Post your killer ideas here!

I am a non creative degenerate so I have no ideas. What about you guys?

Update: I came up with something.

THE HIKER

Elliot Depp was an adventurer. He would sail the biggest seas, explore areas unknown to man. When he finally took the challenge to scale Mount Everest, tragedy struck. A scared villager shot him in the face with a bow, mistaking him for a threat. Elliot survived, however. He Woke up weeks later, his body frozen. He did not know why or how he was alive. He found the villager's home and slaughtered everyone in the village. But then everything started to spin around him. He collapsed onto the ground, which was strangely covered in dead leaves. A warm bonfire burnt behind him. He didn't know where he was. He only knew to kill.

Power: Depp's calling

The Hiker has the ability to climb structures. While hanging from a climbable surface, The Hiker can perform a special attack. The Hiker gains the UNDETECTABLE status effect while climbing. After 30 seconds of hanging (staying still while climbing) The Hiker gains the new CAMOUFLAGED status effect, cloaking him until he moves. While hanging, The Hiker can look around freely.

Special Attack: Strike From Above

While hanging from a climbable surface, The Hiker can fall and slam the ground, putting anyone he lands on into the dying state.

Hop: The Hiker can climb atop some walls and hop onto nearby elevated surfaces. He can also use Strike From Above while perched.

Perks:

COLD BLOODED

Your body is fueled by an unnatural, untiring fury.

Every survivor who escapes you in a chase gives you a token.

Next time you are in a chase with a healthy survivor, you can activate this perk and spend one token. After a brief fatigue period, the survivor suffers from the EXPOSED status effect for 15/20/25 seconds.

"It's not over yet"-Elliot Depp

HEX: UNPHASEABLE

The entity has strengthened you greatly. The following effects persist as long as the related hex totem is standing.

You cannot be Stunned or Blinded by any means while this Hex is active. Struggle timer while carrying a body increased by 25/50/75 percent.

You gain no bloodpoints for destroying pallets, regardless of if this perk is active or not. While Hex: Unphaseable is active, you break pallets 50% slower than normal.

"You fools have only strengthened the beast!"- Text from a Tibetan monk tribe's tome

FLEETING LIFE

One Survivor per trial becomes your obsession.

Over the course of the trial, the obsession will slowly become injured, then injured/broken, then suffer from a movement speed reduction, then finally be put into the dying state. The effects progress to the next stage each time a generator is completed. (With perks like Nemesis and furtive chase, this perk allows you to have multiple obsessions per match)

If the obsession works on at least 0/1/2 generators that get completed later in the match AND heals at least one other survivor, a new survivor becomes the obsession. No Survivor may be afflicted by this perk more than once per trial.

Tell me some improvements I could make!

Comments

  • "Mannequin"

    Powers:

    *When she stands still she becomes undetectable. 🗽🗿

    *She can create mannequins around the map and can teleport to them when 30m away. When she teleports to a mannequin she can stay still and not move and be undetectable.

    * Or mannequins are created randomly at the start of the game. And she can teleport to them when 30m away.

    Weapon:

    *Mannequin removes her left arm with her right arm and swings.

    New Map:

    *Shopping center

    Appearance:

    *Mannequin looks simple. Female figure, no face, no clothes and covered in blood stains.

    Story:

    Something happend in the shopping center. Maybe Young girl who was working in the shoping center was bullied by all her friends a lot becouse she wasn't as cool and pretty . One time the bullies pushed her in the shoping center and accidentally pushed her over the railing. Girl fell in the middle of the shopping center on to some mannequins and died.

    Now her spirit haunts the shoping center killing teenager's.

    abstract-female-mannequins-ma42.jpg


  • DBD Killer:

     The Mist.

    Deamon's Gift:

     Passive: When not in The Mist's Terror Terror Radius, survivors only see swirling black mist where The Mist should be. When in The Mist's Terror Radius the survivors can see The Mist. When The Mist hits the survivors, they become blinded and incapacitated until they go into a dying state or healed. When The Mist injures a survivor, after 180 seconds they will be healed a health state when not in the dying state. 

     Active: The Mist can make it so their hits will not heal the survivors after 180 but they will move, swing, and recover 30% slower than normal. This only lasts for 30 seconds and takes 80 seconds to recharge. (So this means they go from 5.0 m/s to 3.5 m/s)

     Personal Perks: 

     Limited Viewing: When hit by the killer, the survivor goes into first-person for 30/45/60 seconds.

     Tinnitus: When a survivor misses any skill check or takes a rushed action, they can not hear for 10/20/30 seconds. Has a 120/100/80 second cooldown.

     Unsensible: When the killer hits a survivor, they become Undetectable for 15/30/45 seconds. Has a 80/60/40 second cooldown.

    (Terror Radius is 35 meters) (The Mist has swirling black mist going around it, and looks like a black silhouette with a smoky grey face and dark crimson claws on its feet and hands) (The Mist is the same height as the survivors) (The Mist moves at 5.0 m/s) (The Blindness effect would make it so survivors affected by the effect can only see 8 meters clearly than the rest is blackness, kinda like blindness 2 in Minecraft)

    Just so y'all know, the killer is supposed to overwhelm the survivor's senses in order to kill the survivors. Cause yes they would have the fastest base speed but in order to actually do much to survivors, they need to use their power a lot. NTM their huge terror radius, it would be the biggest base terror radius in-game. Also, when I say base terror radius I'm not including perks, lullaby's, or legion running, same idea with the base speed of The Mist.

  • “In life there are certainties and those are death, survival, or sweet delicious fear! The need to survive is a natural instinct put simply, while the desire to kill and feast on the weak is what makes humans so delicious while they are scared. In the end the Entity and I agree that fear is the best seasoning for the devouring of the flesh!” - Unknown


    Killer:

    Killer: The Fear

    Difficulty: Intermediate

    Height: Tall

    Gender: Unknown

    Ethnicity: Unknown

    Mythical Origin: Norse

    Weapon: Jagged and ridged scythe dipped in Pustula Poison and severed crow heads growing on the shaft of the scythe.

    Movement Speed: 115% | 4.6m/s 

    Terror Radius: 32 meters

    Appearance: Tall with a tattered black cloak and a plague doctor's hat. Arms, legs, and partial chest cavity made up of sewn together maggot flesh, rotten guts, straw and mutilated body parts. Orangish/yellow glowing eyes that bleed tears of blood with each beat of its decaying heart protruding from the chest cavity. Finally, the legs are made of sewing together crow corpses and feet made of rotting Oak wood.

    Overview: The Fear is a diabolical killer that’s able to catch survivors off guard with its power Soil of Fear and feast upon their fear with abilities of Frightful Death. The survivors must beware of their surroundings and quick on their feet in order to survive or be devoured of fear.

    The Fear’s perks are: Blood Hunger, Crucifixion, and Dead Chase. This allows it to hunt down survivors to consume the flesh, while growing fear of torment of death.


    Lore: 

    Tome Record #89:

    “I was a God once long ago in ancient times until Christianity had come to purge my followers. Once that had happened I was left wondering, scavenging and starving until “It” came to me for an offer. I would serve “It” and in return I would feast to my endless desires of flesh and fear. To my surprise, I had returned to my Godly status again and these….trials served my appetite well!”


    Tome Record #111:

    “I was taught today how to create toxins from another time and dimension that would help increase my Fear on to others. To be able to even tenderize and seasoning of the flesh with pure Fear is something I only had dreamed of before. This Entity has proven to be a great ally but I wonder….what would the flesh and fear taste like of “It”?”


    Killer’s Lore: 

    The Fear was once a Pagan Norse God which in return for a sacrifice, granted the presenters with wealth, security, wisdom, and protection from all that is evil. In ancient times, the villagers would build an effigy in their fields for the god to possess. It would often resemble a scarecrow, and it was used by the god to collect its sacrifices. The Fear would hunt down its prey as long as it could during the night to extract the most amount of fear to flavor its prey’s flesh. Once Christianity had come to the Scandinavian lands, the locals had abandoned the god, converted, and instead worshiped Jesus. The Fear would battle Crusading Knights and Holy Priests of the Catholic church as well as those of the Christianity faith. The battles would always end the same way, with The Fear being victorious, while hundreds of dead Crusaders lie strewn across the floor at his feet. The Fear had first held power over all of Scandinavia until the kings secretly united under hope of defeating the god. The first loss for the Fear was in August of 1123. The loss was in Norway, by the Norwegian King, Sigurd the Crusader, with his divine weapons from the Vatican. The second loss of the Fear was the First Swedish Crusade. Finally the last loss of the Fear was the Livonian Crusade. From there, the Fear would wander at night from place to place in order to survive from starvation and extermination from Crusading Knights. One day, the Entity had come to its side for an offer. Work for “It” and the Fear shall never again know hunger or damnation. The Fear had accepted the offer and become a terrifying god again.


    Killer’s Successful Hit Animation:

    The Fear laughs menacingly while flicking the gory and blood off the scythe’s blade.


    Pallet Breaking Animation:

    The Fear begins to raise the scythe up. With the blade, the scythe goes chopping downwards through the top to bottom of the pallet. It takes two strikes to split the pallet in halves.


    Breakable Wall Breaking Animation:

    The Fear begins to raise the scythe up. With the blade, the scythe goes chopping downwards, diagonally, and horizontally through the breakable wall. Chops the breakable wall into multiple pieces.


    Killer’s Mori:

    The Fear’s Mori is decapitating a downed survivor with its scythe; while, proceeds to laugh as it mutilates the corpse with its scythe and drinks the blood from the neck.


    Primary Ability: Frightful Death: “The only thing to fear is fear itself!” 

    Press and hold the Power Ability button to grant Undetectable status effect, generate a dense fog, and generate pockets of Fear traps around the map. While Frightful Death is active, the radius of the pockets start out at a minimum of 8 meters and become bigger in diameter by 1 meter per 0.1 seconds of charge up to a maximum of 40 meters of a 4 seconds charge. Once Frightful Death is released the pockets begin to dissipate over time by 2 meter/s maximum. Noises in pockets are amplified by 50% I.E. Repairing generators, healing, breathing, grunts and moaning of pain, entering and exiting lockers, vaulting, and footsteps. Fear generates over time while in the pockets. Fear generated up to 60 charges maximum; in which case, causes Hysteria status effect. Fear is generated at 1 charge per second.


    Secondary Ability: Soil of Fear: “I’m coming to get you...and hopeful you’re scared half to death!” 

    Soil of Fear is an ability to grab and hold Survivors with roots from the feet of The Fear. Soil of Fear is activated by pressing and holding the Secondary Ability button. It takes 0.5 seconds to activate Soil of Fear and The Fear’s movement speed is reduced to 105% for 10 seconds. Once Soil of Fear is activated, roots from the Killer emerge from the ground and solidify the borders of the pockets of Frightful Death. While a Survivor or Survivors are in a pocket. The Survivor or Survivors can’t not exit a pocket until it dissipates or the Killer cancels the pocket by pressing and holding the Interaction button for 1 second. If two pockets connect, the roots will not block them from connecting to each other, to a max duration of 40 seconds they will solidify together.


    New Status Effect: Hysteria

    Hysteria: This status effect makes it so that any Survivor inflicted with it will hear a constant laughing sound that masks all sounds from more than 12 meters away.

    Note: 

    To lose fear, Survivors may:

    • Heal 1 health state, losing 5% of fear.
    • Stay near other Survivors outside the terror radius, losing 1% of fear each 3 seconds.
    • Being chased for more than 30 seconds straight, then starting to lose 2% of fear each 5 second.
    • Escape a chase, losing 20% of fear.
    • Pallet or blind stun, losing 5% of fear. 
    • Frightful Death triggers an HUD animation and sound when activated, meant to scare the player in real life too.


    Killer Perks:

    “Dead Chase”: "Time to die you annoying little pest!"

    This perk becomes activated after being pallet stunned 3 times. After being stunned, the Survivor that stun you will gain the Exposed status effect of 10/15/20 seconds.

    “Crucifixion”: “Where are you going? I haven’t had my fill yet!” 

    Once the exit gates are powered Crucifixion is active. Progress of an unopened Exit Gate will now regress at 2% per second while not being opened and every time a survivor is hooked all unopened exit gates regress by 6/9/12%.

    “Blood Hunger”: “More! More! MORE! I AM HUNGRY FOR YOUR BLOOD AND FEAR!” 

    When an Injured Survivor escapes the chase, Blood Hunger reveals the aura of 1/2/3 Healthy Survivors for 4 seconds.


    Addons:

    Decayed Wisdom Teeth: Once teeth from an adolescent couple that were sacrificed around 1,600 years ago.

    • When Soil of Fear is activated, it gains 150% Blood points in Deviousness.
    • Frightful Death active trap diameter is reduced Moderately. (-25%)


    Cracked Canister: A broken biotoxin canister that leaks unknown poison.

    • Slightly increasing Frightful Death trap diameter. (+5%)
    • Slightly decreasing Soil of Fear movement speed penalty. (-2%)


    Mangled Corpse: Once a lively person, now a nearly unrecognizable corpse.

    • Slightly increasing Frightful Death active ability. (+10%)


    Severed Crow’s Head: A head of a decapitated crow.

    • Slightly increases generated Fear of using Frightful Death. (+5%)


    Bloody Oak Leaf: A once beautiful green leaf now tainted in dried up blood.

    • Moderately increases the density of the fog while Frightful Death is activated. (+15%)


    Jar of Blood: A mysterious jar of unknown origins.

    • Slightly decreasing loss of Fear overtime. (+10%)


    Cursed Wooden Doll: A doll made of wood and straw from The Fear.

    • At Fear charge 60, inflicted Survivors gain the Broken status effect for 15 seconds.


    Crow Stomach: The disgusting contents of a crow.

    • Moderately reducing the dissipation of time for Frightful Death trap pockets. (-15%)


    Petrified Dog Ear: A petrified ear from a long dead dog.

    • Considerably decreasing loss of Fear overtime. (-25%)


    Voodoo Doll: A cursed wooden doll with unknown scripture on it.

    • At Fear charge 20, inflicted Survivors gain the Hindered(-15%) status effect for 5 seconds.


    Severed Children Hands: A pair of young severed children's hands.

    • Slightly reducing the dissipation of time for Frightful Death trap pockets. (-5%)
    • Considerably increases the density of the fog while Frightful Death is activated. (+30%)


    Dead Slave Eyes: A pair of eyes plucked from a dead slave.

    • Slightly decreasing base movement speed. (-5%) 
    • Gains notifications from disturbed crows on the map while Frightful Death is active.


    Destroyed Effigy: A destroyed Effigy celebrating the protection of The Fear.

    • At Fear charge 10, Blindness status effect is applied to afflicted Survivors.
    • Slightly increases charging speed on Frightful Death. (+10%)


    Severed Human Tongue: A human tongue from a Crusading Knight.

    • Considerably increases charging speed on Frightful Death. (-30%)


    Poisonous Scythe: A poisonous large scythe to be used on sacrificial victims.

    • At Fear charge 60, Hindered(-15%) status effect is applied to afflicted Survivors for 15 seconds.


    Unholy Alliance: An alliance pact from the stuff of nightmares.

    • Increases the Fear gained Considerably while in Frightful Death pockets. (+30%)


    Bloody Sheep Hide: A once beautiful white sheep hide reduced to a bloody mess.

    • At Fear charges 45, Survivor items are consumed faster Moderately. (+15%)


    Pagan Ritual Book: A book of monstrous origin.

    • Tremendously decreasing Soil of Fear movement speed penalty. (+10%)


    Scythe of Dismemberment: A scythe of pain, fear and torment.

    • Upon infliction of entrapment onto a Survivor with a Frightful Death pocket while Soil of Fear is active, all windows and pallets are blocked off within 8 meters for 15 seconds.
    • Upon infliction of damage onto a Survivor while in a Frightful Death pocket. All generators with 24 meters are regressed by 5%.


    Rotten Liver: A half eaten rotten liver from a stillborn infant.

    • Once in Fear charge 15, a Survivor can no longer reduce Fear below that charge.
    • Fear charge 60, causes the Exposed status effect.

    Survivor:


    Survivor Name: Amanda Briggs

    Difficulty: Easy

    Survivor Appearance: 5’4”in / 1.646 meters tall, Age: 21, Female, Athletically fit with medium length Black colored hair, Brown eyes, Colorful Red skirt, Worn-out stained White shoes, torn-up dark pair of Black legging stockings, and a stained Gray shirt underneath her Brown fur jacket.


    Overview

    An expert magician and trickster deceiving monsters to raise hell another day. Amanda Briggs’ perks are: Lean on Me, Deception of Perception, and Now or Never, give her massive advantages in inspiration, deception and escaping.


    Survivor Perks: 

    “Lean on Me”: “You know how to sustain someone’s self worth.” 

    When you have healed other Survivors for the equivalent of one Health State, Lean on Me activates. While Lean on Me is activated, the next time you are put into the Injured State will reveal the aura of the Killer to other Survivors for 6/8/10 seconds.

    "It's alright, you go on ahead. I'm not gonna die on you, and leave you in a cold and cruel world!" - Amanda Briggs


    “Deception of Perception”: “Your knowledge of deception is key to success.” 

    You start the trial with 3/4/5 tokens. When another survivor misses a skill check within 16 meters of you the Loud Noise Indicator is ignored and you lose a token.

    “Never believe your eyes, for they deceive you!” - Amanda Briggs


    “Now or Never”: “Your trickster ways baffle your worst enemies.” 

    When you stun the killer you leave no scratch marks for 4 seconds. Safe Bet has a cooldown of 60/50/40 seconds. 

    “The hell with it! Let's cause some trouble.” - Amanda Briggs


    Survivor's Lore: Amanda Briggs, once a troublemaker and con-artist to a poor family that lived in Paris, France. Her father would go drinking for hours on end to forget the horrors of WWI for he was a soldier of the Western Front. Her mother was a prostitute in order to put food on the table for the entire family. At age 14, Amanda would run away from her home to join a circus and become an apprentice to a very talented magician. At age 17, Amanda had mastered everything the magician could offer and how to escape any trap she would find herself in. At age 21, WWII had begun and she would become trapped in Poland during the Nazi Germany invasion with her circus in Warsaw. Fearful of her life and having seen what the Nazis did to unwanted folk back in 1938 Munich, Germany. Had caused her to run to Russian territory in hopes of escaping and fleeing back to France from Norway. During the process of running away, her magician mentor was struck down by artillery fire. Amanda had just witnessed the horrors of what to come in her life and the grief she feels for the loss of others. As Amanda had continue to evade the Nazis and made her way to Norway she would witness more of her circus die from starvation, bombings, gunfire, and of disease until she was only left alive. Amanda would indeed make her harsh, long, painful, and traumatic escape to Norway only to lose her way in the forests alone and scared. One night, Amanda would be searching for food and shelter when she would stumble upon the ruins of a village with the effigy of a scarecrow in the center of the courtyard. That’s when the air became fixed with a sickly miasma dense fog with laughter of unknown origins. Suddenly a spider-like appendages sprung forth from the pitch blackened sky forming a cage around her until they trapped her and transported her to another realm. Now by a campfire, Amanda, promises herself to help others to escape this nightmare.


    Realm: Forgotten Home

    Map: The Village

    • A large open field with the Killer shack in the middle with a three level church; including, a broken wooden barn, courtyard with a well, and five different village huts.


    Map Lore: “Once a thriving community under the protection of The Fear is now a home of terrors of the likes never seen before. The village would suffer tremendously one day as Crusading Knights and Priests ravaged and forcefully converted the villagers to Christianity. All was dark about it, earth and sky, but it was lit with ominous dark orange lighting and severely dense fog that told doom to come. The moon ailing in some slow eclipse was the light of it now, wavering and blowing like a noisome exhalation of decay, a corpse-light, a light that illuminated nothing but dread. The sky would rain down heavily of that of blood with the laughter of a demented God like being. This realm and its putrefied effigy of decaying bodies is truly that of nightmares, and foremost the where The Fear must once dwelled here. This is what I dread the most as I see images of things that are unimaginable and also impossible to comprehend to the human mind.” - Unknown Journal #794


    Map Offering: Bloodied Scythe


    Achievements:

    • Adept Fear: Get a merciless victory with The Fear using only his unique 3 perks.
    • Adept Amanda: Escape as Amanda Briggs using only her unique 3 perks.
    • For Whom the Bell Tolls…: Repair a generator on the third level of the church and live to tell the tale.
    • Fear the Unknown: Trap one or more Survivors in a Frightful Death pocket with Soil of Fear activated 50 times.
    • Frightened to Death: Use the Fear's Mori on all Survivors in a single match.
    • No Taste Like Fear: While a Survivor is fully charged on Fear, Mori the Survivor inside a Frightful Death pocket without Soil of Fear activated.
  • “For centuries, those who are on death’s door fear the sounds of charging hoofs and sight of the blackest of mist. The will to live is well known to all with life for there’s truth in tales of this. Beware of this for those who are fighting to survive, for Death comes quick and hell follows near behind! The Dullahan! For your eyes and soul shall be mine!” - Unknown


    Killer:

    Killer: The Dullahan

    Difficulty: Hard

    Height: Tall

    Gender: Female

    Ethnicity: Unknown

    Mythical Origin: Celtic

    Weapon: Scottish Claymore sword.

    Movement Speed: 115% | 4.6m/s

    Alternative Movement Speed: 225% | 9m/s

    Terror Radius: 32 meters

    Appearance: Tall with a tattered black leather cape. Arms, legs, and chest carry armor made of hot ambers of glowing blue flames from the realms between realms. Blackened and bloody eyes that bleed tears of blood from every step it takes. Blueish/Green Flame emitting from the neck and cracks of the armor plus body. The head partially decomposed with whiten hair that hovers around the right side of the body. Finally, rusty ironclad chains wrapped around its chest while a necklace made of eyes hovering over where the neck of the body would be.

    Overview: The Dullahan is a haunting killer that’s able to catch survivors off guard with its power Spinal Crack and blistering speed of the underworld's abilities of Ironclad. The survivors must beware of their movements, and be wary of sounds in order to survive or have their eyes and souls be claimed.

    The Dullahan’s perks are: Miasma, Scourge Hook: Stale Wind, and Hex: Wither and Decay. This allows it to hunt down survivors and harvest their souls.


    Lore: 

    Tome Record #207:

    “Long ago in ancient times humans would fear it and call it by many different names. Now that it is no more, it is now called “The Dullahan” and shall be called death by a name. It’s a horrific creature of which nightmares have nightmares. Dullahan's are headless, and wherever one stops, a mortal's death soon follows. A Dullahan will stop its snorting horse before the door of a house and shout the name of the person about to die, drawing forth the soul at the call. She may also stop at the very spot where a person will die.”

    Tome Record #208:

    “I learned today how to delay the inevitable of my ever demise from the Headless Rider. For I had stumbled across a coin of pure gold, in which case, had frightened off the Dullahan. The creature quickly turned into a dark blackened mist of a Warhorse and ran away, but not before destroying the coin. I hope luck will be on my side again in the next trial.”

    Killer’s Lore: 

    Dullahan's are headless. Although the Dullahan has no head upon its shoulders, it carries it with them, either on the saddle-brow of the horse or upraised in its right hand. The head is the color and texture of stale dough or moldy cheese, and quite smooth. A hideous, idiotic grin splits the face from ear to ear, and the eyes, which are small and black, dart about like malignant flies. The entire head glows with the phosphorescence of decaying matter and wherever the Dullahan stops, a mortal dies. The Dullahan is possessed of supernatural sight. By holding its severed head aloft, it can see for vast distances across the countryside, even on the darkest night. Using this power, it can spy the house of a dying person, no matter where it lies. Those who watch from their windows to see it pass are rewarded for their pain by having a basin of blood thrown in their faces, or by being struck blind in both eyes. The Dullahan is usually mounted on a black steed, which thunders through the night. The Dullahan uses a human spine as a whip. The horse sends out sparks and flames from its nostrils as it charges forth. The Dullahan travels so fast that the friction created by its movement often sets on fire the bushes along the sides of the road. All gates fly open to let the Dullahan through, no matter how firmly they are locked, so no one is truly safe from the attentions of this fairy. So now the Entity has called forth the Dullahan to do it’s bidding.


    Killer’s Successful Hit Animation:

    The Dullahan’s head laughs forbiddingly while wiping the blood and gory off the claymore.

    Pallet Breaking Animation:

    The Dullahan begins to raise the claymore up. With the blade, the claymore goes chopping downwards through the top to bottom of the pallet. It takes one strike to split the pallet in two pieces.

    Breakable Wall Breaking Animation:

    The Dullahan begins to ram the claymore through. With the blade stuck, the Dullahan proceeds to kick the hilt until the claymore goes through the breakable wall and destroys it.

    Killer’s Mori:

    The Dullahan’s Mori is whipping a downed survivor’s eyes out with its whip made from human spines; while, proceeds to turn into a blackened mist in the shape of a Warhorse. While in the shape proceeds to trample all over the survivor’s body, and sucks the soul out of the mouth of the Survivor’s corpse.

    Killer’s Alternative Mori:

    The survivor starts to stumble away only for the Dullahan to strike out with his whip which wraps around the survivor’s neck. The survivor’s forward movement coupled with the Dullahan’s backwards yank allows for decapitation with the survivor’s body falling forwards headless while the head falls and rolls to the side. (To activate this Mori, the Dullahan must strike down the survivor with Spinal Crack and the survivor must be hooked twice.)


    Primary Ability: Spinal Crack: “Death awaits for those with or without courage to face it!” 

    Press and hold the Power Ability to charge Spinal Crack, and release it to unleash an area of effect of damage from the whip. While Spinal Crack is being charged, the radius of the area of effect starts out at a minimum of 8 meters and becomes bigger in radius up to a minimum of 8 meters of a 4 seconds charge, adding on 2 meters every second. Once Spinal Crack is released the area of effect of damage is immediately released and damages all Survivors hit by the spinal whip in the area of effect. Spinal Crack’s area of effect damage works at a 30 degrees cone, however it collides into other objects and can not destroy breakable walls and downed pallets. (I.E. If a Survivor is behind a wall or any other object that blocks line of sight when the area of effect damage goes off they will not be injured.) If the Spinal Crack’s whip collides with an object it will ricochet at another 30 degree angle, but loses the area of effect cone damage also the range is reduced by 15%. However, if the survivor is hit by the ricochet, the deep wound status effect is applied. Spinal Crack can be cancelled by all stuns except for flashlight stuns and flashbangs. Spinal Crack has a 10 second cooldown after usage. While charging the ability movement speed is reduced to 98%.


    Secondary Ability: Ironclad: “A beast in blackened armor and mist you should be wary of!”

    Ironclad is an ability to shapeshift into a darkened black mist in the shape of a war horse to travel far distances in a short time. Ironclad is activated by pressing and holding the Secondary Ability button. It takes 1.5 seconds to activate Ironclad and The Dullahan’s movement speed is increased to 225%. While Ironclad is active, the Dullahan turns into a darkened black mist in the shape of a Warhorse. While Ironclad is active, blood pools become 25% brighter and noises are amplified by 50%; however, you are unable to attack survivors, track survivor scratch marks and see them as well. While in this mode, running into a down pallet or breakable wall will destroy them instantly; however, will slow down the movement speed for 3 seconds to 105%. Ironclad has a cooldown between each activation of 45 seconds. Ironclad can be deactivated by pallet stuns or manually deactivated. To manually deactivate Ironclad, press and hold the Secondary Ability button again. It takes 1.5 seconds to deactivate Ironclad and The Dullahan’s movement speed is returned to base movement speed. While Ironclad is active, the ability to vault can no longer be used. Ironclad causes no Area of Effect damage. When The Dullahan exits Ironclad, all survivors within 8 meters radius are revealed via Killer Instinct for 6 seconds.


    Killer Perks:

    “Miasma”: "Poisonous thick mist of decay will speed up the inevitable."

    At the start of the Trial, all totems are blocked off for 30 seconds. Once a totem is cleansed or blessed, the survivor who cleansed or blessed a totem becomes exhausted for 20/25/30 seconds.

    “Scourge Hook: Stale Wind”: “The wind is always calmest before the storm.” 

    At the start of the Trial, 4 random hooks are changed into Scourge Hooks. The auras of Scourge Hooks are revealed to you in white. Hooking a Survivor on a Scourge Hook, gain the Undetectable status effect up to a total of 10/15/20 seconds.

    “Hex: Wither and Decay”: “Time does not stand still for the living or all of creation.” 

    While this Hex totem is active, when a Survivor heals back to the Healthy state you gain a token up to a maximum of 2/3/4 tokens. Each token equals 10% extra regression applied when kicking a generator. The Hex effects persist as long as the related Hex Totem is standing.

    Addons:

    Bucket of Blood: Mysterious bucket filled with unknown victims blood.

    • When Ironclad is activated, it gains 300% Blood points in Deviousness.
    • Ironclad’s movement speed is decreased by 10%.


    Cracked Vertebrae: A cracked vertebrae of a young human child.

    • Increasing Spinal Crack Area of Effect radius by 2 meters.
    • Decreasing Spinal Crack movement speed penalty by 2%.


    Broken Saddle: Once a saddle owned by someone else by the initials I.C..

    • Increasing Ironclad’s movement speed by 10%.


    Bowl of Eyes: A bowl full of assorted human eyes.

    • Increases the sight range for Ironclad’s Killer Instinct by 2 meters.
    • Increasing Spinal Crack movement speed penalty by 2%.


    Burnt Tree Branch: An unknown tree branch that was set aflame.

    • Increases Ironclad’s movement speed by 25%.


    Cracked Skull: A mysterious cracked human skull of unknown origins with scars around the eye sockets.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with Blindness status effect for 30 seconds.


    Sharpened Spinal Disks: A column of razor-like spinal disks used to horrendous effect.

    • Upon successful hit with Spinal Crack ricochet, the affected survivor is inflicted with the Mangled status effect. (-20%)

    Cracked Lantern: A cracked oil lantern once used on a coach wagon.

    • Increases the sight range for Ironclad’s Killer Instinct by 8 meters.
    • Decreased Ironclad’s movement speed by 25%.


    Broken Whip: A broken leather whip once used to make horses attached to a wagon to move faster.

    • Upon successful hit with Spinal Crack ricochet, increases Survivors' Mending time when affected by the Deep Wound status effect by 5 seconds.
    • Decreased Spinal Crack’s Area of Effect by 4 meters.


    Bottled Dead Man’s Whispers: A bottle of otherworldly makeup that contains the harvested soul of a hanged convict.

    • Upon successful hit with Spinal Crack ricochet attacks, to reduce a Survivor’s Deep Wound timer by 7.5 seconds.
    • Increases cooldown for Spinal Crack by 10 seconds.


    Chipped Blade: A dull and chipped blade from a Scottish claymore.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Hindered status effect for 10 seconds. (-5%)


    Conjoined Twins’ Spine: A pair of spines that fused together from a pair of female conjoined twins.

    • Increases Spinal Crack’s Area of Effect by 8 meters.
    • Decreases movement speed while charging Spinal Crack by 5%.
    • Does not stack.


    Damaged Horse Armor: A piece of dented armor off the horse of the Dullahan.

    • Decreased Ironclad’s movement speed by 25%.
    • Increased Spinal Crack’s Area of Effect by 2 meters.
    • Increases movement speed while charging Spinal Crack by 5%.


    Bottled Lightning: A bottle of otherworldly makeup that contains bolts of lighting.

    • Increases Ironclad’s movement speed by 50%.


    Dead Man’s Eyes: A pair of human eyes that have been gifted with supernatural vision.

    • While Ironclad is active, the Repair Progression of Generators can be determined by the intensity of their Auras.
    • Decreased Ironclad’s movement speed by 50%.
    • Does not stack.


    Bottled Thunder: A bottle of otherworldly makeup that contains claps of thunder.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Deafening status effect for 90 seconds.
    • Does not stack.


    Melted Gold Coin: A once beautiful shiny gold coin now a melted pile of precious metal.

    • While Ironclad is active, phasing through a survivor will cause them to scream.
    • An Inflicted survivor who screams gains the Oblivious effect for 60 seconds.
    • Upon successful phasing, Ironclad deactivates.


    Green Glowing Flaming Whip: A whip made from harvest souls and forged in hellfire.

    • Upon successful hit with Spinal Crack ricochet attacks, all generators within 16 meters regress by 2% for 15 seconds.
    • Does not stack.


    Spyglass of The Damned: A spyglass made of harvested souls, obsidian glass shards, and charred hickory wood.

    • While Ironclad is active, causes to see Survivor auras every 10 seconds with a 16 meter radius for 2 seconds.
    • Does not stack.


    Flaming Horseshoe: A horseshoe made from otherworldly materials.

    • While Ironclad is active, phasing through a survivor will cause one damage of health. 
    • Decreased Ironclad’s movement speed by 75%.
    • Upon successful damage, Ironclad deactivates.
    • Does not stack.


    Survivor:

    Survivor Name: Josh McConnell

    Difficulty: Intermediate

    Survivor Appearance: 6’0”in / 1.8288 meters tall, Age: 45, Male, Athletically fit with long frizzled Ginger colored hair and beard, Hazel eyes, Colorful Scottish Kilt, Worn-out stained Wool socks, worn out dark pair of Brown leather hide shoes, and a stained White wool shirt underneath his Scottish sash.


    Overview

    An expert swordsman and Highlander fighting monsters to live another day. Josh McConnell’s perks are: Fighting Chance, Glancing Blow, and Freedom, gives him massive advantages in second chances, fighting spirit and courage beyond danger.


    Survivor Perks: 

    “Fighting Chance”: “You know how to sustain yourself in a fight to the death.” 

    You start the trial with a maximum of 2/3/4. Each token increases your action speed by 5% outside of repairing generators. Lose a token when you are put into the injured or dying health state.

    "Dèan sabaid gu math agus bàsachadh gu math!" - Josh McConnell

    “Fight well and die well!”


    “Glancing Blow”: “Your knowledge of deception is key to success.” 

    You start the trial with 1/2/3 tokens. When unhooking another survivor, the survivor that did the unhooking immediately loses all negative status effects except that are Killer related status effects and Hexes. Lose one token per unhooking a hooked survivor yourself.

    “Tis balach leòn feòil.!” - Josh McConnell

    “Tis a flesh wound lad!”


    “Freedom”: “Your love for the wild and pursuit of happiness can be heard throughout the land!” 

    For each gen completed, gain 4/6/8% stackable bonus speed for self healing, crawling, and recovery.

    “Dèan sabaid airson rudeigin no fuireach gun dad!” - Josh McConnell

    “Fight for something or live for nothing!”


    Survivor's Lore: 

    Josh McConnell, once proud and ferocious Highlander from the thirteenth century who fought during the First War of Scottish Independence. Is now a warrior out of time and place to never see his beloved Scottish Highlands ever again. Before the Entity had taken Josh, he was a farmer, family man, mercenary, and expert swordsman. One day while Josh was farming the fields, a band of English soldiers came to “gather” supplies from Josh. Josh would not yield to their demands, so the soldiers threatened to do harm to his property and family if he didn’t cooperate. Josh, still determined to fight, was suddenly struck on the back of his head from a hilt of a sword. The blow had knocked him out cold for hours only to awaken to a nightmare. His land pillaged, family slaughtered, house destroyed, and was left for dead. First there were tears of grief and loss, then quickly turned to rage and vengeance towards the English. Josh was now out for blood and didn’t care if they were innocent or not as long as they were English. He would later on fight alongside Sir William Wallace of Scotland to reign hell all over Scotland and England. Eventually, Josh was caught and outnumbered ten to one by the English. Josh was sentenced to be hanged, drawn and quartered but the Entity had other plans for him. While sitting in his cell in a dungeon, Josh, had started noticing an evil cloud erupt forth from the floor and sucked him into a portal to another dimension. Now by a campfire, Josh prepares for the coming fights that awaits him.


    Realm: Dreaded Night Map: The Keeper’s Forest

    • A large dense forest with the Killer shack in the right or left side of the map with a giant tree in the middle where the Dullahan’s coach wagon is stationed; including, a broken stone bridge that once was used to a river that has long dried up. A destroyed stone hut burnt to the ground, and a burnt wheat field.


    Map Lore: “Once a beautiful forest that nurtured all kinds of beings is now a place of sadness and misery. Much blood has been shed here from wars to trials of survival. Many beasts of nightmares roam here from time to time, but one truly claims the realm as its own. For beware of the Headless Rider, the Dullahan, for it shall claim your soul and eyes if not careful enough.” - Torn Parchment Paper #94


    Map Offering: Gory Human Spine


    Achievements:

    • Adept Dullahan: Get a merciless victory with The Dullahan using only his unique 3 perks.
    • Adept Josh: Escape as Josh McConnell using only her unique 3 perks.
    • For Scotland!: Repair the generator by the Dullahan’s Coach wagon and live to tell the tale.
    • Sight Beyond Sight: Hit one or more Survivors with a ricochet from Spinal Crack 15 times.
    • Death Awaits for Thee: Use the Dullahan's Mori on all Survivors in a single match.
    • Head Turner: Use the Dullahan's Alternative Mori on a Survivor before the exit gates are powered up.
  • Not sure what it would be called, but the power goes something like this.

    First part of power: A short range AOE attack that effects 8 meters around the killer with a 1 second charge time and 3 second cooldown. It does one damage state to a survivor if they are caught in it. Area can be adjusted with add-ons.

    Second part of power: After hooking any survivor one time, killer can interact with them on the hook and apply (unnamed effect). (Unnamed effect) allows the killer to see the perspective of the survivor when activated again. Can be done unlimited amount of times until either survivor is hooked again or (unnamed effect) is applied to new hooked survivor. Add-ons can apply status effect to survivors near applied effect survivor when perspective is switched.

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  • I have an idea for another killer that throws things.

    Weapon: scythe

    Ability: Throw the scythe, dealing one health state if damage to any survivors hit, if already injured, the survivor must mend. If you miss, you can choose to teleport where the scythe lands (2 second m1 attack cool down upon teleportation), or to call it back making it spin twords you like a boomerang, any survivors hit will be delt a health state of damage even if injured. This has a 7 second cool down that pauses if a scythe is already in play.

    I know it isn't the best idea and it needs some tuning but it's an idea for sure.

    Edit: Forgot to mention that the killer can't use m1 when they've thrown their scythe.

  • I mean, I have two, if I am allowed to post 'em.

    The first one I made I am not so proud of it anymore, but I have ideas of how to change it.

    @Dontyodelsohard said:

    The killer I propose is called "The Explorer." He is dressed in a hooded fur coat, fur pants, and heavy winter boots, all looking like they're from the late 1800's (because they are), his face is covered by mirrored goggles with leather frame, and fur face wraps. This description is very loosely based on "The Compleat Explorer" :https://www.flickr.com/photos/nlscotland/6820897856/in/photostream. He wields an ice axe and a directional lantern. This lantern's light burns blue. Normally his lantern is unlit, but when he lights it the fog around him is transformed into vortex of wind and snow.

    For a cool image and what I am going for here, just imagine this... You're lost in a blizzard, under dressed for this weather. It's dark out and you can only see a few feet in front of you. From the storm you see something, a beam of blue light. It pierces through the storm and inside you feel a warm spark of hope ignite. As the source approaches a humanoid figure begins to form, you think someone has come to rescue you. As it comes into full view that spark is extinguished. A man dressed in fur winter wear emerges from the storm, his face covered, and his eyes behind mirrored class. The light is emanating from a lantern in his left hand, in his right he holds an ice axe, it drips with a deep crimson. He continues a steady advance towards you, your only choice is to turn and run deeper into the storm, farther from the light.

    Lore:

    On a cold night in November, 1852, a man named Nathan Smith began a voyage attempting to discover the northwest passage. for the past years he had been hiring a crew and buying supplies for this voyage. In total he had hired sixteen other men to help with this trip and had supplies enough for one month and an extra week. On that night he kissed his wife goodbye and prayed for his success or at least return. After an uneventful exploration they prepared to go home, packing supplies onto the ship. Mid-way through their evacuation effort they were struck by a storm. A blizzard had quickly formed and along with colder weather. Their ship was quickly frozen in place. The crew, or at least those not suffering from frostbite already, tried to free the ship to no avail for the first few days but soon the weather became too dangerous to even try that. With supplies running low and no way to leave, they were running out of options. Starving and cold, Herman quickly became desperate. As the last of the food was eaten and the raging outside he brought up the radical idea of eating the others. At first they were disgusted, but with time and hunger they turned on their own killing first Paul Vark while he was lying in bed due to frost bite. They were all disgusted but they were happy to eat. Soon the storm stopped, still they were stranded, and soon they all knew they must eat again. Slowly they killed each other off and with each kill they lost the remorse they felt after. then only five remained. A new storm rolled in, by now they had gotten their ship free from the ice and they had become desperate but Herman no longer wished to leave. As the others readied the ship Herman watched. When they were ready they could not find Herman so they started to leave. Herman was still aboard the ship, using the storm as cover and a lantern to see he went to each crew member and stabbed them in the back with his ice axe. Many years later their abandoned camp and ship were discovered along with frozen corpses all but three partially eaten. The body of the seventeenth crew member Nathan Smith, was never discovered.

    Weapon:

    He wields the ice axe he once used on his first expedition and then later for his first kill.

    It has a relatively short range.

    When he hits a survivor he wipes the blood off on his pants, this gives survivors a chance to run around without being spotted.

    For hit Mori he does basically three stabs two in the back and then one to the head.

    Power:

    Blizzard Light Lantern- When activated he opens a hatch in the back of his lantern and lights it, the fire is blue. Within a short frame of time (.25-1 seconds) it summons a vortex of snow and wind in his terror radius (though this can be expanded/shrunk through items) that blocks vision and sounds. He is slowed, his heart beat is replaced by the howling of the wind (so basically they suffer from oblivious without "The Survivor is not affected by any effects that are conditional to being inside of a Terror Radius") though he can hear the wind as well, and his stain is replaced by the blue light of the lantern. Survivors inside here are slowed as well, and start to freeze. When a survivor enters the blizzard's radius they slowly gain stages of the Frozen status and do not begin to recover from stage 1 of the Frozen status effect. Can be deactivated.

    Frozen has three stages: 

    Stage 1- they shiver and make sounds as if they were cold, this will go away with time or they can go to a fire, once removed the status effect is removed. 

    Stage 2- the same as stage one but now a frost decal borders their screen, this will not go away unless they go to a fire, once removed you enter Stage 1. 

    Stage 3- the same as stage two but now actions (except warming up) and movement are slowed, this will not go away unless they go to a fire, once removed you enter Stage 1.

    His perks are:

    Chilling-

    An unnatural cold surrounds you.

    You can see the breath of survivors up to 16/32/48 feet away.

    "What a cold night to die."

    Cold Snap-

    You are as attuned with the entity as you are to the cold. Your weapon is imbued with the an unending cold.

    Players hit with your basic attack gain a stage of the Frozen status effect (described above), if a player is already at Stage 3 of the Frozen status effect they suffer from the Exposed status effect.

    Blood Cold as Ice-

    Your mere presence is enough to make survivors blood feel as cold as ice, just imagine what happens when you hit them.

    When you hit a survivor with your basic attack their blood stays for 2/4/5 seconds longer and they will leave scratches for 1/2/3 seconds after they stop running for the first time after they are hit.

    "Do you feel that? I think he's getting closer."

    Items:

    Faded Memento (common)- A photograph faded with age. He feels nothing for the faces within. Increases the radius of Blizzard Light Lantern by 5 ft. Moderately increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Lost Page (common)- A page torn from a log of his adventures. Reading it gives him memories of his expedition. You get a sound notification whenever a survivor exits the Blizzard Light Lantern radius

    Polluted Lantern Oil (common)- A bottle of lantern oil, it is full of filth. Slightly increases the thickness of the blizzard.

    Thin Lantern Oil (common)- A bottle of diluted lantern oil, the diluter is unknown. Slightly decreases the thickness of the blizzard.

    Torn Memento (uncommon)- A photograph that has been torn in half. He cannot remember the lost faces. Increases the radius of Blizzard Light Lantern by 7 ft. Moderately increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Unsent Letter (uncommon)- A letter he wrote in the arctic circle. Reading it reminds him of the life he left behind. You receive a sound notification whenever a survivor enters the Blizzard Light Lantern radius.

    Dirty Lens (uncommon)- A lens covered in scratches and dirt, it partially blocks the light. Moderately increases the thickness of the blizzard.

    Polished Lens (uncommon)- A lens that has been well maintained over the years, it amplifies the light. Moderately decreases the thickness of the blizzard.

    Shredded Jacket (uncommon)- A jacket filled with holes and tears. The damages matches his weapon. It takes slightly longer to remove Frozen.

    Marked Memento (rare)- A photograph with all but one of the faces X'd out. He has no regrets for defacing the picture. Increases the radius of Blizzard Light Lantern by 5 ft. Slightly increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Bloodstained Apology (rare)- An apology stained with blood. Reading it reminds him of his first kill. Upon activation of Blizzard light lantern you receive a notification of all survivors with your radius.

    Cracked Goggles (rare)- It is difficult to see through the cracked lenses of these goggles. Considerably increases the thickness of the blizzard.

    Custom Goggles (rare)- These goggles were fitted to work perfectly for you. Considerably decreases the thickness of the blizzard.

    Ruined Glove (rare)- A glove stained with blood and missing its match does little to stop the cold. It takes moderately longer to remove Frozen.

    Sickening Memento (very rare)- A photo of a dead body lying in blood covered snow. He took it himself. Increases the radius of Blizzard Light Lantern by 7 ft.Slightly increases the time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Adventure Log (very rare)- A book containing the full log of his adventure. it's missing a page. Upon activation of Blizzard Light Lantern you receive a notification of all survivors within 25 ft. of its radius.

    Frozen Scarf (very rare)- It is stiff from the blood it absorbed freezing. It takes considerably longer to remove Frozen.

    Frozen Memento (ultra rare)- A photo of a man standing in front of a ship. It is covered in a layer of frost. Increases the radius of blizzard light lantern by 15 ft. Considerably increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Realm:

    His home realm is "Abandon Expedition Camp" it is covered and snow and the obstacles are mostly wooden slates, like the rest of the walls, but with sheets covering draped over them. There is also barrels with fire in them but quite a few other places have these as well.

    Since this was a temporary camp there are not going to be much for permanent structures but there could be tents and "semi-permanent" structures such as wooden buildings and even the ship that they sailed in on, frozen in place of course. For the basement I don't know what to do about that, but I mean, the killers gotta live somewhere, so that's why the killer's shack exists.

    Plant life should be scarce but just because this is a tundra-y place doesn't mean there is not grass at all, it's just more spare, the same goes for trees.

    As for "Why are there walls and gates there if it's a temporary camp?" well it's in the entity's domain so you're just going to have to deal with it.

    Survivor:

    Sully Adams- A thrill seeker and frequent mountain climber a custom to the cold and acutely aware of the risks of slowing down or stopping in the face of danger.

    Lore:

    Sully Adams was born a thrill seeker. When he was young he sought out danger any way possible, this often landed him in trouble. As he got older his love for thrill did not fade, now with more freedom he could do even more then when he lived under the ruling of his parents. He began to spend money on things like skydiving and his trips to go mountain climbing, his favorite activity. One day on one of these excursions a storm his group during the night while he was lying in his tent the arms of the entity emerged from the sky. They lowered down and grabbed Sully and carried him up through clouds into his domain. The others could not hear him yelling through the howling of the wind.

    Perks:

    [Don't Slow Down- After many encounters with injury and disease, he is used to pushing through the worst of it, status effects, powers, and items that slow movement and actions slow by 15/25/35% less then normal "I've been through it all before, if you're slow it just takes that much longer to get help." - Sully Adams] realized this is a way too situational...

    Keep Going- After many encounters with injury and disease, he is used to pushing through the worst of it. When injured you are 3/5/7% faster. the speed boost after being hit lasts 10/15/20% longer. status effects, powers, and items that slow movement and actions slow by 15/25/35% less then normal "I've been through it all before, if you're slow it just takes that much longer to get help." - Sully Adams... Does this fix it?

    Bird's Eye View- From the increased height of the hook you can see the killer. After you are unhooked by a survivor or unhook yourself, you and the survivor who unhooked you (if any) see the aura of the killer for the duration of 2/4/6 seconds. "You would not believe what you can see if you just get a little higher." - Sully Adams

    Thrilling Encounter- Past encounters with perilous situations have acclimatized you to danger, you excel when it lurks right around the corner. When within the killers terror radius all actions are 6/10/14% faster than normal. During chases your vaulting speed is 3/5/7% faster.

    P.S.

    I am aware there was an idea like this called the mountaineer, I was not aware when I first thought of it though.

    Like you probably have guessed I don't know what would be balanced, and often I didn't even try to balance them, and that should be considered when judging the viability of the powers perks and other aspects of this idea.

    And last of all, thank you for reading it. I know I went a little overboard but I wanted to be thorough.

    Basically, it is a blizzard-themed killer mostly based on artic explorers... Originally, well you can read it, it had an aura that slowed you but also slowed the survivors; looking back that was rather bad. How I might do it now is to have him summon a blizzard not tied to his location that moves slowly in one direction. Inside the blizzard, he has the same benefits he would in the original but with diminished penalties and can now change the direction of the blizzard. Outside he can summon a new blizzard dismissing the old one. It might be better to have a way to increase the frozen status outside of the blizzard... But I am still hesitant to add another beam effect to Dead by Daylight—even if it is in a theoretical concept that won't be added anyways. I also changed a feat but I still don't really like what I made it... So I won't bother sharing it.

    The next one, now this one I do actually like.

    @Dontyodelsohard said:

    As a foreword, credit where credit is due, I got the idea of a Camera killer from Otzdarva's FAQ. He said he would like to see "a Killer that can set up camera-like props around the map that power him up in some way if they detect survivors in their sight." as one of the two ideas he gives in there... I built on that. Additionally, I added some art for hopefully a broader appeal and an easier way to find the power and perks. It was all either reused assets or images I made using a mouse so be forgiving.

    The Creep:

    Growing up, Sullivan Macey was socially inept spending most of his days enthralled by the television. In an era of emerging VHS technology, the idea of recording his favorite shows from one medium to another inspired him. And with this growing obsession with television and VCR devices, the more perverse side to these inventions was soon discovered. It wasn't until high school that he discovered his true passion, stalking unwitting peers. As he fed into his sick past time he devised a more effective and far safer method of spying on his victims than lurking outside their windows. Placing camcorders just out of sight and setting them to record he would return later to collect the tapes and rewatch them at his leisure. This activity took up much of his time as he skipped his classes in order to set and collect tapes of an ever-growing string of cameras. After graduating high school, finding victims became marginally more difficult. Soon he pursued a career as an electrician and continued to familiarize himself with the most modern technology as it advanced. He used this job as a way of entering people's homes, setting up cameras in key locations, and when strategically sabotaged wiring once again failed he returned to collect the tapes. His antics earned him a negative view in the public but he freelanced and worked cheap drawing in those low on funds. With the invention of CCTV cameras and an increase in home security measures, he transitioned more towards security installation. Though not many wished to have cameras in their homes, apartment complexes and hotels provided ample opportunity to install cameras where they should not be and with his backdoor into the cameras, a way to leer in on those hidden cameras. He did so unhindered for years, that was until working in a commercial building adjacent to an apartment complex. While drilling through the conjoining wall, a worker interrupted his work. Panic overtook him as the man threatened to call the police, to get him fired, and to throw him off the premises. Acting in without thinking, he lunged at the man pummeling him with a hammer until he lie bleeding on the floor. With this, a new source of exhilaration he had never considered prior. He smiled before turning back to finish installing his personal camera into the adjoining wall. Perhaps there were more ways to enjoy the people he had seen so many times through the cameras he had never considered before. Eventually, over the years, his life started to become indistinguishable from what he saw on the tapes as his senses were eroded away as he indulged in the stalking and murdering of those caught in his cameras. He had hardly noticed when he slipped away one slow night into a realm obscured by the fog but was pleased by the sudden influx of victims.

    Weapon: He wields a small hammer... Not because it has anything particularly to do with the killer but because I don't know what else to give him. Perhaps, like, a drill will suit him well, but that doesn't mesh well with the rest of the killer cast's weapons.

    https://us.v-cdn.net/6030815/uploads/98DSJ0RGZKNW/fullicon-constantsurvielance.png

    Power: Constant Surveillance

    "Cameras litter the trial grounds watching the survivors' every move. The feeds of which are transmitted to a creep somewhere else.

    The Creep watches through the screen, studying his next victim, swelling with anticipation."

    Constant Surveillance:

    Press and hold the Active Ability button to pull up a flip phone which displays the camera feed. While the camera feed is displayed, The Creep cannot use his Basic Attack.

    Pressing the Active Ability button again will put the phone away.

    Press the Power Button while it is out to change which camera is selected.

    Survivors within view of the active camera gain stalk progress.

    Completing stalk progress on a survivor will cause them to become Marked making them oblivious for 45 seconds.

    Survivors cannot be stalked while Marked.

    SPECIAL ABILITY: Snap A Picture

    While the flip phone is out, pressing the Attack Button to take a picture causes a camera flash and soft click.

    Snapping a Picture of a survivor without the Marked condition causes their stalk meter to progress by 25%.

    Snapping a Picture of a Marked survivor causes them to gain the hindered status effect for 5 seconds.

    Taking a picture causes a short cooldown after Snapping a Picture of an unmarked survivor or a cooldown equal to the killer hindered duration.

    SPECIAL ABILITY: Cameras

    At the start of the trial, wall-mounted cameras are pre-placed around the map.

    These cameras will periodically pan back and forth.

    Additionally, 3 Camcorders will spawn around the map in the inactive state with an additional 2 starting carried by the Creep.

    Camcorders can be collected with the Interaction Button or reset with the Power Button when near them.

    While the flip phone is not out, pressing and holding the Power Button will place a Camera-Tripod.

    Camcorders do not pan and can be sabotaged by survivors causing them to become inactive.

    Active cameras display a red blinking light.

    Perks:

    https://us.v-cdn.net/6030815/uploads/QDTCB1HSDDPQ/unknownperk.png

    Agonizing Gaze: Those caught in your gaze are frozen with terror.

    For each survivor within 36 meters of the killer gain a token.

    When within 36 meters and any survivor in the direction you are looking has their speed while repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening exit gates, and unlocking slowed by 3% for each token.

    While outside of 16 meters, effects triggered by the killer looking at survivors are suppressed.

    While outside of 8 meters, the effects of this perk are hidden.

    When entering within 8 meters, the effects are revealed and one survivor you are looking at screams.

    After making a survivor scream, that survivor suffers the effects of Agonizing Gaze at the token level it was at when they screamed for 15 seconds.

    Agonizing Gaze has a cooldown of 60 seconds.

    https://us.v-cdn.net/6030815/uploads/KETVAMKAK1XD/mountinganticipation.png

    Scourge Hook: Mounting Anticipation: With each victim, your excitement grows until you can hardly contain yourself.

    You become obsessed with one Survivor.

    At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

    The Auras of Scourge Hooks are revealed to you in white.

    Each time a survivor is hooked on a Scourge Hook gain one Token, up to a maximum of 6 tokens.

    The next time you hit a survivor with a Basic Attack after a lunge they are put into the Dying State, consuming 2 tokens.

    Hitting the obsession consumes one additional token.

    https://us.v-cdn.net/6030815/uploads/UYIG6EHDG1VF/techsavvy.png

    Tech-Savvy: Your knowledge of electronics allows you to sabotage the tools survivors require to escape.

    Every generator you kick becomes marked.

    While carrying a survivor, marked generators trigger rapid difficult skill checks.

    If they miss one or stop repairing the generator is highlighted in yellow.

    After the carried survivor is hooked Tech-Savvy activates for 30 seconds causing all progress on marked generators to be slowed by 50%.

    Dropping a survivor stops the skill checks but does not trigger Tech Savvy.

    While active, generators cannot be marked.

    Tech-Savvy has a cooldown of 30 seconds.

    Add-Ons:

    (Common) Reel of Film- A brand new reel of film, the endless potential excites him.

    Reduces the time to stalk from Camcorders by 5%.

    (Common) Recorded Porn- Warped and distorted video feed from an illegal channel that distracts him from his work.

    Snapping a photo progresses the stalk meter by 20% instead of 25%.

    Stalking through cameras is slowed.

    Grants 100% bonus blood points in the deviousness category.

    (Common) Camera Sling- A sling fashioned to hold a camera and tripod for ease of transport.

    Increases Camcorder set-up speed by 15%.

    Start the match carrying an additional Camcorder.

    (Common) Peeping Tom's Logbook- A book of addresses marking his escapades during Highschool and helping him organize his stalking.

    Changing to a camera will cause you to face in its direction.

    (Uncommon) Tripod Stakes- Simple stakes that can be hammered into the ground in order to stabilize a camera tripod.

    Increases time to sabotage a Camcorder by 30%.

    (Uncommon) Camera Case- A handy case to hold camera equipment.

    Increases camera set-up speed by 30%.

    Start the match carrying an additional Camcorder.

    (Uncommon) VCR Instruction Manuel- A detailed manual on the set-up and maintenance of a VCR device

    A reminder of his first passion.

    Upon changing to a camera, the last 5 seconds will be replayed.

    (Uncommon) Highlight Reel- A reel of film crudely spliced to only show the most exciting parts.

    Reduces the time to stalk from Camcorders by 5%.

    Increases the time survivors remain marked by +5 seconds.

    (Uncommon) Shattered Glasses- Blood smattered spectacles whose lenses have been cracked.

    Belonging to his first kill, seeing them recalls the thrill he felt.

    Marked survivors are afflicted with the Blinded conditions.

    (Rare) Snuff Film- A form of artistic experimentation.

    Despite its flaws, rewatching the tape fills him with pride.

    Reduces the stalking time by 10% from all sources.

    A fully stalked survivor is revealed by killer instinct for 5 seconds afterward.

    (Rare) SD Card- A storage chip for cellphones, filled with pictures of those he has stalked.

    Snapping a picture of a marked survivor causes their mark timer to decrease by 5 seconds.

    This may only add an additional 15 seconds to one survivor.

    (Rare) Wide Angle Lens- A wide lens to increase the field of view on a camera.

    Increases the field of view on cameras by 15%.

    (Rare) Frayed Wires- A collection of frayed wires from one of his many victims' homes.

    Not the cause of the problem he was hired to fix but added later for an excuse to return.

    The flashing lights on cameras do not turn on for 3 seconds after you remain on the same camera.

    (Rare) External Battery Pack- A device to extend the life of a battery-operated device.

    Sabotaging a camera causes a survivor's stalk meter to progress 33%.

    (Very Rare) First Recording- The first recording of those he stalked, exhilaration flows through him rewatching it.

    Reduces the stalking time from all sources by 10%.

    Gain a 2% haste status effect for 15 seconds after fully stalking a survivor.

    (Very Rare) Deodorant Stick- The used deodorant stick of his first obsession that was taken from her trash can.

    The faint scent that wafts from it rejuvenates his spirit.

    Snapping a Picture of a fully stalked survivor grants the haste status for 2.5 seconds.

    (Very Rare) Twigs and Branches- A rudimentary camouflage used to conceal cameras in foliage.

    While setting up a camera, gain the undetectable status effect.

    this effect persists for 15 seconds afterward.

    (Very Rare) Rogue Broadcast Antennae- An antennae utilized to tap into CCTV cameras without authorization.

    Wall-mounted cameras no longer pan and instead follow survivors within their view.

    (Ultra Rare) Burner Phone- A cellphone linked to all of the home-security systems he had previously set up, allowing him to revisit fond memories.

    Snapping a photo of a marked survivor an additional three times causes them to become exposed.

    (Ultra Rare) Iridescent Video Film- A glass-like camera film molded from the fog itself.

    It whispers its contents to those that listen.

    When resetting a Camcorder that was sabotaged, reveal the aura of any survivor that was within the camera's view within the last 30 seconds for 5 seconds.

    Wrap-Up + Discussion:

    I have a few notes about the killer power but didn't want it to be lost within all the mechanic-heavy ability descriptions so I will put it at the end here. The power's effects may seem slightly lackluster as it just makes one survivor at a time oblivious but I was trying to avoid making just another one-shot down killer, although that seems tempting, I felt something different could work just as well.

    Additionally, there was once a now scraped version of his power where he gained a single use of a charge, a little similar to pigs, whenever he fully stalked a survivor. Although I enjoyed the limited resource feel, I opted to replace that with the Snap a Picture mechanic. There were a lot of considerations with scrapping that feature but one of them was the Button economy in Dead by Daylight as there are a limited number of buttons that actually do something trying to squeeze in setting up, collecting, and resetting cameras while outside of the camera viewer began to feel like an impossible task if I kept a charge as well.

    In a similar vein, originally I had The Creep start will all of his cameras, but I decided maybe have some cameras already set up in the map (if not all of them) so that he actually has some form of power at the start of the game, you know, with the wall-mounted cameras which would start mostly watching generators being deactivated as to not give the killer knowledge of the survivors' location at the very start of the game.

    Please tell me what you think and any comments you would like to make are much appreciated. This is the second killer concept I have created but the previous one, I am afraid, is not quite up to snuff. So thank you for taking your time and reading my killer concept.

    You can just read that one... I have no edits.

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