New chapter ideas

I wanted to make a forum about possible original or licensed chapters. Here are the Criteria:

-A killer or survivor (an existing movie or game character or just an original idea)

perks (do as many as you want, be creative!)

A power

1 possible add on.

Here's my idea.

Killer: The Zombie (Jason Voorhees from Friday the 13th movies)

perks:

  1. Endless Pursuit- Nothing can stop you. Nothing ever will.

Whenever a survivor in a chase escapes, gain a 7/8/9% haste for 10 seconds and become undetectable for 10/15/20 seconds.

Haste increases movement speed

Undetectable hides the killer's terror radius and red stain

2. Vengeful Rage- Your desire and hungriness to avenge yourself allows you to gain inhuman abilities.

When you search a locker, see all survivors' auras that are at least 45/40/35 meters away from you.

The affected survivors gain the oblivious status effect for 10/15/20 seconds.

3. Hex: Lock and key- The people who dare to challenge you will forever regret it.

When a healthy survivor is put into the injured state, if there is a dull totem on the map, this hex is applied to it.

Every time a survivor is injured by any means, this perk gains a token.

1 token- survivors receive a 10% penalty to healing and unhooking.

2 tokens- additional 4% repair and healing speed penalty

3 tokens- additional 3% repair and healing speed penalty

4 tokens- All survivors gain the oblivious status effect

5 tokens- exit gate switches are blocked for 90 seconds when being interacted with

This effect persists until the hex is cleansed.

I have no idea for a power that isnt recycled, so I'm skipping this one.

1 add-on- Blood-stained pipe, a pipe used on Jason's first killing spree (Iridescent rarity)

When a survivor is hit during (power) they gain the oblivious, mangled, and hemorrhaged status effect for 60 seconds.

Have fun!

381210_12.jpg

Comments

  • Ideas seem solid, however, the locker perk seems to op, also, should the meter values be reversed? Like 35/40/45 meters? Also a cooldown for this perk would be needed if the range isn't reduced like 1m & 30s or so, bc that big of a range for no cooldown would cause some serious unbalancing issues

  • @KingOfDoom55 said:

    Ideas seem solid, however, the locker perk seems to op, also, should the meter values be reversed? Like 35/40/45 meters? Also a cooldown for this perk would be needed if the range isn't reduced like 1m & 30s or so, bc that big of a range for no cooldown would cause some serious unbalancing issues

    I was going in order of very rare to common. Cooldown of 80/70/60 seconds seem good? You have to realize that these are just ideas and will probably never come to dbd.

  • here’s my idea.

    The Warden (Brutus) from Black Ops 2

    With a portion of the Alcatraz map from bo2

    M1 Baton

    M2  a chain the warden can whip towards the survivors. If they hit the chains grabs the survivor and pulls them towards him 

    | Special ability 

    • Lockdown 

    Will lock gens not being worked on for 45 seconds. If a survivor leaves a gen it will lock. The wardens key spawns randomly on the map. It takes 80 seconds for lockdown to begin. 

    If a survivor picks up the key they can begin the skill checks. Which will reset lockdown timer. If the survivor misses a skill check it has a 3% penalty regression for all locked gens 

    When a survivor picks up the wardens key, they are exposed until they drop the key or finish the skill checks. 

    if they get hit while holding the key, deep wound will be applied 

    The warden can teleport in front of the key. 

    | Perks 

    • Hex: Wardens curse 

    Survivors healing speed, gen speed and unlocking chests are decreased by 3%. 

    Every death the penalty goes up by 1% 

    If a survivor is 20 meters of the hex totem, it will be revealed to the survivor. Every death the totem aura goes up by 2

    • Brutus’ Spirit 

    When a gen is completed expose a survivor within 26 metres. If a survivor is exposed they are hit with oblivious. Lasts for 20 seconds. Has a 60 second cooldown 

    • Corrupted keep 

    At the start of the trial survivors are hit with oblivious Grants the killer a 5% haste 
    Lasts for 20 seconds


    Not sure about the add ons and don’t know if the perks would be good but Brutus would be a cool killer in dbd

  • @ZestyJaegerBoi said:

    here’s my idea.

    The Warden (Brutus) from Black Ops 2

    With a portion of the Alcatraz map from bo2

    M1 Baton

    M2  a chain the warden can whip towards the survivors. If they hit the chains grabs the survivor and pulls them towards him 

    | Special ability 

    • Lockdown 

    Will lock gens not being worked on for 45 seconds. If a survivor leaves a gen it will lock. The wardens key spawns randomly on the map. It takes 80 seconds for lockdown to begin. 

    If a survivor picks up the key they can begin the skill checks. Which will reset lockdown timer. If the survivor misses a skill check it has a 3% penalty regression for all locked gens 

    When a survivor picks up the wardens key, they are exposed until they drop the key or finish the skill checks. 

    if they get hit while holding the key, deep wound will be applied 

    The warden can teleport in front of the key. 

    | Perks 

    • Hex: Wardens curse 

    Survivors healing speed, gen speed and unlocking chests are decreased by 3%. 

    Every death the penalty goes up by 1% 

    If a survivor is 20 meters of the hex totem, it will be revealed to the survivor. Every death the totem aura goes up by 2

    • Brutus’ Spirit 

    When a gen is completed expose a survivor within 26 metres. If a survivor is exposed they are hit with oblivious. Lasts for 20 seconds. Has a 60 second cooldown 

    • Corrupted keep 

    At the start of the trial survivors are hit with oblivious Grants the killer a 5% haste 
    Lasts for 20 seconds


    Not sure about the add ons and don’t know if the perks would be good but Brutus would be a cool killer in dbd

    Absolutely he would. Corrupted keep would pair really well with corrupt intervention. Though i do have to say that Hex: Warden's Curse would be thanatophobia but a hex that can be cleansed. I would say maybe it could be buffed to a higher percent, but everything else is solid. nice idea 👍️

  • @Criteria said:

    I wanted to make a forum about possible original or licensed chapters. Here are the Criteria:

    -A killer or survivor (an existing movie or game character or just an original idea)

    perks (do as many as you want, be creative!)

    A power

    1 possible add on.

    Here's my idea.

    Killer: The Zombie (Jason Voorhees from Friday the 13th movies)

    perks:

    1. Endless Pursuit- Nothing can stop you. Nothing ever will.

    Whenever a survivor in a chase escapes, gain a 7/8/9% haste for 10 seconds and become undetectable for 10/15/20 seconds.

    Haste increases movement speed

    Undetectable hides the killer's terror radius and red stain

    2. Vengeful Rage- Your desire and hungriness to avenge yourself allows you to gain inhuman abilities.

    When you search a locker, see all survivors' auras that are at least 45/40/35 meters away from you.

    The affected survivors gain the oblivious status effect for 10/15/20 seconds.

    3. Hex: Lock and key- The people who dare to challenge you will forever regret it.

    When a healthy survivor is put into the injured state, if there is a dull totem on the map, this hex is applied to it.

    Every time a survivor is injured by any means, this perk gains a token.

    1 token- survivors receive a 10% penalty to healing and unhooking.

    2 tokens- additional 4% repair and healing speed penalty

    3 tokens- additional 3% repair and healing speed penalty

    4 tokens- All survivors gain the oblivious status effect

    5 tokens- exit gate switches are blocked for 90 seconds when being interacted with

    This effect persists until the hex is cleansed.

    I have no idea for a power that isnt recycled, so I'm skipping this one.

    1 add-on- Blood-stained pipe, a pipe used on Jason's first killing spree (Iridescent rarity)

    When a survivor is hit during (power) they gain the oblivious, mangled, and hemorrhaged status effect for 60 seconds.

    Have fun!

    https://us.v-cdn.net/6030815/uploads/QLULBF9ZRYNO/381210-12.jpg

    I scent RE3 coming soon.

  • It already is here? Nemesis and Jill are in dbd

  • @SoGo said:

    Movement Speed: 115% or 4,6 m/s
    Terror Radius: 28 meters
    Lullaby: 72 meters (non-directional)
    Height: Tall
    Weapon: Strange Appendages

    Power: Urban Legend

    „Strange drawings and notes started to appear around the forest. Some folks tried to collect them.... and were never seen again.“ [Unsigned note]

    Special State: Looming

    The Slenderman can switch between 2 modes: Looming and Pursuit. Switching between these states can only be done while not in a direct line of sight of a survivor and has a 10 second cooldown.
    While in the Pursuit state, you function as a regular killer.
    While in Looming state, your movement speed is increased to 6,0 m/s, you become invisible and Undetectable. You cannot interact with the enviroment or survivors unless using Jumpscare.

    Special Attack: Jumpscare

    When in the Looming state, you can preform a Jumpscare by holding down the M2 button. This causes you to become visible and freeze in place. If you do this in a LOS of a survivor, their camera swings towards you and Frightened start building up.
    Once a survivor is fully Frightened, you can preform an attack towards them which will teleport you right in front of the survivor, switches their camera to 1st person (similar to Sadako's lobby jumpscare) and take away one Health State from them.

    Special Effect: Frightened

    This effect triggers passively when a survivor looks at The Slenderman, and decays slowly while they are looking away. If a survivor spots you while preforming a Jumpscare, the speed at which it accumulates is greatly increased.
    It causes the survivor to start seeing everything except the Slenderman in a hazy, static-like way, as well as showing their direction to you. The more of it is accumulated, the harder it is for the survivor to flick their camera away from you.

    Special Mechanic: The Eight Pages

    When The Slenderman is the killer in the trial, only 6 generators spawn, with the objective being to repair 4 of them. The fifth one is replaced by The Eight Pages, which are hung up randomly around the trial. Survivors will become aware of this only when they spot you for the first time.
    When coming near one, the survivors have to remove it in a short interaction.
    Every time a page is collected, the map becomes foggier, the lullaby becomes louder and more disorienting, the speed at which Frightened accumulates increases, and your Terror Radius shrinks. All of these effects are reverted once all Pages are collected.
    You can see the auras of the Pages at all times, and you will be warned with an audio cue and Killer Instinct every time one is collected.

    Thoughts?

    @SoGo said:

    Hello!

    I decided to create a concept of a power based on one of the enemies from Dark Deception - The Dread Duckies. All feedback is welcome. Enjoy.

    https://us.v-cdn.net/6030815/uploads/SQWR567LLN6R/img-20241021-182516.jpg

    https://us.v-cdn.net/6030815/uploads/C5Z4A6423ZQV/img-20241021-182540.jpg

    Movement speed: 110% or 4,4 m/s
    Terror radius: 24 meters
    Height: Medium
    Weapon: Extendable Inner Jaw

    Killer Power: Deadly Deception


    "Born from the souls of liars, the Dread Duckies now serve as protectors of one of the Ring Pieces, using their deceitful personality to toy with their victims"

    Special Locomotion: Body Switch

    Along with you, 7 Inactive Dread Duckies spawn in the Trial. Using the Control button, you can initiate the Body Switch.
    Initiating Body Switch will cause the Ducky you are currently controlling to stop and sit down, making you Undetectable. You can now choose which Ducky you will inhabit next. You can change the Ducky with the Q and E keys, finally selecting with the Control button.
    While choosing a Ducky, you can't see Survivors, Auras or Scratch Marks. You can still see pools of blood and hear normally.
    Selecting a Ducky will cause you to inhabit it,  making the ability to go on a 30 second cooldown. When inhabiting a new Ducky, you will appear inactive and Undetectable until moving. Moving will cause the Ducky to spring to life and ends the Undetectable. Moving your camera will not cause this.

    Special Attack: Inner Jaw

    The Dread Ducky has access to the Inner Jaw attack. This is a mid-ranged attack which stuns the survivors on impact, causing them to stop moving.
    To recover, the stunned survivor must repeatedly press the F button.
    The attack takes a bit of time to wind up and your speed decreases slightly while aiming.
    The hit and miss cooldowns are identical to the ones of a basic attack.

    Special Event: Frenzy

    60 Soul Shards and a Ring Altar spawn at the start of a Trial. Survivors can collect them by touching them or repairing a generator in a 24 meter radius of them. Hooking a survivor takes 25% of all their shards and puts them back to their positions.
    If the survivors collect all Soul Shards, they become able to interact with the Ring Altar, taking the Ring Piece. This will prevent the Frenzy from happening.
    Once all Generators are powered, the Dread Ducky will unlock Frenzy:
    • The movement speed of the Dread Ducky is increased to 115%
    • The Doom Ducky becomes accessible.
    • The cooldown of Body Switch is halved.

    Special Enemy: Doom Ducky

    Using Body Switch while Frenzy is active lets you become the Doom Ducky. You can select one of two spots for it, with both of them being near Exit Gates.
    You can preform Body Switch while using the Doom Ducky, changing spots or becoming the Dread Ducky again.
    While playing as the Doom Ducky, you can use two attacks:
    • Extendable Head (M1): A ranged attack that upon being charged lets you extend your head forward quickly, instantly downing survivors upon hitting them.
    • Dull Duckies (M2): A stun attack which will let you throw a lifeless Dread Ducky, which will stun survivors on impact. To recover, they will have to mash the F button repeatedly.

    The Dread Ducky's Unique Perks:

    Last Resort:

    The possiblity of your prey escaping your grasp drives you into a state of frenzy.

    This perk activates once the Endgame Collapse is triggered. Once you are in a 12 meter radius of the Exit Gate area, you can activate this perk's effects for 5/7/10 seconds:
    • Your speed increases by 10%.
    • The Exit Gate becomes blocked.
    • Your Lunge increases by 50%.
    • The auras of survivors in the range are shown to you.

    "You gathered all of the Soul Shards. The ring Piece is now exposed, and the monsters will go into a frenzy."  -Bierce

    Sealed Away:

    Even in the realm of the Entity, the souls of your victims help you to trap them in.

    Whenever you injure, down or hook a survivor, get a token, up to 20.

    Once you gain more than 10/7/5 tokens, you can use all of them to Seal Away a generator.

    Doing so will randomly spawn a Soul Shard into the trial for each token you have and make the generator blocked until all Soul Shards are collected.

    Survivors can see Soul Shards' auras from 12 meters away.

    You can't collect tokens while a generator is Sealed Away.

    "Ah-ah-ah! I've got you now, mortal." - Malak

    Hex: Voices of Illusion

    A hex that feeds on the fear and anxiety of survivors, overwhelming them with sounds and tricking their minds.

    2 random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius, even when they normally wouldn't be.
    Both effects deativate when the second Totem is cleansed

    "They're trying to blend in, eh? Let's see how well you pay attention to details." - Bierce

    @SoGo said:

    https://us.v-cdn.net/6030815/uploads/9FF06RBI5GGZ/img-20250116-075440.jpg

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

    Lore:

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

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

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

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

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

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

    Power: Everpresent Warden

    Special Ability: Hearing

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

    Special Interaction: Masks

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

    Special Prop: Locked Cabinets

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

    Special Effect: Insanity

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

    Perks:

    Solitude:

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

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

    I Heard That:

    You can hear everything, every sound and whimper.

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

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

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

    Punishment:

    Disobedience is never allowed under your command.

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

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

    Here are three of mine.

    All of them are licensed.