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New Chapter Idea

I got bored so I just sat down and started thinking of new stuff. I came up with this. It’s a bit rough and in a “prototype” phase, but I just wanted to try and see what others thought. I am open to criticism, suggestions, and/or corrections to mistakes I’ve made. I don’t have a name for the chapter, but I have both a killer and survivor and their perks. The killer items are still needed to be thought, as well as cosmetics for both. This is my first ever post on the forums, and I hope you like it.

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Survivor Idea

Thomas Williams

Background

(Please excuse my short story telling, poor storytelling, or mistakes)

Thomas Williams was a very ambitious boy. Growing up with his poor family in early 1900’s Chicago, he didn’t have much of a childhood to reflect upon, as like his parents, they all worked from a young age to get by. At one point, however, Thomas had heard something about a man who would baffle audiences with his daring magic and unthinkable escape tricks. Thomas learned of the man’s name; a man by the name of Harry Houdini. This man would change his life forever.

Whenever he had free time, Thomas would read up on many books and newspapers, learning about this man’s amazing tricks and so called “magic,” and wanted to get in with it as well. From his early teen years, he began to practice, practice, and practicing some more. When he was 19, he believed he was ready to get out there and show off what he had.

Performing on the streets, while not very lucrative, gave him a glimmer of hope in what he could become, and one day, the chance finally came. A ringmaster of a circus spotted his magic work, and booked him a spot in his show. He couldn’t believe it himself, and began to think of brand new magic trick that he thought would baffle the crowd. What he didn’t know was that this was a horrible mistake.

The day came, and crowds of people flocked the tent for the circus. Once his time came, he went out and performed flawlessly, the crowd wowed in amazement, but, the new trick came. The trick involved a gun, in which Thomas would have an assistant of his would fire a gun at a dare-seeking audience member, and he would use his “magic” to stop the bullet. The real trick he has never revealed how he would stop it, but when the trick came, it didn’t work like he planned.

Months past after the tragic day, and Thomas had given up all hope. After the accident, the man was left brutally injured, luckily surviving, but he was too afraid of the consequences, and fled, fearing for his life. His name was put up everywhere, but he was a tricky man to find. Spiraling into a life of alcohol, self hatred, and on the lamb, he had nothing left. The poor soul walked aimlessly into the dark woods near a speakeasy, downing bottles of bourbon, only to pass out. Waking up, something felt different...A campfire had been lit next to him...And other people were around...The magic in this new life had only just begun...

Perks

Vanishing Act

Your tricks on the killer make it hard for it to find you. While standing still or preforming an action while standing or crouching reduces the killer’s aura reading abilities on you, until you move again.
(50%/75%/100%)

Magician’s Assistant

Your tricks on the killer distill frustration and confusion. Using your alternate action, you can spawn a fake survivor in your current place and position. This decoy lasts until you’re able to spawn a new one, or the killer destroys it. When the killer attacks the decoy, it will disappear, and will stun the killer for a certain amount of time. This perk cannot be used in chases.
(Decoy Recharg: 100 seconds/80 seconds/60 seconds)
(3 seconds stun/3.5 second stun/4 second stun)

Never Reveal Your Secrets

Your tricks on the killer help your fellow survivors, but may hinder your own survival at the cost of angering the killer. Once per match, when a survivor is on a hook, you can go to a hook within a certain range of the hooked survivor, and suddenly teleport them to the chosen hook, saving them from the original. However, this fuels the killer’s anger at you, leaving you with the Exposed status effect and leaving your aura revealed to the killer for a certain amount of time.

(Hook Save Distance: 20 meters/28 meters/36 meters)
(Exposed: 40 seconds/35 seconds/30 seconds)
(Aura: 10 seconds/7.5 seconds/5 seconds)
(Any form of Aura hiding is negated with this perk)

Killer Idea

The Warden

Weapon

A bladed/Metal Nightstick or Billy Club

Stats

115% movement speed
Normal Terror Radius

Background

(Please excuse my short story telling, poor storytelling, or mistakes)

Restraint, and obedience was the policy of Brook Fuller, and if you didn’t have both, punishment was next. Brook was the Warden at the Kelligan maximum security prison, and he had seen the worst of the worst. Mass murderers, cereal killers, the outright lunatic, there was nothing he hadn’t seen. After years and years of dealing with such brutal and violent cases, Brook had had enough.

One day, a new policy was enacted, and since then, the jail had turned into a nightmare for any inmate. The inhuman punishments handed out by the Warden and his workers were too horrible for papers to describe when they were discovered. A whistleblower was sent in to discover what had happened to inmates that had failed to be reported upon in the prison counts, and what he found would change his life.

The prison had turned into a torture castle. Rooms of screams, despair, agony, and bloody mess filled the walls. Unless the prisoner was deemed “safe,” they were implemented into days or even weeks of nonstop pain and suffering. Those who were never deemed “safe” were never seen again, but evidence suggests that they would “deal” with the bodies.

When the paper was released, Brook was quickly arrested, along with his workers. The prisoners (and what was left of them), were relocated. Brook, however, when being hauled away in a police vehicle, managed to actually escape, still unknowing how he did, but what the first responders found was nothing but the crashed police car on the edge of a forest, and the cops bodies, stripped of their gear, as well as brutally mutilated...As if something had stabbed through their bodies...And eyes...With a strange, black char like substance in their wounds...

Power

(Only an idea. I’m up for a rework, buff, nerf, or new idea.)

The Warden’s policy, even in this world, still stands. Thanks to the gear taken from the police he escaped from, he can continue to enforce it. The Warden starts with 4 rusty handcuffs. When a survivor is put into the dying state, the warden can place them in the handcuffs. The survivor, now with impaired movements of their hands, preforms actions much slower. Repairing, healing, and sabotaging speed is reduced dramatically, and self healing cannot he preformed. The only way to remove the cuffs is by finding a key, found in one of the lockers in the map. Each key only works for a certain cuff, however. Each cuff is labeled with a number, between 1-4. When a survivor finds a key, it is then labeled down on the survivor statuses, which all survivors can see, but killer cannot. When a survivor finds the key, or finds a fellow survivor with a key, they can be released, making the cuff useless. When a survivor with a key dies, the key falls to the ground, which can be picked up by a survivor. Survivors can only carry one key at a time. A key can be switched out with another when on the ground, or swapped for in a locker, or traded with another survivor for.

Perks

Locked Up

Even when survivors think they’re free, they can think again. When the exit gates are powered, the entity is called to block the survivors from pulling the door switch for a short time. The entity is invisible to the survivor until they attempt to open the door. When a survivor attempts to open the door, receive a notification from their position.
(Entity time: 30 seconds/45 seconds/60 seconds)

Death Sentence

When a survivor dies on a hook, the blood is left on the fellow survivor’s hands. The nearest survivor to the one killed is put into the exposed status effect for a short time after the death, and the aura of the exposed is revealed to you for 3 seconds. Moris do not trigger this effect.
(Exposed time: 15 seconds/22 seconds/30 seconds)

You cannot Escape the Law

The longer you chase a survivor, the more your anger grows. Every time a survivor jumps a window or throws down a pallet while in a chase, you gain a token, up to a maximum. Each token increases your speed by a percentage. Once at the token max, you put the survivor into the dying state immediately. Half of your tokens are removed when hitting a healthy survivor, and All tokens are removed upon putting survivor in the dying state. Half of the held tokens are lost when you loose the survivor.
(Token Max: 10/8/6)
(Speed Percentage Increases: 1%/2%/3%)

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Let me know what you think. Thank you devs for a great game and allowing your fans to talk on a place like this!

Comments

  • fcc2014
    fcc2014 Member Posts: 4,388
    edited June 2018
    I like this good job by you. The story was cool and we need a survivor who has been here a long time. I really like a magician never reveals your secrets and death sentence both could be interesting and i like the counter balance.