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Gemini - The Bad Seed (Survivor & Killer idea)

yobuddd
yobuddd Member Posts: 2,259
edited July 2019 in Creations

First, I want to give credit to @Ark_the_Bonsai who provided the inspiration for this idea from his thread, found here: https://forum.deadbydaylight.com/en/discussion/comment/600519#Comment_600519

I took the idea in a somewhat different direction, but it started here. The general premise was to create a selfish and bad character. This person has killed, but this alone was not enough to curry favor with The Entity, so they were relegated to the role of a survivor.

Second, when I discuss numbers on perks such as percents and meters, I don’t really know what I’m talking about. I’m shooting more for giving you a general idea. Therefore, if you provide feedback, please offer edit suggestions rather than tell me how stupid or unbalanced my numbers are.

Finally, I didn’t bother with ideas for add-ons. I’ll leave that to the devs if people like this idea, and suggestions are always welcome as well!


The Bio’s are long, so feel free to skip down to the character details if you want.



THE SURVIVOR: Jemma Nye

Survivor Bio:

There has always been a battle in describing human behavior. Is it controlled by nature or nurture? Is someone just born a bad seed, or do they learn to be bad?

Jemma and Jamie Nye were born as identical twins, and were always far larger and stronger than other women their age. They took special interest in the WWII posters of Rosie the Riveter and replicated the look in their everyday attire and demeanor. 

Jemma was bad from the outset. Though they did things together, Jemma was always the overpowering personality and she always caused trouble for her sister. She was consumed by jealousy any time things went well for Jamie, and would do whatever she could to ruin it. Since they were identical twins, Jemma specialized in passing herself off as Jamie whenever she started fights or cheated on homework. As a result, Jamie often suffered punishments for Jemma’s actions.

As they grew, these incidents intensified. When Jamie got a job working at a gas station, Jemma robbed her at gunpoint on her first day. She took the cash and stored it, in view, in Jamie’s car. Jemma was surprised that her sister managed to talk her way out of trouble, but was still satisfied that the stunt had cost Jamie her job. 

Years later, Jemma received the worst possible news imaginable. Jamie had a boyfriend, Ben. They lived on opposite sides of town at this point, so Jamie invited Jemma to her house for dinner so she could meet Ben. When they sat down at the table, Jemma was already seething with jealousy. She picked up her knife and lunged across the table at Ben, stabbing him over 100 times right there in front of Jamie.

Due to some shoddy police work and Jemma’s years of practice framing her sister, the murder was easily pinned on Jamie. Jamie was sent to a maximum-security prison which had a history of riots. 

5 years later, a particularly large riot broke out and many inmates were killed. The authorities informed Jemma that they could not find Jamie’s body, though they were certain nobody escaped the prison.

Upon hearing this news, Jemma’s suddenly felt jealous of Jamie’s ability to disappear like that. Her vision began to darken as she dwelled on the news, and she suddenly began to fear, for the first time ever, the very thought of her sister.

When she saw the campfire, she felt the presence of The Entity inside her mind. Though it wasn’t conveyed in words, she knew that she was now prey, and that there was danger lurking all around. She wished she could be the danger. She knew it was because of Ben. She didn’t take responsibility. She gave someone else the blame—no, the credit – for the murder. The right to kill in this new land would not be hers…. It has been given to another.


Jemma Nye: The Selfish Survivor

Appearance – Similar to that of Rosie the Riveter (look it up, you’ll see)


Perks

Touch of Evil: Within a 10m/20m/unlimited range, you can see scratch marks (even your own) as the killer would see them, with ALL perk effects applied. You idiot! If I could find you then so could he. Just be glad it was me. – Jemma 

Outrun: When you are in a chase with the killer, you can see the auras of all other survivors within 25 meters. If you run toward one of these auras, your running speed increases by 2%. Each time you escape the chase because the killer is chasing someone else, gain a token up to 2/3/4 tokens. Consume a token with the action button to restore 25% of the initial charges to the item you are carrying. I don’t need to outrun the killer, I just need to outrun you! - Jemma

Lazy Worker: You are not much of a team player, and you certainly don’t volunteer for the hard tasks. When working cooperatively with other survivors, you pass off all your skill checks to the others. The skill checks you send have an additional 2%/3%/4% progression boost over normal. (Note: if multiple survivors are using this perk, then all skill checks will be sent to any cooperating survivor that is not using it. If all cooperating survivors have this perk, then skill checks will behave like normal with no benefit.) There’s no “I” in “team”, so “I’m” not doing that. – Jemma

 

 

 

THE KILLER: The Gemini 

Killer Bio:

Jamie Nye has always lived the fairy tale - that is, the fairy tale of having an evil twin sister. Jamie believed in good, and hoped beyond hope that there was some way to bring out the good in Jemma. 

Growing up was not easy. Jemma would often get into trouble with the sole purpose of getting caught and pinning the blame on Jamie. Identical twins can get away with that sort of thing. Still, Jamie persisted. When they moved to opposite sides of town, Jamie thought she saw progress in Jemma. Perhaps the antics of their younger years were proving to be unhelpful in adult life.

After she started seeing a charming guy named Ben, Jamie thought that introducing him to Jemma could encourage her sister to start thinking about settling down as well. She planned a dinner where the 3 of them could sit back and talk casually, but this fateful dinner did not go to plan. 20 seconds after everyone had sat down, Jemma was on top of Ben rapidly plunging her steak knife into him. As Ben died, so did any hope that Jamie had for her sister. Becoming cold an emotionless, she didn’t cry, didn’t speak, and didn’t even try to defend herself in court a month later. Jemma had expertly framed Jamie for the murder, and due to the especially heinous nature of it, Jamie was handed a life sentence at the infamous Tri-State Penitentiary.

Jamie quickly learned that the rumors were all true. This maximum-security prison only cared that nobody escaped, ever. Whatever occurred inside the walls was of little concern. Fights and riots broke out often, and there would be a prisoner death on almost a daily basis. Security was even known to toss knives and clubs toward fighting inmates in order to get a better show.

Jamie took a couple beatings, but never fought back. Then one day she heard a some inmates talking about her. “Jamie Nye killed her boyfriend.” These words ignited a rage so pure, she would swear she could feel flames behind her eyes. Before she knew it, she was beating the lifeless corpse of the inmate who spoke her name. With each hit she screamed “It was Jemma Nye!” A stunned inmate nearby stuttered “Gemini? Like the astrology twins? You’re Gemini?”

Jamie flung her head back laughing at the thought. It was so perfect! From now on she would go by Gemini, and whenever someone talked about how Gemini killed Ben, they would unknowingly be speaking the truth. 

With this new persona, Gemini had recovered from the stupor caused by Ben’s death. She realized that her good nature had put her in this situation, and it would not get her out. Her environment has led her to now take joy in murder. Her new purpose in life was to practice, fight, and kill. One day she would get out, once she was strong enough, and then she would have a little family reunion with Jemma.

Over the next 5 years, driven by her quest for revenge, Gemini had “practiced” on countless inmates, leaving little vacancy in the prison’s morgue. She came to be the most feared prisoner by inmates and guards alike. Her favorite weapon was a wooden table leg that a guard had foolishly tossed into a brawl years ago. It had since been sharpened to a spike at one end. Gemini was difficult to attack as she had integrated razor wire into her clothing. A misplaced punch was a bloody ordeal.

One day, the prisoners and guards came together to put an end to her. In the courtyard, they gathered around and swarmed her. She managed to kill 12 of them before they dogpiled on top of her, weapons flailing. In the end, there were bodies and blood everywhere, but Gemini was nowhere to be found. The perimeter guards confirmed that she did not escape. Her whereabouts are a mystery to this day.

Waking up near the campfire, Gemini was momentarily confused. She realized she was no longer in prison, and immediately checked “escape” off her mental list. At that moment, she sensed another presence. The Entity, yes, but someone else as well. Jemma was here! It was time to exact her revenge. Jemma would pay, along with anybody else who stands in her way.



The Gemini: The Vengeful Twin

Appearance: Identical to Jemma Nye, with the addition of significant scars from all the fights. Often found wearing a prison jumpsuit studded with strands of razor wire.

Weapon: A sturdy table leg with one end sharpened to a point.

Special Power: Razor Wire

The Gemini can trap up to 8 vaults (including dropped pallets) with razor wire. Survivors can safely slow-vault across trapped areas, but a fast-vault will injure them one health state and produce a loud-noise scream. If a healthy survivor becomes injured by razor wire, they still receive the temporary speed boost that they would earn from being hit. Injured survivors that fast-vault razor wire will enter the dying state.

Razor wire can be dismantled by survivors. They must successfully complete 5 quick, very difficult skill checks in doing so. Missing a skill check produces a loud noise scream, aborts the attempt, and causes injury (but not dying).


Perks:

Bully: With heavy steps, you walk with purpose and conviction. Whenever you walk into a survivor without attacking, you shove that survivor out of your way. The survivor will be shoved 3m/5m/7m in a random direction away from you. (Note: especially useful if you are being body-blocked while carrying a survivor.) Outta my way! – Gemini

Detained: The hatch spawns when there is 1 remaining generator (instead of 3). The automatic opening of the hatch will be delayed 5/10/15 seconds later than usual. Keys will still open the hatch immediately. Where do you think you’re going? – Gemini 

A Little Extra Oomph: Your single-minded focus on your mission allows you an extra surge of energy when you need it most. Your lunge attack has 4%/7%/10% longer reach. There is a 30 second cooldown between extended lunges. Aww, and you would’ve made it too. Too bad for you. – Gemini 

 


NEW MAP: Tri-State Penitentiary

The map will be a prison with these key areas:

Cell blocks, with some jail cells open. Some will have crumbled walls that can link with hallways, but others may be dead-ends.

Cafeteria

Kitchen

Laundry Room

Large outdoor recreation courtyard

Infirmary/Morgue

Conference Rooms

Security Center (ideally with security screen that show actual movement from around the map)

Prisoner Intake and Processing Center

Post edited by yobuddd on

Comments

  • Ark_the_Bonsai
    Ark_the_Bonsai Member Posts: 867

    I really enjoyed reading the bios, they're pretty good. Especially Jemma's portion.

    Gemini's power is also interesting. I know it can't down people when they mess up trying to remove it, but can it down them if they fast vault it while injured? I'd need to know that before suggesting anything here

    Also, why the table leg rather than say, a shiv, or a stolen police baton? I was just wondering why that was what you chose.

    As for perks:

    Jemma

    Touch of Evil is fine

    Outrun is good, but the tokens feel out of place to me given they don't have much to do with outrunning the way the speed boost does. Personally I'd just make it so they are instead consumed to remove scratch marks or something after you've traded the killer off to another survivor (that way they can't easily go back to tracking you)

    Lazy Worker is a bit problematic because no one would want to run it. Skillchecks help survivors most of the time. The only people who don't want them are people who can't handle ruin or are facing impossible skillchecks doctor to be honest. I'm not sure how to change it in a way that isn't polarizing though.

    Jamie

    Bully would immediately go on any basement build I'm running. I can just imagine shoving someone who's trying to body block deeper into the basement while also slapping them with mad grit

    Detained: I don't understand what you're saying with the first sentence as, now, the hatch opens no matter how many gens are done anyway. As for the delay, that sounds awesome. I'm not sure I'd run it often but I also know I would if a group looked like an obvious swf (IE, the kinda people to suicide on the hook) or I see a Jemma and know she's gonna sandbag everyone.

    ALEO: I'm not sure about the numbers, but you said beforehand that you weren't either and I don't really have suggestions for them. It seems interesting though


    The map sounds AMAZING. I've been wanting a prison map for ages and my favorite maps are the indoors one so I feel it'd quickly become my favorite overall.

  • yobuddd
    yobuddd Member Posts: 2,259

    I'm really glad you liked it for the most part! I'd like to address a few of the concerns you mentioned.

    Your first question was about the razor wire, and yes, you understood it correctly. Missing a skill check while disarming will injure and make you scream, but that's as far as it goes (unless there are add-ons to affect it.) So if a survivor misses a skill check, they can try again. If they miss a second time, then they'll scream, but that's all. Still, this would be a good time to leave the area since the killer will know what you're doing.

    Fast-vaulting razor wire will injure the first time, and inflict the dying state the 2nd time. Add-ons causing Hemorrhage, Hindered, or Deep Wound make sense here as well.

    The overall idea here is to make Gemini a powerhouse on loops.

    • A survivor wants to play around with the 2nd story window on Lampkin Lane, but uh oh! Razor wire! Do I leap through or try to spin circles? Maybe I'll slow vault and risk being grabbed. Either way I'm not going back to that window again!
    • A survivor wants to loop around a pickup truck at Autohaven without pulling a pallet, but uh oh! ALEO gave the killer enough reach to hit them before they got back to the pallet.


    Why did I choose a sharpened table leg? My initial thought was a shiv, like you suggested, but then I decided it was too short to feel right. Besides, with Legion, Clown, and GhostFace, I feel like there are enough short blades in the game already. The killer is a rather muscular woman, so something with a bit more heft to it seemed necessary. I figured a spear-like item with a stabby point would look pretty neat, and a chair leg fits with the bio from her prison experience. That said, I have nothing against a police baton. However, we have several blunt weapons already, so I feel like a stabbing spear of some sort would be refreshing. It doesn't have to be a chair leg though, and other options could be available as DLC cosmetics.


    In regards to the perks, I want to start by saying that I'm intentionally trying to make some more useful than others. If every perk were to give phenomenal abilities, then these characters would be overpowered right out the gate. Instead, some are strong and others would only really be used in a specific build.

    • Outrun - I like your idea about the scratch marks! That has nice synergy with the Touch of Evil perk as well. You can watch the scratch marks vanish as you use Quick and Quiet to leap into a locker.
    • Lazy Worker - This may be stronger than it initially seems due to the extra bonus progression from skill checks. This would work nicely on SWF teams. Imagine 3 people running this perk while all 4 survivors work on a gen. The one survivor who does NOT have the perk will have to deal with a near constant stream of skill checks, but each one will progress the generator a decent amount. It's high risk, high reward gameplay, as the chance of blowing the generator (or teammate if healing) is significantly increased. A great counter to this perk would be Huntress Lullaby or the Doctor's madness.
    • Bully - Bwa ha ha ha! My thoughts exactly! As a survivor, I don't think I could even be mad if that happened to me!
    • Detained - to clarify, the hatch will SPAWN at 1 generator. However, it won't be open yet. Currently it spawns at 3 generators. If your team is getting slaughtered, you may find the hatch and wait nearby until the 3rd survivor dies. However, with the Detained perk, you won't be able to find it if your team never got down to 1 generator, because it hasn't spawned yet. This also limits people from using keys for an early escape. Furthermore, let's say the gates are open and 3 survivors leave. You've found the hatch and you want to escape that way, but uh oh! You're alone and it hasn't opened yet! The killer is coming toward you! Open hatch, open! You then hear it pop open as the killer carry you to the nearby hook.

    The prison map! Yes! Please BHVR please!!! Make a Prison map! Oh, and my idea for this one was to be something between Lery's and Disturbed Ward in terms of outdoor space. It should be a very large indoor area, but with enough "courtyard" area to feel like there's a fair amount of outdoor play. Maybe it wraps halfway around the building with basketball courts and benches and such.