▲ 32 r/PerkByDaylight+1 crossposts

Chapter Concept: The Revenant (Killer)

Full Name: Kaleb cross Alias(es): The Revenant Age: 360 years Gender: Male Height: Tall Map Offering and Info: Spare Skull Casing Tremendously increases the chance to be sent to Red Forest when burnt. “Kaleb Cross finally discovered that he was a simulacrum; and with that he experienced all of the suffering and pain of his countless deaths, and now he is in a bloodthirsty hunt for his tormentors, and he took the name Revenant.”

Killer Name: The Revenant Primary Weapon: Dead Man's Curve is a two-handed scythe with an extendable blade much like a chain, it strikes glow brilliantly from the pain of its victims Movement Speed: 115% | 4.6 m/s Terror Radius: 28 meters

The Revenant is a merciless Killer, using his Forged Shadows, to travel quickly in any direction, cover himself with the torment of his past and take down survivors with cruel efficiency. His perks, Engine of Terror, Mechanical Torment, and Scourge Hook: Death's Embrace, allow him to demoralize the survivors, fill them with dread as death looms closer, and prevent their rescue from the claws of the entity. Difficulty Rating: (Hard)

POWER: Forged Shadows The torment of all his countless deaths now give The Revenant the ability to protect himself against the survivors' pathetic defenses, and strike them down

Special Attack: Feral Pounce Feral Pounce allows The Revenant to launch himself forward at great distances and injure any survivors who get in the way.

Hold M2 to charge up Feral Pounce, with a visual indicator of how far The Revenant will travel appearing along the ground. Feral Pounce has three different charges which will give off an audible notification to The Revenant when each charge is completed; 6 meters with the first charge, 9 meters with the second charge, 12 meters with the third charge. Each charge takes 1 seconds to complete, and it takes a total of 3 seconds to fully launch the 12 meter maximum. The Revenant moves at a speed of 14 m/s with the first charge, 16 m/s with the second charge, and 18 m/s with the third charge. Survivors who are in the pathway of The Revenant during his launch are out into the injured state. Feral Pounce has a cooldown of 4/6/8 seconds for each charge and the subsequent increased pounce range.

SPECIAL ABILITY: Threat Vision Threat Vision activates when any survivor is put into the injured state by any means; once injured, the survivor (or survivors) is/are revealed for 6 seconds; Killer instinct is applied to any survivor that heals another survivor for 2 seconds.

SPECIAL ABILITY: Shadow Skulls The Revenant can interact with 5 individual Shadow Skulls placed randomly around the map, the Skulls are highlighted in a red aura and can only be seen by the killer with a range of 25 meters, and when interacted with they give The Revenant a shroud of shadows that allows him a variety of effects:

• 5% debuff to pallet stuns (1 skull)

• 5% debuff to flashlight blinds (2 skulls

• 10% buff to pallet vaulting speeds (3 skulls)

• 10% buff to pallet/wall/generator breaking speeds (4 skulls)

• 5% buff to picking up/dropping survivors (5 skulls)

Once a Shadow Skull has been interacted with by The Revenant, the other three disappear for 45 seconds; The Revenant can collect all five skulls and keep them and their effects for 60 seconds; after the 60 seconds has depleted The Revenant loses four of his skulls and those four are put on a lessened cooldown of 40 seconds.

ADD-ONS FOR FORGED SHADOWS:

Apex Symbol Threat Vision is replaced with a mark instead of aura (A ‘mark’ is similar to killer instinct but instead of a heart beating, it is a bright red tag/token

Apex Card Whenever you interact with a Shadow Skull, Caffetti and blood spits into the air

Deathbox Shadow Skull(s) Cooldown is reduced by 2 seconds

P2020 The range in which you can see shadow skulls is increased to 30 meters

Spare Arm The first Shadow Skulls debuff is increased by 2%

Spare Leg The Second Shadow Skulls debuff is increased by 2%

Spare Head The Third Shadow Skulls debuff is increased by 2%

Spare Torso The Fourth Shadow Skulls debuff is increased by 2%

Duplicate Body The Fourth Shadow Skulls debuff is increased by 2%

Modified Blade Feral Pounce Range is increased by 1 meter (7/10/13)

Damaged Voicebox Feral Pounce Range is increased by 2 meters (6/11/14)

Spirits of Torment Feral Pounce cooldown is reduced by 1 second (3/5/7)

Shadow Fragments Shadow Skulls apply oblivious to Survivors within 14 meters

Extended Arm Attachment Shadow Skulls apply exhaustion to survivors within 12 meters; survivors who leave the range lose the exhaustion after 5 seconds, and if any survivors leave and reenter the 12 meter radius they will lose the exhaustion but will return to them after 5 seconds

Refined Hand Blade When a survivor is injured by any means; Threat Vision will reveal their aura for 8 seconds (This is not affected by perks, I.e. lethal Pursuer)

Evo Shield All Shadow Skull debuffs are increased by 5%; Survivors who enter the radius of a Shadow Skull have their aura revealed for 5 seconds

Refined Leg parts Feral Pounces’ range is increased by 3 meters (9/12/15), and Shadow Skulls cooldown is reduced by 5 seconds

Dead Man's Scythe Shadow Skulls actively move around the map at a speed of 4 m/s any survivor who enters the radius of a Shadow Skull have killer instinct applied to them for 5 seconds

Revenants Core “That little voice telling you there is still hope? It's lying.” - Revenant

Feral Pounce has a range decrease of 3 meters (3/6/9) per charge, however, survivors who are struck mid-launch are instantly downed; All shadow skull debuffs are reduced by 3%

Iridescent Shadows “I've seen the other side, there's nothing, your nothing.” - Revenant

All Shadow Skulls debuffs are increased by 5%; survivors who enter within 10 meters of a Shadow Skull have their aura revealed for 15 seconds unless they exit the range, survivors afflicted by this add-on have a red outline in their vision.

THE REVENANTS’ PERKS

Hex: Engine of Terror “Ever wonder…what if they won't miss you at all.” - Revenant

The terror of their friends dying causes survivors to become demoralized and weak; whenever a survivor is injured the weakness status effect is applied to them for 10/20/30 seconds, the weakness status effect applies survivors with 3/3/3% hindered, and 5/6/7% debuff to healing and generator repair speeds. (Hindered doesn't stack with other perks)

Mechanical Torment “That Terror in your soul? At least you only have to feel it once in your lifetime.”

Whenever you damage a generator and a survivor repairs that generator, gain a token and gain more tokens for every 15/10/5 seconds that survivor works on that particular generator. Once 15/15/10 tokens are achieved, the generator begins to regress regardless at a speed of 1/2/3 charges per second for 10/20/30 seconds until the generator no longer has progress; Mechanical Torment can only effect a single generator every 50/40/30 seconds.

Scourge Hook: Death's Embrace “I don't do this for fame or glory, I do this for fun.” - Revenant

Whenever a Survivor is hooked upon a Scourge Hook - they are entrapped by the entity's claws; during this time they cannot be rescued for under the effect of this perk until they reach the halfway mark of the first hook stage, this perk also applies to the second hook stage with the same effects; Scourge Hook: Death's Embrace can only effect 2 survivors at any given time, if a third survivor is hooked onto a scourge Hook while two other survivors are also on scourge hooks then the third survivor will not have the effect applied to them.

MISCELLANEOUS Mori and Misc Animations:

Lobby/Menu: Slowly walking back and forth while staring at the viewer, occasionally runs directly at the viewer, growling lowly

Locker Search: Grips the locker and rips it open, groans, then slamming it

Locker Grab: Fingers crackle and snap as they wrapped around the Survivors neck before lifting them out and into the air

Survivor Pick Up: Grabs their hair lifting them up in front of himself

Pallet Stun: “your death will be nice and slow.” As he recoils from the pallet

Flashlight Stun: “Raah! Dammit!”

Pallet Break: Slams the sharp edge of his summoned scythe in the middle of the pallet, splitting it in half.

Wall Break: Brings down the sharp edge of his scythe into the wall, smashing it apart.

Survivor Sacrificed: “I'll see you on the other side skin suit.”

Base Mori: Slowly approaches, his index finger to his mouth, “Shhhh…” before appearing behind the survivor in a swath of darkness, gripping their neck and breaking it with a single motion; “HaHaHaHa!”

Additional Mori: He approaches the survivor before his left hand sharpens and pierced the survivors chest, ripping on their heart and allowing the body to collapse - Revenant then lift the shaft above his face and lets the blood pour down from the still beating heart (will activate when a survivor was afflicted with Threat Vision within the last 10 seconds)

Additional Mori: Revenant runs quickly at the survivor before cleaving through their body with his scythe, the survivor falls into two pieces.

u/Icy-Leg-1459 — 18 days ago

Killer Concept: The Beast (Amnesia The Bunker)

Full Name: Augustin Lambert

Alias(es): The Beast

Age: 20-30 years

Gender/Pronouns: Male/unknown

Map Offering and Info: Abandoned Bunker

Tremendously increases the chance to be sent to The Bunker when burnt. “They say a beast once wandered this bunker, no one knows where it came from, or how it was born, but they do know it still roams these lands; waiting to devour its next meal.”

LOAD-OUT

Killer Name: The Beast

Primary Weapon: Teeth and Claws, grown from Lambert's mutated body during transformation

Movement Speed: 4.6% | 115% m/s

Terror Radius: 20 meters

The Beast is a Tunneling Killer, using his power, Enter The Depths, to Scare, Reveal, and Capture Survivors. His perks, The Hunger, Circuit Breaker, and Prey Drive, allow this tunneling killer to gain an advantage from survivors recovering, cause disturbances in their Generators, and hunt them down for working on the objective. Difficulty Rating: (Moderate.)

POWER: Enter The Depths

Utilize the tunnels to traverse the map, and catch survivors by surprise. You have the ability to enter one of the 4-6 randomly generated/randomly placed tunnel ports around the map; you also have the ability to dig straight down and access one of your tunnels in that fashion, but you move at a reduced 12 m/s compared to your basic 18 m/s, and a cooldown of 30 seconds. When you are moving through a tunnel, or are about to exit a tunnel, survivors can see visible dust coming from the entrance, this only happens if the tunnel(s) are not boarded, if boarded there will no dust, but the loud sound of you breaking the boards.

POWER SURVIVOR INTERACTION: Crate Hammer

Survivors are not helpless to your tunnels; around the map there are 4-6 random generated/randomly placed item boxes around the map, with one being guaranteed in the Basement. Opening these item boxes, which takes 5.5 seconds, gives survivors the Crate Hammer. The Crate Hammer allows survivors to board up any nearby tunnels; it takes 2/3/4 seconds to apply 1/2/3 boards, for each board The Beast takes 0.75 seconds to break through them, adding up to 2.25 seconds total. The Crate Hammer has 2 uses, and reappears in item boxes after 60 seconds.

SPECIAL ATTACK: Claw Swipe

Press M2 to enter Predatory Focus Mode after 1.5 seconds — Your basic attacks are replaced by the Special Attack “Claw Swipe” which extends your lunge range by 1 meter, and if a survivor is hit, they are inflicted by Deep Wound. Claw Swipe cannot down survivors and has a 10 second cool down, in which you have your Basic Attack returned.

SPECIAL ATTACK: Horrible Bite

While in Predatory Focus Mode, hold M2 when close to a survive to activate “Horrible Bite.” Horrible Bite allows you to grab healthy survivors and hold them, intiating a brief skill check mini-game, during which neither you nor the survivor can move; to escape Horrible Bite, survivors must hit skill checks that appear on their screen, hitting 3 of these skill checks in a row allows the survivor to escape into their healthy state but they do not gain the On-Hit Sprint Boost, and if a survivor successfully completes the mini-game, you are stunned for 3.5 seconds. If a survivor fails 1 or 2 of the available skill checks, the metric of this being completely random, they will instantly enter the downed state. Horrible Bite’s cool down is 5.5 seconds when missing or hitting a wall in which you are reduced to 1.15 m/s for that small period of time. After a healthy survivor is grabbed once by Horrible Bite, it gets harder and the skill check zones reduce greatly, on the third Horrible Bite if the survivors escapes twice in a row prior the mini-game is disregarded completely and they are put into the injured state, and the On-Hit Sprint Boost is applied normally, or the downed state if they were already injured.. Predatory Focus Mode lasts indefinitely except for a 5 second cool down when leaving a tunnel.

SPECIAL ABILITY: Screech

Whenever exiting the tunnel, you'll screech and reveal the position of any survivor within 6 meters by causing them to scream.

SPECIAL INTERACTION: Seize

Whenever a survivor travels over or pass a tunnel, The Beast can dig up or reach out and seize the Survivors, dragging them through the tunnels dealing a heal state and incapacitated for 15 seconds once released, after being dragged for 5 seconds or if the killer purposefully releases them by crawling out of a tunnel, the survivor is teleported away from the tunnels to a random position on the map far from The Beasts terror radius.

ADD-ONS FOR THE BEAST

Torn Shirt Fragments: “The transformation caused his body to deform, tearing through his garments.” increase the time to heal deep wound by 3 seconds

Army Helmet: “All soldiers are required to wear a speciality helmet.” Claw swipes cool down is reduced from 10 seconds to 8 seconds.

Bullet Casing: “Could be reused sometime in the future.” Survivors don't lose a health state from Horrible Bite by any means but the killer gains 100+ bloodpoints in deviousness.

Water Canister: “Drink Lambert, I'm going to get you out of here.” Replaces Screeches “Scream” with 5 second Killer instinct.

Mess Kit: “Eat soldier, we all need to rest and gather our bearings.” Your terror radius is now detectable when in tunnels and increases to a range of 28 meters while traveling, you move at an increased 19 M/s when inside tunnels.

Gas Mask: “Put this on Henry, you're not dying here!” -lambert Whenever exiting a tunnel you keep the undetectable status effect for 5 seconds.

Trench Shovel: “Dig, Men, Dig! We can't let the enemy pass this point!” Any survivor within 4 meters of a blocked tunnel are afflicted with oblivious until they leave the range.

Bandage Can: “Patch up your wounds, soldier.” 10 seconds are added to the Crate Hammers respawn time. (60 to 70 seconds)

Adhesive Medication: “It stings, but it will keep you alive.” The cool down of Horrible Bite after missing or hitting a wall is reduced by 0.5 seconds.

M1 Garand: “The bullets hit his body, yet he still pursued the foolish prey.” Increases the range of Claw Swipe by 1.5 meters, the cooldown increases to 12 seconds.

Colt M1911: “Lambert was no more, now there is just a forever hungry beast.” Increases tunnel travel speed from 18 m/s to 20 m/s.

Playing Cards: “Care for a game?” Once screech is activated, survivors reveal their aura for 4 seconds instead of screaming, the range is deceased by 2 meters.

Combat Knife: “We found his body in the wall, his bones were broken and his neck was torn.” The Crate Hammer now only has one use, but can place boards 0.5 seconds faster, the survivors aura is revealed when collecting a Crate Hammer for 2 seconds.

Bush Machete: “The machete was lodged within Lambert's chest, but not even that stopped his relentless pursuit.” Survivors can be dragged for an extra 2 seconds, and whenever they are released all survivors have their aura revealed for 6 seconds.

Bunny Doll: “Beneath Lambert's Monstrous body, his humanity was revealed, as he picked up the doll somberly, remembering his daughter, who he would never see again.” Have a 2% haste boost for 8 seconds whenever exiting a tunnel.

Hand Grenade: “Not even the explosives could cause him harm.” Survivors released from Horrible Bite suffer the broken status effect for 40 seconds if injured, and survivors suffer from the exhaustion status effect for 15 seconds if healthy.

Red Flare: “The beast hates the sound and the heat of the flares!” Break through boards 0.25 seconds faster, and any survivor attempting to board are afflicted by oblivious for 45 seconds, any boards blocking a tunnel are revealed to you indefinitely.

Dynamo Flashlight: “A simple and trustworthy flashlight to guide you through the darkness.” Whenever in tunnels, gens auras are revealed in a white aura, whenever a gen is being worked on that aura is turned to yellow with 50% progress, and becomes red when close to being finished.

Gift of Light: “The light that was once your weakness is now your advantage.” Whenever you exit a tunnel, any random generator explodes, losing 5% progress and begins regressing, a generator that explodes is revealed in a yellow aura whenever survivors try to prevent the regression, if survivors are on the gen when it explodes; their aura is revealed for 5 seconds. (The yellow-gen aura ends after a survivor stops the regression)

Tainted Water: “The fluid began his transformation, it turned Lambert into a monster!” Any survivor that blocks a tunnel is afflicted with exposed for 25 seconds, your speed in tunnels is increased to 22 m/s permanently, but it takes 2 seconds longer to exit tunnels naturally.

THE BEASTS PERKS

Hunger: “Your prey recovering fills you with the desperation to satiate your hunger.” Whenever a survivor heals by any means, you gain a haste boost of 1/2/3% for 5/6/7 seconds, cooldown of 40/30/20 seconds. (Stackable)

Circuit Breaker: “Your presence alone causes disturbance in any electrical devices.” Entering within 10/12/14 meters of any generator applies regression, this perk can affect two generators and goes on a 120/100/90 second cooldown. (Does not work while in power)

Prey Drive: Whenever a survivor repairs a generator within your terror radius, you gain undetectable and that survivor's aura is revealed for 2/4/6 seconds, this perk then goes on cooldown for 55/50/45 seconds.

MISCELLANEOUS (Lobby Animations, In-Game Animations, Mori)

Menu: burrows up from the ground and roars loudly, before taking a still, hunched over position, occasionally going back into the ground or screeching.

Locker: snarls when finding a survivor and grabs them by their neck with the left hand. Snarls whenever a survivor isn't found.

Basic Attack: Loud Growl and swiping the right hand to the right, cleaning the claws of fresh blood.

Special Attack(M2): Loud screech and swiping claws angrily at the air.

Hook: Roughly lifts and presses survivor onto the hook, subtly hissing.

Gen kick: Slashes and digs claws into the generator.

Wall: Presses claws and weight into the door, smashing through it harshly.

Pallet: Loud screech and digging claws into the pallet, breaking it in half.

Flashlight: Hisses and cowers low to the ground in pain, before hissing angrily once more.

Stun: Angry snarl and claw swipe.

Mori: Chase the running survivor before slashing their calves causing them to fall on their face and turn around, then rapidly bringing claws down onto the survivors face, ripping off the jaw, slashing the head, and tearing through the flesh and bone of the survivor, only backing off once leaving a bloodied mess.

_____________________________________________________

This is a Killer concept idea I made a few months ago, it might be a bit outdated in some sections but I tried to update it with the current state of the game in mind (Also regardless of the fact that I doubt this would ever be implemented), thank you for viewing if you looked through the whole thing, depending on how well this does I might showcase some of the many other ideas I have created.

u/Icy-Leg-1459 — 30 days ago

Saved this Juvenile Five/Blur-Tailed Skink from drowning

Noticed it stuck in a tub of deep water and it couldn't climb out; emptied out the rainwater and put him away into a spot with lots of places to hide

u/Icy-Leg-1459 — 1 month ago
▲ 16 r/Lizards

Saved this little guy from drowning, Five/Blue-Tailed Skink right?

I live in Eastern Kentucky, common talk around here calls them Blue-Tails :)

u/Icy-Leg-1459 — 1 month ago
▲ 1.1k r/adhdmeme

Jokes aside; ADHD is not something that is "fun to have."

I blame TikTok, and sorry if this is a bit serious but I've been thinking about it

u/Icy-Leg-1459 — 1 month ago