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Killer Concept - The Nun (Evil Nun: The Broken Mask Chapter)

SoGo
SoGo Member Posts: 4,189
IMG_20250116_075440.jpg

Height: Tall
Speed: 4,6 m/s or 115%
Terror Radius: 32 meters
Weapon: Punishment Hammer

Lore:

Sister Madeline has never intended to end up as a nun. She had a great life, living in Poland with her precious daugther Elisa. Then, in 1939, tragedy struck. The invasion of Poland started and Elisa died in a bombing. After this she fled to the US and became a nun and chemistry teacher, seeking shelter and peace in prayer. But, peace never came. She constantly searched for a way to reunite with her daugther.

And she found it, thanks to a stroke of luck. Ancient catacombs filled with spellbooks right below her room. She took all she could, mixing the ancient spells with her knowledge of chemistry. The result were three mutated chickens, aiding her in her goal.

Once she learnt about a ritual that could revive her, she started to search for the right child for Elisa to inhabit. She selected those who wouldn't be missed, and halted every escape attempt. However, none were the right fit. This led her to selecting a boy named William, who was surprisingly difficult to catch. He managed to reverse the mutation of her beloved pets, and escaped her grasp. But, in his escape, he accidentally put pieces of a ritual in place, summoning a deity. They made a deal, and miraculously, the next day, she was expecting a child.

The child wasn't Elisa, though. It was a boy she ended up naming Rod. And that wasn't the end of surprises - she started to become ugly, and her mind slowly drifted into insanity. She didn't remember the entire encounter with the deity, and therefore was unable to follow the commands it gave her. She only knew that leaving the school would doom her child to the worst death imaginable.

Few years later, seemingly from nowhere, the other nuns betrayed her. They gave Rod away to the man selling ice cream around the school, and to top it off, paid him by giving him her spellbook. This made her snap, take a hammer, and slaughter every last one of them. Now alone, she decided to change the school into a business. She built a laundry in the school's basement, and started to lure in kids. With a promise of a fun summer camp, they came to the school, got trapped by her, equipped with a mask and locked away in the laundry, washing clothes for her. This worked well for years, until another clever child came along.

They managed to collect pieces of a shattered mask imbued with ancient power, free all the kids, and escape the school. And she couldn't do anything, but watch. But, as she watched them leave, rage consuming her again, she also noticed the fog. Closing in. Dark. Mysterious. Assuring whispers filled her mind. It offered her a way to leave the school without breaking the pact she made. and an endless supply of people to take her rage out on.

Power: Everpresent Warden

Special Ability: Hearing

Activating this ability with M2 will cause The Nun the slow down to 2,3 m/s and start listening. While in this state, she can hear all survivors actions, injured survivors and generator noises, all with directional audio, hinting at the approximate direction of the sound, but not the distance. She can use this for 15 seconds until the ability fully drains, after that a max. 30 second cooldown starts.

Special Interaction: Masks

When near a downed survivor, she can interact with them and put a Mask on them. Survivors who have these put on will have to search Cabinets for Keys to unlock and remove them. While a survivor has a mask on, their POV is locked to 1st person and their vision is limited.

Special Prop: Locked Cabinets

When a survivor has a Mask on them, the Cabinets are highlighted to them. To unlock them, they have to find the code. The code appears drawn randomly in the enviroment, separated into 2 parts. In the close proximity to the code parts, droplets of blue paint and handprints appear.

Special Effect: Insanity

The Nun has a passive Insanity meter charging up at all times. This timer jumps a bit with every started chase, injury, down, hook or when The Nun gets stunned.
When this meter is fully charged up, The Nun gets 0,2 m/s faster, her Basic Attack Cooldown and breaking speed become faster, and her Hearing cooldown is removed.

Perks:

Solitude:

Lock the doors, throw away the key, and trap them in, imprisoned with you.

Spawns a Fuse Box near one of the Exit Gates. Once all generators are completed, the gates will not get powered until a Fuse is added to the Fuse Box.
The Fuse is an item that can be found in chests, with the chances of it being in a chest being 0% on the start of the trial, and are increased by 20/14/8% per each completed Generator, up to 100/70/40%
In a case of all Chests being already opened without the Fuse being found, they all automatically close.

I Heard That:

You can hear everything, every sound and whimper.

Every time a survivor triggers a Loud Noise Notification, they also scream.

1/2/3 times per Trial, you can activate the perk for 20 seconds.

Any survivors who starts repairing a generator or healing during this time, screams and reveals their location.

Punishment:

Disobedience is never allowed under your command.

When you injure a survivor with a Quick Attack, the survivor will become affected by Deep Wound.

The succesful attack cooldown after a Quick Attack is 40/30/20% longer.

Comments

  • Langweilig
    Langweilig Member Posts: 3,124

    A really cool killer idea my friend! Your lore is also well written.

    The hearing is a cool, new and unique tracking ability. I always wanted a killer that moves faster at base than 4.6, which I like the most about insanity. The first person PoV woukd be hell of a challenge to play with. I don’t want to be in the survivors situation there 😅.

    Solitude sounds fun. I just feel like new players will have no clue what’s going on and why they can‘t open the gate.

    For „I heard that“ I don‘t see much use. Being limited to just 3 uses is very little. Sure the effect is strong, but only 3 times.

    Punishment: At first I thought deep wounds on every hit→ Op. Then I thought 20% longer recovery → that‘s a massive disadvantage in chase. Then I thought it is probably a good perk for hit and run killers.

  • SoGo
    SoGo Member Posts: 4,189

    Thanks for commenting!

    To clarify, this chapter is my adaptation of an already existing license. The lore was not created by me, I just wrote it down from what I could remember from the games.

    I could make getting rid of the mask a bit easier, so survivors don't need to run around the map as much to get it off.

    Solitude would have to be explained really well in-game, yes.

    For Punishment, the perk would only trigger on Quick Attacks, much like the Tombstone add-ons. Not sure if it makes it too sitautional.