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The Beldam


Annabelle Sylvester Foster was an old woman living by herself outside of the town of Salem. She excluded herself from society and instead fended for herself. Only going into Salem to sell her produce in exchange for materials.

Annabelle had many rumors about her flying around, the town didn't like her. Her presence made children cry and hide behind their parents. Although she meant no harm, the old woman simply liked to spend out her older years with her lonesome. That changed though when Salem began to accuse the recent unlucky events on witches, rounding up suspicious women and burning them at the stake or hanging them at town square.

Annabelle was the lucky one, she was banned from entering inside Salem for the rest of her days.

Salem suffered though, the harvest was getting worse and a plague was hitting the town. People were anxious and whispering about the old women who lived outside the city. They suspected she must be what is causing these disasters.

On a pitch black night, where the clouds were so thick that the moonlight barely seeped through. A band of torches lined up in front of Annabelles small cottage. They prayed and chanted, waving their torches as Annabelle could only watch as her cottage burned around her. Leaving her charred corpse in the rubble.

Due to this unjust sentence to death, the betrayal she felt, and the revenge she desired. The moonlight poked through the thick clouds and landed onto the charred rubble. Her blackened hand raising out of her once comfy cottage.


Power: Vengeful Justice


The Beldam takes form of the monster her jury accused her of.

As the Beldam moves around the map, her torch leaves a trail of tiny embers behind her, gently floating in the air. The embers will slowly fade away after 7 seconds. These embers are a trail that the Beldam can rewind back to find herself in an earlier position. The Beldam can press the active ability button and combust into flames as she rewinds back into an earlier position. The player can release the active ability button to pause the rewind and find themselves in a more advantageous position while hunting the survivor.

This ability suffers from no cooldown but their needs to be atlesst 3 full seconds of embers behind her to be able to use the ability.

The Witch's Fate is a secondary ability that can be activated on any dying survivor. The Beldam sears her fate onto the survivors flesh.

When a survivor with the fate activated works on a generator, heals, or cleanses totems they will suffer from the oblivious status affect while on them and work on the objective 30% slower.

The fate is deactivated when the survivor is healed to full health, but if an injured survivor is the one that healed, the Witch's Fate will carry onto them until healed to full as well.


Appearance

The Beldam has dark seared skin, pieces of her flesh are falling off as embers deep inside her body still burn. Smoke releases from her body as she breaths.

The Beldam has wispy patches of grey hair and she wears a long burnt dress that is cropped to her knees. Her limbs are old and frail but agile.

She holds a torch in her right hand, barely lit but large and hard enough to deal serious damage. Her left hand is visible too, charred and old as the Witch's Fate mark glows a fiery red on her palm.


Perks:


Isolation:


You know how an isolated life feels like.

When a survivor is more than 40 meters away from any other survivor they will suffer from the blindness status affect. If the isolated survivor is in the killers terror radius, they will let out a scream. Revealing their location and putting the perk on a 30/25/20 second cooldown. This perk can only affect a single survivor at a time.


Hex: Guilty Until Proven Innocent:


We already know how the trial will end.

When a generator is complete, any survivor working on any generator other then the completed one will suffer from the exposed status affect for an infinite amount of time until they are put into the dying state or if the Hex Totem is cleansed.

Survivors not working on a generator when the generator is complete will suffer from the oblivious status affect and their auras will be shown to the killer for 3/4/5 seconds.


Scorched Corpse:


When the Killer is stunned by a pallet while this perk is active it will cause the pallet to slowly burn.

During a period of 10 seconds the pallet will slowly burn down and then completely break. This has a cooldown of 120/110/100 seconds.



Mori:


The Beldam will seek her revenge. Sentencing you to be burnt on the stake, the Beldam will lean over your weak body and with a grasp on your arm your body will slowly burn from the inside. Smoke releasing out your body as the Beldam screams and uses her torch to beat your head until dead. 

Comments

  • That seems like a great killer. But I think the hex perk should have a timer instead of being infinite. Maybe like 2 minutes but I works after every generator. Still a good idea though.

  • That's a cool idea for a killer.


    Honestly, for me simply a Killer without a Gauge or Token System would be enough.

  • @FrenchFryAddict said:

    That seems like a great killer. But I think the hex perk should have a timer instead of being infinite. Maybe like 2 minutes but I works after every generator. Still a good idea though.

    Thank you, yeah I figured the Hex might of been a bit broken.

  • @Bingbongbong said:

    That's a cool idea for a killer.

    Honestly, for me simply a Killer without a Gauge or Token System would be enough.

    Same, I was trying to think of a simple ability that wouldn't have cooldowns and charges

  • @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%

    Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.

    Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    This is Something I posted 2 summers ago, and updated last summer. I still think its a strong enough and fairly balanced concept that would be lots of fun if added to the game.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/72152/killer-concept-the-dolls-updated-survivor-map-perks-back-story-mori-and-tl-dr-version-below

    This is Something I posted 2 summers ago, and updated last summer. I still think its a strong enough and fairly balanced concept that would be lots of fun if added to the game.

    I Enjoy the idea, its unique for a killer that for sure and I always wanted a doll killer if Chucky wasn't going to make the cut


  • Here was my view of an 'Alchemist' concept.


    Power - Experimental Research

    Press L1 to tab between 4 vials with various effects, each vial has it's own recharge rate.

    Corrosive vial - A vial containing harmful properties extracted from flowers, Toss a vial within 18m, Direct hit on a survivor, damages on health state and causes the broken and exposed status effect for 60 seconds, When a vial breaks on impact, it splashes corrosive within 10m, coating windows/lockers/pallets preventing them being interacted with for 10 seconds. 1 Charge. 30 second Recharge.

    Enhancing Serum - Inject yourself with an enhancing serum gaining an effect like the current blight rush power, aka non lethal. 2 Charges.10 Second Recharge.

    Protective Vial - A Vial containing the Entity's willpower, Reduces Stun and blind duration by 30% while active, last's 60 seconds. 1 Charge.

    Noxious Vial - Place this vial as a trap on the ground, this vial can't be seen by survivor's. When triggered, induces poison, a new mechanic. Damages one health state and causes Blindness and transitions into a 30% slow movement debuff after 20 seconds if left untreated. until another survivor helps by washing their eyes. A bit like Freddy's wake up mechanic. 4 Charges. Max 4 vials placed on the map, recharge a vial once triggered.


    His perks can be the current blight's, Maybe remove the Pallet Hex for something like an Obsession perk. 'Don't touch what you can't afford' - When the obsession interacts with an object or another survivor for 8 seconds or more, a flock of crows will encircle the 3 other survivors causing blindness and oblivious for 30 seconds, The nearest survivor to the killer affected by don't touch what you can't afford, will be revealed as an aura for 10 seconds.