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New Killer: The Bound

Chordyceps
Chordyceps Member Posts: 1,716
edited August 2019 in Creations

I was waiting for the winners of the creativity contest to be announced before I uploaded this killer, to make sure no one tried to copy it. Since the voting has started now, her it is.


Killer: The Bound

Speed: 4.6 m/s

Terror Radius: 32 Meters

Weapon: Mace


Physical Appearance: The Bound is 6 foot 6, with overexaggerated, veiny muscles. He has long, unkempt brown hair and a similar beard. He has bandages wrapped around one side of his head, and both his hands. His eyes have been touched by the entity.


Backstory: Richard Rowland was a troublemaker. At a young age he would constantly be pulling pranks on those around him. He laughed at the reactions of the people he pranked, and would revel in their misfortune. As he got older and his behavior went unchecked, his pranks became increasingly malicious. His originally mostly harmless pranks would hurt those around him. It was around this time he started stealing from others. His lifts would start off small, a piece of fruit, a small toy. Time passed and he would being to steal more valuable items, such as jewelry. Shortly after Richard became an adult, he was caught stealing from a local jeweler and was thrown into prison.


While in prison, Richard was violent. He would start fights with the other inmates, and more often than not, he came out on top. To protect the other inmates, Richard was moved into solitary confinement and his limbs were bound with ball and chains. He would scream in anger at the walls, only ever seeing another human when it was time for him to be fed. No one would interact with him because they knew how violent he had become. With no human interaction, Richard felt himself slowly start to go insane. He started to hear whispers in some language he didn’t recognize.  He decided he needed to keep himself busy with anything to regain some of his sanity and make the whispers go away.


To keep himself busy, he focused on training his strength, using the very ball and chains he was bound with. He became stronger, but he wasn’t able to keep the whispers at bay. When the guards noticed that Richard had started to move around with ease, they bound him again with heavier weights. With time, Richard could move those like they were nothing as well. The whispers still hadn’t gone away, but he felt he had begun to understand what they meant. Promises of freedom, power and a means to vent his frustration. The next time his weights were supposed to be replaced, he easily overpowered to guards with inhuman strength and fled the prison while still bound. A great fear overcame the village following this, but no one ever encountered Richard after that day.


Ability: Binding Chain


The Bound comes equipped with multiple chains that can be utilized in various ways. The primary way that a chain can be used is by tossing them at survivors. The toss can be charged for up to 3 seconds to toss the chains faster. When a survivor is hit with a chain, they become tangled in it, slowing their movement speed by 3%, and will cause them to make a clunking noise when moving, the volume of the noise being equivalent to how fast they’re moving and how many chains are on them. Survivors can have up to 3 chains on them at a time. Each chain takes 8 seconds to remove, and chains are removed one at a time. Survivors can remove chains from allies to speed up this process. All chains must be removed for a survivor to heal. Once removed, the chain will create a noise notification that can be seen by the killer within 16 meters. The chains can also be wrapped around generators, locking them down until the chain is removed. Generators take 4 seconds to lock, and 10 seconds to unlock. If a survivor stops unlocking a gen, they keep their progress when they return to it. Up to 2 generators can be locked at a time. Chains are restored at lockers. Up to 4 chains can be carried at a time.


Secondary Ability: Ball and Chain


When a survivor is downed, The Bound can put up to two ball and chain on a player. Each chain put on a player will make entity progression on the hook speed up by 10%. However, for each chain put on a player, The Bound’s carrying movement speed is reduced by 5%. Being rescued from the hook or the killer’s grasp automatically removes the ball and chains.


Perks:


Hex: Destruction. A hex rooting its power in failure. When a survivor fails a skill check on a generator, it explodes violently, inflicting survivors within 4 meters of the generator with moderately/significantly/significantly reduced repair speed for 60 seconds. Generator regression for failed skill checks is increased by 5%/7%/10%. (Uncommon/Rare/Very Rare)


“It’s time you learned the consequences of your actions


Rage: You are quick to anger, which fuels your lust for violence. For 5 seconds after being stunned by a palette, breaking a palette will not remove your bloodlust progress. At tier 3, breaking a palette after being stunned will cut the time required for the next bloodlust tier in half. If less than 4 seconds remain for the next tier of bloodlust, it is granted instantly. Rage has a cooldown of 60/50/40 seconds. (Rare/Very Rare/Ultra Rare)


“Try to run all you want, it just makes this more exciting for me”


Hex: Isolation: A hex rooting its power in loneliness. While this hex is active, survivor perks that detect the killer and other survivors will not work. When two or more survivors are within 8 meters of each other, both of their auras are revealed as long as they are 86/70/64 meters away. (Rare/Very Rare/Very Rare)


“It’s your turn to experience solitary”


Map: Decrepit Dungeon.


An indoor map the takes place within a 17th century castle dungeon. Plenty of narrow corridors. Will always have a large, open courtyard. Will always have one medium sized dining hall. Lots of small-medium sized cells with 2-3 entrances.


Addons:


Common:

Ball Bearings - Chains take slightly longer to remove

Suspicious Powder -  Slightly Decreases cooldown between throws

Simple Lock - Gens take slightly longer to unlock

Heavy Links - Chain wind up time slightly increases, max speed of chains slightly increases


Uncommon:

Miniature Links - Increase carrying capacity by one

Marbles - Chains are moderately louder

Potent Powder - Moderately decreases cooldown between throws

Barbed Wire - Survivors caught in chains suffer from hemorrhage


Rare:

Lock Pick - Moderately decreases chain reload time at lockers

Barbed Wire- Survivors caught in chains suffer from mangled

Heavy Weight - Chain wind up time is moderately reduced

Clock Gear:  - Gen unlock progress will slowly regress if progress is paused


Very Rare:

Rusty Chain Link- Survivors caught in chains suffer from exhausted

Padlock - Chains take considerably longer to remove, gens take moderately longer to unlock

Jingle Bells - Chains are considerably louder

Pure Iron - Ball and Chains increase entity progression by an additional 5%, and movement speed penalty is reduced by 2%


Ultra Rare:

Bright Torch - The auras of survivors caught in chains can be seen within 12 meters

Executioner's Axehead - Survivors with three chains on them suffer from exposed


Mori: As the survivor starts to crawl away, The Bound takes his chain and wraps it around the survivors neck. He then holds both ends of the chain in one hand, pulls the survivors neck upwards  and stomps just below the survivors neck, snapping it.

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