Your Character Ideas

I want to know some of your killer/survivor ideas based on backstory. I like the lore aspect of the game, and I’ve seen plenty of gameplay and perk ideas, but I rarely see backstory/themed character ideas. The ones I do see, however, are magnificent. One I’ve had in mind a bit is a rouge viking, but that seems a bit too close to Oni. Anyway, I hope this can be a chill thread about killer/survivor themes and backstories. I also hope this is the correct section for this.

Comments

  • Personally I would like to see more backstories then "oh they went missing!!! into the fog xD" but rather meaningful and actually driven stories that help explain their perks and actually delve into it. Not much of a lore person myself but I don't see an issue with more of it ^^

  • A danish characther because im danish :D. But none of the "haha fog go brrr now you kidnapped lmaooooo"

  • Some people include those story’s in their character or chapter concepts in the ‚Share your work‘ category:

    https://forum.deadbydaylight.com/en/categories/Creations

  • @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: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate 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, Dying, 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 devices 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 they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate 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.

    I can't resist a chance to show off a creation I worked so hard on for others viewing pleasure, especially when they ask for it, and genuinely seem enthusiastic enough to possibly read it (its a long read, which is why included a TL;DR for convenience). Any comments or creative criticism is welcome in the linked post, I'm always up for fine tuning my killer/chapter concepts if need be. 🙂

  • @CashelP14 said:

    There are 4 core ideas behind the ability of the killer.

    • Map Traversal
    • Fair On Loops
    • Jumpscare Potential
    • Potential For Multiple Builds

    Lore:

    Marc Richards was a family man who owned his own puppet store. He ran the stop during the week and at the weekends did puppet shows to help advertise his business. He created some puppets for children, life size ones for others. The shop never made tons of money but he didn't mind because he loved his job. That was until he got drunk one night and had an affair. Full of guilt he told his wife and she was furious. She told him that she was leaving him and she was taking the kids with her. He thought she would forgive him due to his honestly and noticeable remorse but she was having none of it. After seeing the divorce papers in the letterbox and that bills were beginning to pile up, he began drinking. He had hit rock bottom.

    All of a sudden he began to become more angry, upset with his wife wondering how she could leave him. Even though he did the right thing by being honest with her. "Everyone makes mistakes" he thought, making himself more angry with every passing thought. He looked at a puppet he was creating for his wife for their anniversary. It was designed to be the same height as her and was meant to look exactly like her. He promised himself he was going to create a more realistic puppet of her, one that shown how he sees her now.

    He would go out to bars and stalk women. Anyone who looked like his wife was a target. He would watch them go home and when the moment was right he would attack them, strangling them outside. He took something from each of his victims to add to his creation. The hair from the first victim was jet black and long, just like his wife's. The second victim he took her teeth because her smile reminded him of his wife. He gave the puppet one hand, the other being a sharp, wooden spike. The spike was used to represent how she stabbed him in the heart. He didn't care about covering his tracks, he never cared about hiding any evidence. After being made a suspect the police went to confront him at his shop. After a few questions about where he was the night of the murders, he began to become nervous. The voice in his head told him the end was near and he must act now. He then grabbed his gun from under the counter but took 2 shots to the chest, dying almost immediately. The police began to collect evidence from his shop but never found his puppet, the masterpiece he had been working on.

    Marc wakes up in a dark forest. He begins to stand up but feels weird, he feels light headed but also feels slightly taller. He looks down to his hands, they are made of wood and one now being a sharp, wooden spike. He then remembered what happened, how he died in his shop and begins to realise that his new body is one of his own creation. He knows he should be dead but has been spared. He has been given a greater purpose in life, he will now serve his new master and do as he wishes.

    Weapon:

    Arm is sharpened into a wooden spike.

    Terror Radius:

    32 metres

    Speed:

    4.6 m/s

    Ability: Corpses Of Hatred

    https://us.v-cdn.net/6030815/uploads/560/VJZI35EE7ZUK.png

    The Entity will spawn 5 puppets onto the map, with one being controlled by the killer. Only one puppet can be controlled at any given time, the other 4 will remain immobile but will still be on the map.

    The Puppet being controlled by the killer will have:

    • 32m Terror Radius

    • 115% movement speed

    The other 4 puppets have no terror radius during this time.

    The Puppet can choose to swap bodies from anywhere on the map. The only time the killer cannot swap hosts is when:

    • The Puppet is within 20m of another puppet.

    • The Puppet isn't on a flat surface when swapping is initiated.

    • The Puppet is within 8m of an exit door or the hatch.

    When the puppet begins to swap bodies the new puppet will emit a noise during it's activation time. The new puppet takes 3 seconds to activate while the terror radius remains with the old puppet until this is completed. There is a 15 second cooldown after the activation is complete.

    Secondary Ability: Pulse

    The killer can send out a pulse from one of his uncontrolled puppets on the map. All survivors within a 16m range will have their aura shown for 8 seconds. This has a 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.

    Killer Perks:

    https://us.v-cdn.net/6030815/uploads/997/C1BIQMX7K5GG.png

    Puppet Master: No one escapes your wrath, no matter how long they hide. Once the hatch is activated it becomes locked for 40/50/60 seconds. The killer sees the last survivor aura for 5 seconds after the hatch is blocked. The killer cannot close the hatch after it reopens.

    https://us.v-cdn.net/6030815/uploads/699/CBUI3YSPLGLI.png

    Sixth Sense: Years of stalking have given you a sixth sense for tracking your victims. The first 1/2/3 generators touched by survivors give off a notification noise and are highlighted in yellow for 8 seconds. After a generator has been completed the repair progress of generators can be determined by the intensity of their auras for 6/8/10 seconds.

    https://us.v-cdn.net/6030815/uploads/110/3VG21T0IGAHY.jpg

    Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.

    Survivor: Gregory House

    Gregory House was a detective, who had been working for over 20 years. He didn't have a family as it would hold him back from his job. He was very smart and was the main man when it came to any murder cases.

    In his spare time he looked at old cases, mainly missing people cases. He then began to notice a correlation between a few of the cases. He began to do research, where he learned of a being called the Entity. The Entity was being worshipped by cults, believing it was taking people away to a better place to "test them". Greg became interested and joined a cult in order to find out everything he could. He didn't believe anything they were saying, expecting this to be a dead end but he was proven wrong.

    He began to hear voices, voices of people he never heard of before begging for help. Then he heard a different voice, one not begging but one who was able to silence the other voices. He knew this wasn't anything human or anything that could be caught by normal means. He then thought of a plan, a plan to try and save these people. He began to ask questions about this world that the Entity created, showing an interest which the Entity liked.

    The Entity became fond of Greg and his interest in that world. Greg knew there was no way of saving these people from the outside, so he needed to find a way inside. He asked the Entity to test him, bring him into this world to be tested. Within moments everything became dark and silent. Greg woke up next to a campfire, surrounded by the very people he heard talking to him in the real world. He believed once he got in he'd find a way to get everyone out, but he was very, very wrong.

    Survivor Perks:

    https://us.v-cdn.net/6030815/uploads/620/CCA5X8UJQ8JG.jpg

    Calling In A Favour: You have participated in repairing gens like a good survivor, you deserve a reward. After 4/3/2 generators have been completed, 2 item boxes will spawn on the map. Item boxes can be searched 30/40/50% faster.

    https://us.v-cdn.net/6030815/uploads/627/NFZG43TSCFDM.jpg

    Close Call: When you have nothing between you and the killer, you make good with what you've got. After vaulting a pallet or window during a chase you gain a token. For every token earned you gain a 5% increase to vaulting, up to a max of 3/4/5 tokens. After dropping a pallet all tokens are lost. Windows are now blocked after vaulting 4 times.

    https://us.v-cdn.net/6030815/uploads/906/I3VYBJ4CLMCU.jpg

    Die A Hero: You won't let another teammate die, no matter what happens to you. If you are unhooking a survivor you cannot be grabbed. Any damage done by the killer will happen after the unhooking is complete. Your unhooking speed increased by 15/20/25%

    Add-Ons

    Ultra Rare: Family Photo
    • Killer gains the undetectable status when within 16m of an uncontrolled puppet.
    Ultra Rare: Police Report
    • No sound from puppets during activation.
    Very Rare: Divorce Papers
    • Terror radius decreased by 8m. Every uncontrolled puppet has an 8m terror radius.
    Very Rare: Tiny Shoes
    • One extra puppet will spawn on the map. Puppet swap cooldown increased by 15 seconds. Secondary ability cooldown increased by 30 seconds.
    Very Rare: Bag Of Teeth
    • Puppets will have 1 second decreased activation time. The puppet swap cooldown is decreased by 5 seconds.
    Very Rare: Wedding Ring
    • Replaces the Pulse ability with the Block ability. The killer can send out a pulse from one of his uncontrolled puppets on the map. All vaults and generators within a 16m range will all be blocked for 8 seconds. It has 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.
    Rare: Sketch Book
    • Puppets can be placed 10m closer to each other.
    Rare: Lock Of Hair
    • The puppet has a reduced movement speed of 4.4m/s. The puppet's speed is increased to 4.8m/s when within 16m of an uncontrolled puppet.
    Rare: Scarlet's Blanket 
    • Pulse/Block ability have ranges increased by 8m.
    Rare: Bloody Clothes
    • Terror radius won't move to the new puppet for 4 seconds after activation. Activation time increased by 1 second. Cooldown increased by 10 seconds.
    Rare: Marc's Aftershave 
    • When swapping all of the puppets activate but instantly drop after activation except for the new host puppet. 
    Uncommon: Scarlet's Doll
    • Secondary ability cooldown decreased by 20 seconds.
    Uncommon: Newspaper Ad
    • If a survivor is hit within 5 seconds of activation then the puppet will lose its terror radius and red stain for 16 seconds.
    Uncommon: Wood Polish
    • Survivors are given the blindness status effect when within 16m of an uncontrolled puppet.
    Uncommon: Marc's Glove
    • Surprise attacks give survivors the Broken status effect for 60 seconds.
    Uncommon: Half Price Sign
    • Healing speed for survivors is decreased by 25% when within 24m of an uncontrolled puppet.
    Common: 1# Daddy Birthday Card
    • Activation time decreased by 0.5 seconds.
    Common: Rent Bills
    • Survivors can see the auras of uncontrolled puppets within 8m. The puppet will gain an extra 100% bloodpoints in the deviousness category for surprise attacks.
    Common: Whiskey Bottle
    • The puppet swap cooldown is decreased by 5 seconds.
    Common: Marc's Toolbox
    • Pulse/Block ability have ranges increased by 4m.

    Mori

    The puppet lifts the survivor up while in a standing position. He then stabs them in the chest with his spear, and begins to pull up, exposing the survivors rib cage. He then reaches in and pulls out their heart, drops it on the ground and crushes it. He then pulls out his spear and they just drop to the ground, dead.

    Thanks for reading, any feedback is welcome.

    This was my killer concept. I don't know if the backstory is the best you've ever seen but I hope you like it. I think the backstory is quite interesting but I may be biased lol

  • I would like to see another circus themed killer this one had the most put into detail of the fan made chapter

    https://forum.deadbydaylight.com/en/discussion/159890/smiles-and-tears-chapter-concept#latest

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