デッドバイデイライト

デッドバイデイライト

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Killer Concept: Xenomorph
作者: Yeastisbae
A fresh take on a much-requested killer, the ever-popular Xenomorph. There are a few existing fan-made chapters out there, but none really matched my vision, so here we are.
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Killer Specs and Lore
Speed: 4.6 m/s

Terror Radius: 32m

Height: Tall

Killer Weapon: 3-Fingered Claws
Covered by a silicon-based exoskeleton, these tough raptorial claws are useful to restrain and dig into prey.

The Xenomorph
"A hostile and parasitic extraterrestrial species that is known for its acidic blood, pharyngeal jaw and host-dependent biological life cycle. The Xenomorphs are predators with the goal of expanding their own species and killing or infecting any life they encounter."
-From Villains wiki on Fandom

The Xenomorphs display an unwavering commitment to the expansion of their species' domain, instinctively conquering and infecting all available planets they come across. How one found its way into the Entity's realm, no one can be sure. The Entity has got herself a fiesty new creature to toy with, but let's hope things don't get out of hand, else the realm may become another hive.

Their personal Perks, Accelerated Growth, Game Over, and Parasitic Bond, give them the ability to locate their prey and dominate the playing field when it matters most.

Fun fact: As a warrior drone for the species, The Xenomorph is canonically asexual, as only eggs laid by the hive's Queen can produce more Xenomorphs.
Killer Power: Perfect Organism
Surreptitious Hunt


Your perfected form gives you peerless functionality towards moving about unnoticed. Press the Power button when the Power gauge is full to enter Surreptitious Hunt. While in this mode, you gain the Undetectable Status Effect. Performing a Basic attack cancels Surreptitious Hunt, triggering its 24 second cooldown before it can be activated again.

When in Surreptitious Hunt, shining Flashlights directly at The Xenomorph or detonating Firecrackers or Flashbangs near them will deplete the Power gauge and force them to end Surreptitious Hunt. This does not stun the Xenomorph.

SPECIAL ABILITY: Descending Haunches


While in Surreptitious Hunt, press the Power button to crouch.
Press it again when crouched to stand.
The Xenomorph moves at a slower speed when crouched (3.6 m/s).
While crouched, the Xenomorph muffles all its growls and other sounds.

SPECIAL ABILITY: Quadrupedal Dash


While crouching, hold the Active Ability button to consume a token and initiate a Quadrupedal Dash. The Xenomorph moves quickly on all fours, keeping its profile to a minimum. During the Quadrupedal Dash, the Xenomorph cannot perform a Basic attack, but can still perform Interrupt actions (such as gen/totem/chest/gate/glyph grabs or injured vault grabs). You cannot search lockers or pick up downed survivors while in Quadrupedal Dash.

Quadrupedal Dash can only be activated once per token. Tokens are refilled along with the Power gauge for Surreptitious Hunt. You have 1 token max by default.
After 2 seconds, you may cancel Quadrupedal Dash early by pressing the Active Ability button again.

It takes 3 seconds to transition out of a Quadrupedal Dash into Descending Haunches.

SPECIAL ABILITY: Facehuggers


Press and hold the Active Ability button (while not crouching or dashing) to summon a Facehugger to the highlighted incomplete generator. Up to 2 Facehuggers may exist in the trial at a time. Once summoned, an egg will appear in an empty totem-spawn-spot closest to the targeted generator. A Facehugger will hatch from the egg, causing a local sound cue, and approach the generator until it spots a survivor. While on the ground, Facehuggers make occasional quiet screeches. Upon finding a survivor, the Facehugger will attack similarly to Victor's pounce.

A missed pounce leaves the Facehugger vulnerable to being crushed, upon which a pool of acidic blood is generated in a 1.5 meter radius from the corpse. After 3 seconds, this pool activates and any survivor that steps in it suffers from the Incapacitated Status Effect for 30s. The pool remains for 20 seconds. Facehuggers may be summoned again after 24 seconds if crushed.

A successful pounce will result in the Facehugger latching onto the survivor's face, applying the Blindness Status Effect. Once on, the Facehugger will begin laying its eggs down the survivors throat, doing so for as long as it remains latched. As this occurs, the survivor's Burst timer begins to decrease.

Upon the activation and powering of the Exit Gates, all previously latched survivors' Burst timers start counting down from whatever amount is left. When a survivor's activated Burst timer reaches zero, infant Xenomorphs burst from their chest, instantly putting them into the Dying state, causing them to scream and reveal their location.

A Facehugger may only be removed by the latched survivor themselves, by holding the Active Ability button and standing still. Progress is not lost if the action is interrupted. When the Facehugger first latches on, it tightens its tail securely around their neck, and attempting to remove the Facehugger immediately takes considerable effort and time. As the Facehugger lays its eggs, it becomes more relaxed, and gradually loosens its grip. After a considerable amount of time (and eggs), removing the Facehugger becomes a trivial and quick task.

The rate at which a latched survivor's Burst timer decreases follows an exponential decay, with an initial value of two and a half minutes (150 seconds), a half-life of one minute (60 seconds), and a minimum final value of 30 seconds.


The time required to remove the Facehugger (or more accurately, the speed at which progress is made towards completing the Remove action) changes linearly over time.
Completing the Remove action takes 30 charges. The initial rate of charges/second starts at 0.85 c/s and increases to a rate of 4 c/s after 210 seconds.
This effectively makes the Remove action take around 24.6 seconds if started immediately, and 7.5 seconds if started at 210 seconds or any point past that. This also means the longest possible Burst timer is 120.3 seconds.
See the equations behind this graph here: https://ibb.co/KcPnq4Q

Downing a latched survivor removes the Facehugger, whereupon the Xenomorph will pick up the detached Facehugger (similar to Pinhead picking up the Lament Configuration after downing the survivor holding it.) As only two Facehuggers may exist in the trial at a time, this is the only way to get them back should a survivor refuse to remove the latched Facehugger.

Additionally, should a Facehugger be avoided completely and left to loiter around their target generator, the Xenomorph must first go and pick up the lost Facehugger before summoning it again to another generator. Unlatched Facehuggers' auras can be seen in white from any distance.

A previously latched survivor may be latched again, whereupon the decay of the Burst timer will resume where it left off. The Remove action, however, will restart from the beginning, taking the usual amount of time to remove.

"You still don't understand what you're dealing with, do you? The perfect organism. Its structural perfection is matched only by its hostility."
-Ash
Power Trivia
Surreptitious Hunt
  • Performing a Basic Attack depletes the Power gauge and deactivates Surreptitious Hunt for 24 seconds.
  • Lightburn from Flashlights takes 2 seconds to initiate.
  • Lightburn from Perks using/supplying Flashbangs or from Firecrackers is instantaneous.
Descending Haunches
  • Movement speed while crouching: 3.6 m/s
  • The transition time of Descending Haunches is 0.2 seconds, making teabagging possible.
Quadrupedal Dash
  • Charge time: 2 seconds
  • Movement speed while using Quadrupedal Dash: 7.82 m/s or 195.5%
  • Duration: 10 seconds
  • Cool-down time: 3 seconds
  • Using or ending Quadrupedal Dash does not end Surreptitious Hunt.
Facehuggers
  • Summon Charge time: 0.75 seconds
  • Generators within 30m of The Xenomorph cannot be used as target locations for summoning Facehuggers.
  • Hatch time: 1.5 seconds
  • Crawling speed: 3m/s
  • Pounce charge time: 1 second
  • Vulnerability time on missed pounce: 3 seconds
  • Crushing a vulnerable Facehugger takes 0.35 seconds.
  • Crushed Facehuggers cannot be summoned for 24 seconds.
  • A successful Pounce interrupts actions (such as totems, hook saves, etc).
  • Skill Check Chance (on removing): 25%, tested each second
  • Picking up a Facehugger (as the Xenomorph) takes 1 second.
  • Up to 2 Facehuggers may exist in the trial at a time.
  • If a Facehugger does not find any survivors on the target generator, it will remain stationary at the generator.
  • When entering the Dying State from having your Burst timer expire, the Facehugger dies.
  • Entering the Dying State by any other means causes the Facehugger to detach and remain stationary.
  • Escaping the Trial with a Facehugger latched-on awards 5000 Bloodpoints.
Notes
Let's talk about the point of:

Surreptitious Hunt
Pressing M2 starts stealth, pressing M1 cancels it.
Moving at 4.6 m/s, you can easily get the drop on people and go for grabs/free hits. However, you have no chase power for 24s after (hopefully) getting your first hit. Unlike Ghostface, you can't be revealed, but you also cannot stalk or one-shot people.
While standing, the Xenomorph makes quiet, intermittent guttural hisses.


Descending Haunches
Crouching lowers your profile and suppresses all noises. Movement speeds and crouch times are identical to ghostie, and you can attack while crouched. Crouching right before going in for a grab could be wise, but since you're slower they do have more time to react to your approach.
Mostly, it serves as a way to activate the dash instead of summoning a facehugger, since they use the same button.


Quadrupedal Dash
Uber mobility without the threat of an attack. Use this to approach and sneak up on survivors working on gens, or to get around the map. Think of an Oni dash (with its constant forwards velocity) but with no limited turning rate and no attacks.
With only one use per 24s by default, the power this mobility gives is limited somewhat by how often it can be used.

You can risk using the dash to try and get a grab off a gen with your speed, but if it fails, you won't be able to attack until the 3 second transition ends, and the survivor may make it to safety.
Since the transition does not make any audio cue (and doesn't end Surreptitious Hunt), ending the dash behind cover near your target and then approaching normally should be viable. Given that you run on all fours, your POV is lowered to a height similar to how Blight's used to be.


Facehuggers
By having the Active Ability button (think Dead Hard, For the People, etc.) be used for the Remove action allows for the latched survivor to do all things with M1 and M2 and Space like gens, healing, vaulting, items, etc. The Remove action would be similar to Snap Out of It but only in the sense that you have to stay stationary to start the Remove action. To my knowledge, no perks use E while simply standing still- either you're sprinting for DH, or in the middle of an action or next to something, like FtP, Repressed, Blast Mine, or a Boon. The stationary requirement is a little more punishing to your efficiency, as it's supposed to be, but it also allows for other "E" perks to be usable with a facehugger.

Should a survivor become (or remain) latched once the exit gates are powered, their Burst timers will be both activated and actively shrinking. In certain cases, such as if a survivor is latched for the first time (or second time after bursting once already) the first sixty seconds that it is on will count double. Ignoring the facehugger and trying to escape with it on would only leave you with 78.471 seconds before bursting.
See the graph here: https://ibb.co/ws3588L

You may have thought of this already, but the existence of No Way Out and Remember Me means the facehuggers can have some serious ramifications. Waiting until later to remove the facehugger (or ignoring the issue entirely by treating it as a hip new facemask) lets you waste less time, but this can mean giving a free down at the end of the match.

That being said, there's ample counterplay for this, seeing as it's a down and not a death. I'm not a huge fan of how Pig's RBTs are a straight up kill.

For example:
Your teammates can save you if they themselves haven't burst yet, via healing you, a flashy save, or a bodyblock play to get you to wiggle off. You could also easily crawl to a pallet in the time it takes for the Xenomorph to get to you. If you happen to be running Power Struggle, well...

That being said, the timer still counts down in chase. If the Xeno has been paying attention to the HUD, they will know which survivors have been latched and for approximately how long (I imagine there would be a visual indicator on a latched Survivor's HUD icon, along with the remaining timer duration shown only to the survs). With this info, it would be wise to chase those that are not about to burst, leaving those that are to their own devices for the moment, since they will be down shortly.

This would certainly make close matches (say all gens done but only 2 survivors left) tip in favor of the Xenomorph, since instead of a 3k and 1 gate escape, the surv that would normally escape through the gate would be put into the dying state if they took too long. The minimum Burst timer of 30s is to allow for the 20s Gate open time and a little slop.

Another thing of note is that tunneling a survivor sporting a Facehugger out of the game wastes all value of a potential free endgame down later. Chasing a full survivor would therefore not be recommended. In this way, wearing a Facehugger functions as a sort of anti-tunnel sign. This is also why the only debuff they give is Blindness, a relatively harmless thing- and why I've made no debuff addons (like exhaustion or mangled) to promote chasing latched survivors. (Also, debuff addons usually suck, so..)

Let's say that the survivors working on a generator targeted by a facehugger notice and leave before it spots them. The Facehugger would then sit and loiter at its target generator. Since the Xenomorph can see the white auras of facehuggers on the ground, this would give vital info that the gen is not being worked on. That being said, the Xeno still needs to go over there and pick up the little gremlin before it can be summoned elsewhere. I should mention that after picking them up, there is no delay before they can be summoned to another generator.

Since only incomplete generators function as summon targets, the Xenomorph cannot summon new facehuggers once the last gen has been completed (spare the use of a certain addon below). Their best functionality is applied around incomplete gens anyways. For example, let's say the survivor working on the target gen dodges at the last second and the facehugger is stunned and vulnerable after pouncing into the gen. If the survivor kicks it then, the acid blood pool will render the gen unworkable, since getting close to work on the gen will result in stepping in acid and suffering the Incapacitated effect. Instead, the survivor needs to dodge ANOther pounce, and crush somewhere out of the way. Even if none of these pounces latch, the time-loss from harassing survivors on gens is decent.

Finally, I realize that there are some incongruencies, lore wise. In the movie Alien, the facehugger induces a coma in the host, something that obviously wouldn't work well here. They also do not (to my knowledge) lay multiple eggs in the host, but there needs to be some animation and reason to show why the Burst timer would speed up the longer it's latched on. I also considered doing something with the cocoons seen in the Director's Cut of Alien, but alternate hook functionality isn't a great concept imo, with Pyra it just became a base-kit tunneling tool. Finally, I know the OG Xeno had 6 fingers, but I like the later designs that use only 3, and it's my concept guide :P
Add-ons
Ultra Rare Perfect Organism Addons:
Iridescent Harpoon
A glass-like harpoon head molded from the fog itself. Its presence fills the Xenomorph with rage.
  • Adds the ability for The Xenomorph to perform Basic Attacks during Quadrupedal Dash.
  • Successful Basic Attacks during Quadrupedal Dash apply the Deep Wound status effect on injured Survivors instead of putting them into the Dying state.
  • Increases time it takes to fill the Power gauge by 6s.
"I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality."
-Ash

Facehugger with a Knife
Fig. 1[ibb.co]
  • Facehuggers damage Survivors when hitting them with a successful Pounce.
  • Increases missed Pounce vulnerability time by +100%
"Let me see what you have!"
"a KNIFE!"
"NO!"


Very Rare Perfect Organism Addons:
Hatched Egg
A large, leathery egg sac with an opened top, revealing its contents have escaped. Only a film of viscous mucous remains.
  • Facehuggers can now only be removed by other Survivors, and not by the latched Survivor themselves.
"it's full of leathery objects, like eggs or something."
-Kane

Bloodied Tongs
A pair of standard serving tongs from the Nostromo, spattered with blood and viscera.
  • Reduce the minimum reachable Burst timer from 30s to 20s.
  • Increase latched Survivors' Grunts of Pain and regular breathing volumes by 75%.
Striated Counterweights
A pair of highly evolved organs that provide the Xenomorph with exceptional balance while moving. As the Xenomorph's body moves in one direction, the counterweights move in another to balance out.
  • Increases max Tokens for Quadrupedal Dash by 1.
  • Increases Breast size by +50%.
    Click Me ;)[ibb.co]
Shattered Bulbs
A set of three heavy, broken, and oddly familiar bulbs that emit a faint light despite their lack of any power source.
Once the Exit Gates are powered:
  • Grants the Xenomorph the ability to summon Facehuggers to the Exit Gate Switches.
  • Changes the maximum number of active Facehuggers to 1.

Rare Perfect Organism Addons:
Broken Motion Detector
A slightly over-engineered piece of technology, designed to detect motion in the room. It's outer casing has broken apart.
Ending Chase within 5 seconds grants a Token and performing an Interrupt action on a healthy Survivor grants 2 Tokens, up to a maximum of 10 tokens.
Once the Exit Gates are powered, The Xenomorph gains the following benefits:
  • When in Surreptitious Hunt, the Auras of Survivors are revealed to you within (# of Tokens) meters of your location.
  • Increases movement speed while in Descending Haunches and Quadrupedal Dash by 2% per Token.
"Micro changes in air density, my ass."
-Ripley

Torn Molt
A slimy, translucent molt of a creature that was rapidly growing in size. A thick layer of ooze coats the inside.
  • Reduces time to fill the Power gauge for Surreptitious Hunt by -6s.
Android Fluid
A milky, opaque liquid used for blood in a certain synthetic sleeper agent.
  • Survivors within 12m of a latched survivor are revealed by Killer Instinct.
"They always say that Android Fluid does a body good."
-They

Ignition Shield
A perforated cylindrical shield made from light, heat-resistant alloy. It protects the nozzle from wind and other extinguishing factors.
  • Increases The Xenomorph's movement speed during a Quadrupedal Dash by +1.0 m/s.
Corroded Pen
A semi-melted pen used to test the potency of a strong molecular acid. It has fused closed, rendering it unusable.
  • Increases Facehugger movement speed by 33%, to 4m/s.
"It's got a wonderful defense mechanism. You don't dare kill it."
-Parker


Uncommon Perfect Organism Addons:
Leaky Muffler
A flared metal fixture placed over the exhaust to reduce noise from combustion. A weld has burst on the underside, causing it to leak.
  • Facehuggers make 75% less noise when hatching and crawling.
Dorsal Spines
A protuberance cut from the back of an adult Xenomorph. Biological purpose unclear.
  • Damaging survivors while in Surreptitious Hunt applies the Hemorrhage and
    Mangled
    Status Effects.
Melted Visor
A poly-carbonate helmet visor from a space suit. The center has collapsed inwards, melted and contorted around an oddly shaped hole.
  • Decreases Facehugger respawn time when Crushed by -6s.
"I'll volunteer to be in the first group to go out."
-Kane

Exadrenaline Vial
A nutritious substance fed to Facehuggers to maintain their energy.
  • Increases the radius of acid blood pools by +1.5m
  • Reduces acid blood pool activation time by -1.5s.
"Ash, are you kidding? This thing bled acid. Who knows what it's gonna do when it's dead."
-Ripley

Kane's Blood
Blood from a rather violent birth. A sacrifice necessary to create new life.
  • Decreases Facehuggers' Pounce Charge time by -0.50 seconds.
"Kane's son."
-Ash


Common Perfect Organism Addons:
Porno Mag
A pornographic magazine, rolled up into a tube. There are traces of saliva and teeth marks on one end.
  • Start the trial with eggs visible in every spawnable location.
  • Removes the ability for The Xenomorph to manually summon Facehuggers.
  • Facehuggers spawn automatically from a random egg every 20s.
  • Adds the ability for Survivors to preemptively Crush eggs, disabling them for 180s.
  • Crushing an egg has a 20% chance of backfiring, instantly latching the survivor with a Facehugger and revealing them with Killer Instinct.
  • Removes the limit on maximum active Facehuggers in the trial at one time.
  • +100% bonus Bloodpoints in the Deviousness category post match.
"It's a robot! Ash is a godd*mn robot!"
-Parker

Silicon Skin
A piece of beige skin, halfway through transforming into a sort of biological armor. It is highly resistant to sharp objects and acidic compounds.
  • Crushing a Facehugger with a Pallet causes the Pallet to instantly break.
"it's an interesting combination of elements making him a... tough little son-of-a-b*tch."
-Ash

Paralytic Saliva
A thick, strong resin secreted from the mouths of Xenomorph Drones. It's viscosity makes it suitable for intoxicating struggling victims.
Upon a successful Pounce, the Facehugger:
  • Removes itself after 2s, dies, and instantly respawns nearby
  • Applies a stacking 2% Hindered Status Effect
The effect lasts until the Facehugger is Crushed, and lingers for 30s.
Cat Collar
A collar belonging to Jones the cat. Jones is fine, relax.
While Undetectable:
  • Increases the Action speed of breaking Breakable Walls by +100%.
  • Silences all breaking noises.
"Here kitty, kitty, kitty. Meow. Here, Jonesy."
-Brett
Killer Perks
Accelerated Growth
You reach maturity in a matter of hours, rapidly increasing your size and strength. As you grow, your instincts and skills as an apex predator become refined to a deadly extent.
Each time a Generator is completed, Accelerated Growth gains a Token.
For each Token, Accelerated Growth gains an additional effect:
  • 1 Token: Increases your Field of View by 15 °
    Field of View gains do stack with other perks, suck it
  • 2 Tokens: Pools of Blood are shown in bright red
  • 3 Tokens: Survivors show special visual effects on their model, akin to an Aura
  • 4 Tokens: Increases your movement speed by 5%
  • 5 Tokens: The Auras of all Survivors in the Dying State are revealed to you.
"How? This son of a b*tch is huge! I mean, it's like a man; it's... it's big!"
-Parker


Game Over
The danger and brutality you impel on your prey fills them with dread and despair.
  • Once the Exit Gates are powered, Survivors that have been hooked at least once suffer from -50% reduced Recovery speed.
  • This effect lasts for the remainder of the trial.
"That's it, man! Game over, man! Game over!"
-Hudson


Parasitic Bond
Your parasitic relationship with your prey enables you to cause chaos in their midst.
Each time a Survivor is rescued from a Hook when you are at least 24 meters away, Parasitic Bond receives 1 Token, up to a max of 3 Tokens.
When carrying a Survivor, Parasitic Bond activates:
  • For each Token you have, generate a Terror Radius centered on a Survivor (excluding the carried one) with a radius of 32 metres.
  • Gain the Undetectable Status Effect.
  • Silence all noises related to the carried Survivor.
After hooking or dropping the carried Survivor, Parasitic Bond deactivates.
Parasitic Bond has a cool-down of 60 seconds once the Survivor is no longer being carried.
"You are my lucky star. You... Lucky, lucky, lucky, lucky, lucky."
-Ripley



Author's Notes:
All perks are portrayed at tier 3, I'm tired of bothering with the "64/96/128 meters away" tier nonsense.

Accelerated Growth was created to make a Fire-Up like perk that fit thematically with the Xenomorph's ridiculous growth speed. I think it's nice when a killer's own perks are good with their power, so the final gen giving inf-range deerstalker should synergize well with any Facehugger downs after the 5th gen. The earlier tracking effects are very thematic as a predator, albeit slightly weak. But if people run Shadowborn by itself, then I don't think it would be all that useless. Also, for the "aura" VFX, think of the VFX that occur along with the Dredge's Nightfall.

Game Over also synergizes well with the Xenomorph's Facehuggers. The preliminary hook requirement makes it a little less free, but altogether it's a relatively weak perk. Even without a power to compliment it, post-gens is a time where a risky slugging play is often the only way to turn the match around. This perk allows for some extra time to make any slugging plays. It could be stacked with the new updated Knock Out for a -75% Recovery penalty from both perks working together (provided you down with a basic attack).

Parasitic Bond, at zero tokens, just gives you Undetectable and silences wiggle noises. This allows for the most bozo stealth play conceivable: catching them off guard while carrying their damn teammate. With the token function, I wanted to use Hex: Devour Hope method, as rewarding for not camping is healthy for the game. Unfortunately, Devour hope is a Hex, so giving up pressuring a hook or the general area is not guaranteed to give you any value when it inevitably gets cleansed. With Parasitic Bond permanently growing in power, its benefit cannot be taken away. What's the benefit you ask? A guaranteed terror radius on each of the other 3 survs means a guaranteed Starstruck proc on each one. I think you could also try some skillcheck build shenanigans with this perk.
Survivor Lore
Amanda Ripley
"Amanda Tei "Amy" Ripley-McClaren (born Amanda Ripley; 2112) was a Weyland-Yutani Corporation employee. She was the daughter of Ellen Ripley. In 2137, when the flight recorder unit of the USCSS Nostromo was recovered and taken to Sevastopol Station, she traveled to Sevastopol in the hopes of finding out what happened to her mother when the Nostromo disappeared fifteen years previously. She was subsequently involved in the Xenomorph incident that destroyed the station. She was apparently the only survivor of the Sevastopol incident."
-Xenopedia

Amanda shows impressive grit and the capability to hold out in extremely dangerous situations. Her personal Perks, Memories of Isolation, Unyielding Defiance, and Booby Trap, let her persevere in difficult situations and plan her fight for survival.
Survivor Perks
Memories of Isolation
Your time spent alone heightens your awareness of others around you.
  • While in Chase with the killer, you see the Auras of Survivors within 128m .
"I know why you're working in the region where she went missing. You're still looking, aren't you?"
-Samuels


Unyielding Defiance
Fighting back against those stronger than you comes naturally, and you spite them in any way you can.
While being carried, your Wiggling progression is converted into additional time on hook.
When hooked, Unyielding Defiance activates:
  • Pause the Sacrifice Process for up to a maximum of 30 seconds, based on the progress of your Wiggle meter.
"Take a look around you. We're all we have. No one is coming to save us. We're on our own."
-Ripley


Booby Trap
You’ve learned that when dealing with a powerful foe, fighting indirectly is usually best.
  • Press and hold the Active Ability button for 4 seconds while standing next to an upright Pallet to set up a Booby Trap.
  • When the killer walks through a Pallet with an active Booby Trap, the Pallet will automatically drop itself on the killer, stunning them.
  • Pallets with active Booby Traps have their Auras revealed to Survivors.
  • Booby Traps remain active for 120s.
Booby Trap has a cool-down of 60s.

Notes
Memories of Isolation:
Seeing your teammates’ locations enables you to do two things: either you can avoid running the killer into your teammates during chase like a good teammate, or you can purposely run the killer into your teammates to lose the heat. Either way, this perk functions like a more powerful Bond, but only when you need it most.

Unyielding Defiance:
(Note: this guide was made before the existence of Rebecca Chamber's Reassurance.)
I wanted to create a version of Camaraderie that had utility outside of the occasional tournament. Unyielding Defiance activates without the help of others and is likely to give full value as long as you avoid going down under a hook. It could also stack with Camaraderie to allow for some pretty crazy anti-camping potential.

Booby Trap:
An “Any Means Necessary” style of perk, allowing for some interesting pallet plays. This perk could be used with Smash Hit to get some terrific value in chase, or to function as a clutch Power Struggle save if you set it up in the right spots beforehand. Even without perk combos, this perk can make filler pallets much safer to rely on in chase. I imagine there could be some faintly visible tell that a pallet is trapped (similar to how Blast Mine leaves a bang on top of the gen), like a thin tripwire. Credit and thanks to my friend Jinx for the inspiration for this perk, I had the idea while reading their perks Tripwire and Grappling Hook.
Memento Mori
The Xenomorph grabs the Survivor from behind, covering their mouth and pulling them back by the neck before violently thrusting its tail through the Survivors chest, muffling their scream as it does so. The Xenomorph thrusts its tail deeper and coils it around the Survivor to hold them in place. Pulling their head back, the Xenomorph kills the Survivor by plunging its inner jaw through their skull. It retracts its tail and lets the dead Survivor fall to the ground.
The Xenomorph sees this mori in the first-person perspective, because I think those types of moris are metal as hell.


Alternate mori, which occurs if the downed survivor has a Burst timer:
The Survivor starts to moan in pain and rolls onto their back, squirming and clutching their chest. Noticing this, the Xenomorph quickly pins the Survivor, holding down their arms with its claws and threateningly placing its tail blade against their neck. The Xenomorph brings its head close to the Survivors stomach, hissing at the child within. The Survivor screams, their chest skin bulges outwards, and their legs thrash violently as a Chestburster erupts from their insides. Blood splatters as it frees itself from the Survivor's chest cavity. The Survivor looks upon their newborn child and faints.

Achievements
Steal the Child
Escape the trial with a Facehugger still attached.

Close Friends
As a Survivor, have a Facehugger latched on for a total of 100 seconds.

Besties
As a Survivor, have a Facehugger latched on for a total of 500 seconds.

I Can Do This All Day
Spend at least 140 seconds on the hook in a single trial and Escape.

Servant of the Hive
In a single trial, have all survivors be put into the Dying state from their Burst timers expiring.

Yoink!
While Undetectable, interrupt and grab Survivors 50 times.
Credits and Final Thoughts
All the images you see in this guide except the thumbnail were generated by Dall•E mini, a free online AI that generates images. You can try it out yourself here[www.craiyon.com].
Here are some of the images I found that didn't make the cut:
1[ibb.co]2[ibb.co]3[ibb.co]4[ibb.co]5[ibb.co]6[ibb.co]7[ibb.co]8[ibb.co] 9[ibb.co]10[ibb.co]
Why must steam use markup tags[ibb.co]
Thumbnail credit: ValerieV
Addon Imagery Credit: Twinkl Belle

Thanks for reading the guide!
Yes, you. If you enjoyed, please rate up so that others may find this guide.

If you're feeling generous, steam awards help the guide reach the front page, which lets it show up in the Steam overlay in-game. Seeing the guide there always makes me happy, so that's my goal.

Tell me in the Comments below what Add-ons you would run, and/or interesting perk builds involving Xeno or their perks. If I like your Idea, I'll give you a profile award!

Take care! :D

If you'd like to read another one of my killer concept guides, here is the next one.
https://steamcommunity.com/sharedfiles/filedetails/?id=2750921577
43 件のコメント
Yeastisbae  [作成者] 2023年9月6日 17時48分 
They did do it, but I still think my version would be way more fun. Ironically it seems they only took inspiration from the thumbnail. Can only count on the cosmetics team nowadays :lunar2019crylaughingpig:
Captain Trash 2023年9月6日 17時09分 
They fucking did it
Tac♥w♥ 2023年8月8日 16時19分 
Still the best guide for dbd, also it seems like they did take inspiration from "booby trap" so, well done!
Yeastisbae  [作成者] 2023年8月5日 23時25分 
name checks out lol.
And yeah, I hope they took inspiration from this, it better not be lame ill be soo mad :steamfacepalm:
La Flame 2023年8月5日 14時23分 
That thumbnail might be coming to be a reality now :steamhearteyes:
Vaylora 2022年9月5日 16時46分 
I loved every part of it... except when the Ghostface stealth reveal was called out... 4.6/10 would recommend to Sydney Prescott.
Astra Lunara 2022年7月28日 14時21分 
11/10 would smash
compdbdpro 2022年7月28日 14時20分 
@Blue i have it its not that hard to find
Yeastisbae  [作成者] 2022年7月28日 2時02分 
Honestly, you're right. I intended to lean into Isolation more for thematic purposes, like for her perks, but I agree, Ellen would be better:2018salienbeast1:
Cinnabee 2022年7月28日 1時58分 
This is amazing and so well thought out!! I have to admit though I'd much much rather see Ellen Ripley from the first film "Alien" than her daughter as the chosen survivor. She's such an icon I'd kill to be able to play as her.