voice to the ends of the earth if it meant his revenge, and would put his new form to the test.
Power: Infectious Spread
The Rot can charge up and throw a projectile (similar to clowns bottles) of mud. This projectile leaves in its trail a line of fungus and mud that slows any survivors walking on it, and at the point of impact creates a large puddle of this ooze (any survivor directly hit is also slowed). All ooze disappears after 3 seconds, but before this if the Rot chooses it can emerge from the large puddle by pressing the power button again. After the ooze disappears The Rot regains use of the throwable projectile.
Appearance: The Rot is a towering, vaguely humanoid, oozing mud pile. It has fungus and mould growing over its shoulders and “head” with jagged roots poking out of its body in many places. It has sunken eyes and a huge gaping mouth full of spiked thorns. It has no discernible legs, only a continuous morphing sludge and on the end of one of its ooze arms a huge splintered tree branch pokes out (it’s weapon). Flies buzz around it constantly, and various beetles and centipedes crawl along it.
Mori: The Rot looms in front of the terrified survivor and roars ferociously, letting out of its mouth a swarm of biting flies to cover the survivor. The survivor swats at them in vain, screaming, then The Rot impales the survivor through their stomach with his tree branch.
Addons: 4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare.
Commons:
Rotten bait: slightly increases the width of the trail and puddle left by infectious spread.
Puffball Mushroom: survivors are afflicted with the exhausted status effect for 30 seconds when they come into contact with infectious spread.
Fish fins: lunge speed is slightly increased after emerging from the puddle of infectious spread.
Wilted reeds: slightly increases the range infectious spread projectiles can be thrown and the time it takes to wind up the throw.
Uncommons:
Live worms: moderately increases the width of the trail and puddle left by infectious spread.
Homemade fertiliser: Slightly increases the duration infectious spread remains on the ground.
Corrosive slime: survivors are inflicted with the mangled status affect for 60 seconds when they come into contact with infectious spread.
Fish tails: lunge speed is moderately increased after emerging from the puddle of infectious spread.
Thorned nettles: Moderately increases the range infectious spread projectiles can be thrown and the time it takes to wind up the throw.
Rares:
Wriggling insects: Considerably increases the width of the trail and puddle left by infectious spread
Giant Puffball: survivors are afflicted with the exhausted status effect for 90 seconds when they come into contact with infectious spread.
Weaved basket: Allows for the Rot to hold two infectious spread projectiles.
Refined fertiliser: Moderately increases the duration infectious spread remains on the ground. Slightly increases the duration it remains on survivors.
Trawl net: survivors are afflicted with the hindered status affect for 5 seconds when they come into contact with infectious spread.
Very Rares:
Metal bucket: Allows for the Rot to hold three infectious spread projectiles.
Jeremy’s Fishing Rod: Survivors that have come into contact with infectious spread have their auras revealed for 6 seconds.
Alligator tooth: Survivors hit after emerging from the puddle of infectious spread are afflicted with the broken status effect for 90 seconds.
Fish eyes: survivors are afflicted with the blinded status effect for 60 seconds after coming into contact with infectious spread.
Ultra Rares:
Boat Motor: Removes the ability for the Rot to emerge from the infectious spread puddle. when the Rot is walking over the infectious spread trail it’s movement speed is moderately increased.
Mosquito hive: survivors are affected by mosquito hive 30 seconds after coming in contact with infectious spread. Every 10 seconds the survivors are bitten by the cloud of mosquitoes around them and scream. This creates a noise notification that can be seen by the Rot from 20 meters. The Rots movement speed is slightly reduced.
Teachable 1: All-Seeing Spores
Every 60 seconds a token is gained up to 1/2/3 tokens. Pressing the active ability button allows you to place down an All-Seeing Spore (a disgusting fungus cluster that has an eye on every mushroom cap). All survivors within a 15m range of one has their auras revealed to you, unless they are crouched. The survivors may dismantle a spore (takes 14 seconds) which makes a notification the killer can see. You can only have as many spores active as you have tokens, and if an extra spore is placed the first one you placed is destroyed.
”Its spawn watches for us, and once you’re spotted you can be sure that it’s not too far away”
Teachable 2: Insatiable Hunger
After a survivor is hooked, your movement speed becomes 125/130/135% for 6 seconds.
”It consumes all, yet nothing can stop the hunger”
Teachable 3: Tainted Earth
Footsteps of survivors can be heard 30/40/50% louder than normal, and any survivor that performs a drop-down (anything far enough that causes them to grunt) or a fast vault has their aura revealed to you for 4 seconds and this causes a unique noise to be emitted from the perk (like territorial imperative). After a drop-down the survivor is hindered for the duration.
”It follows our every step and punishes our every move”
Survivor: Adyana Sakha
Adyana is an older women from Siberia and is an indigenous tribal shaman. She wears brown fur robes, with long strands of fabric coming off of the arms and robe bottom. She wears a red and beige patterned headband, a necklace of animal teeth, and has multiple sashes and belts with feathers and small animal bones hanging off them. Also she wears thick boots and has long gray hair. After many years in the entity’s realm she has learnt how to speak the same language as the other survivors and has begun to teach them how to survive better in the harsh wilderness of the fog.
Teachable 1: Spiritual Shift
You have learned how to use your spiritual energy to travel extraordinary distances in this realm. If inside a locker, the aura of all other lockers within a 20/40/60m Radius are revealed to you. By pressing the active ability button while aiming at one of the lockers, you start a 5 second channel that when completed teleports you to inside that locker. This perk has a 120 second cool down once the shift is completed and the killer may still grab you out of the locker while the channel is taking place.
”Once you learn to release your spirit, it can go anywhere it desires” - Adyana
Teachable 2: At One With Nature
You have learned to interpret the movements of the creatures inhabiting the fog. When the killer disturbs a crow within an 8/16/24m radius of you, recieve a notification at that location. This has a 10 second cool down.
“The winged ones sense it’s movement, It is coming this way!” - Adyana
(I didn’t come up with this perk idea, I saw it somewhere else but it just fits so well with her that I had to use it!)
Teachable 3: Restless
You have to stop them from sacrificing you, even if it uses all your energy. Your struggle bar starts at 30/40/50% and if you break free from the killers grasp you run at 150% movement speed for a maximum of 3 seconds. When used, causes exhaustion for 60/50/40 seconds. Restless cannot be used while exhausted, although while exhausted your struggle bar still starts at 30/40/50%.You do not recover from exhaustion while running.
“Unhand me! I will not be restrained!” - Adyana
Map: The Festering Oak
It is another backwater swamp map, which has the traditional walls, piers and trees in already existing swamp maps. Apart from the middle of the map, which is a huge oak tree covered in decaying bark, fungus and mould. Below it is a maze of roots that lead down into a series of earthy tunnels, containing a few generators, hooks and totems. The tunnels are lit up by red, glowing fungus and the basement may spawn within them.
Thanks for reading! 🙂 Please leave any opinions below.
Post edited by HugoFirst on
0
Comments
-
Very cool. The first perk for the survivor reminds me of a poltergeist perk where you can hide in a locker and instantly shoot away, but this one is better. Since it isn’t instant, you can’t lungeinto a locker with the killer on your heels.
0 -
Glad you like it 👍🏻0
-
Edit: added lore and addons for the Rot0