Dead by Daylight

Dead by Daylight

100 ratings
The Payday Chapter
By Кazak
A take on a long-awaited collaboration ever since DBD masks were added to Payday 2.
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Introduction
It's not money that turns people into monsters, it's people themselves.

New Killer: The Hero
New Survivors: Dallas and Hoxton
New Maps: The Slaughterhouse, The Safehouse, The First World Bank
The Hero
“In patient anticipation, The Hero is capable of holding his ground until enemies are caught between a rock and a hard place. By tactically placing impenetrable shields around key objectives, he forces Survivors to thread the needle while invading areas that he controls.”

The Hero is a protective Killer, able to create tight spaces by mounting Phalanx Shields into the ground, which limit movement of Survivors. Using his slow charging attack – the Heavy Blow, he deals crippling damage and sends shockwaves to power nearby shields, which will stun Survivors around them for a short time.

His personal Perks: Unyielding Assault, Hex: Personal Custody, and Situation Demands It allow him to punish bold Survivors, restrict their resources and bring any situation under control.

BACKSTORY
The war between Captain Neville Winters and the infamous Payday Gang has been going for what seems like ages. No matter the efforts, no matter the costs and the countless lost lives within the police force, the gang roamed free. When he actually managed to catch some of them with no hostages to trade, the taste of victory disappeared quickly. Somehow, despite all the attention of the media to their characters, that sleazy snake Bain always got them out incredibly fast.

The gang was terrorizing Washington for a long time, but one most horrible crime stands above the rest, the one that crossed all lines and boundaries. The robbery of the White House, the heart of the country Winters swore to protect. That day, as a shocked captain watched the news report, something snapped inside of him. This game has gone out of control, and there could only be one conclusion: these people are pure evil and they must be stopped.

However, his help was unwelcome, or so the commissioner said. It was out of their jurisdiction, a matter of national security. But this did not stop Winters. With boiling blood and in full suit of armor, he made his way to the house. Inside, a secret passage was opened, leading down below, to a tall platform rising out of the dark depth in a giant ancient cave. In the middle of a platform was a diamond-shaped hole with a staircase leading down and a bag of gold lying beside it. Down the staircase – a labyrinth of stone, covered in strange arcane symbols.

He wandered through, seeking justice or vengeance, but not finding any trace of the gang. Eventually, he got himself lost in these dark corridors, and at the moment of complete desperation, his mind opened to a strange sensation. The Entity spoke to him.

All it took was showing him the gang members locked in without weapons. With little hesitation, Captain Winters gave in to the whispers and released all the years of suppressed rage and frustration in a single inhuman warcry.
The Hero Power
PHALANX SHIELDS
Heavy-armored shields of Vivinite alloy designed in the deepest laboratories of GenSec. They act as a tall physical structure which neither Survivors nor you can go through.

By default, you start the trial with two shields and may carry a maximum of two shields at any time. Six more shields appear throughout the environment. You see the aura of all shields at any time.

Survivors are able to disassemble a standing shield, spending 8 seconds to break it down, which makes a loud noise and notifies you of its location.

HEAVY BLOW
Press and hold the Power button while carrying at least one shield to slowly charge a heavy attack. When fully charged, press the Attack button to strike with your shield in a short area around you. Hitting a Survivor with Heavy Blow takes a health state, and inflicts Impaired Vision, Hearing and Hindered status effects for 3 seconds.

Heavy Blow sends shockwaves through the standing shields around you, triggering a short high voltage pulse. Survivors close to a powered shield scream and get stunned, convulsing from electrocution for 3 seconds. Other shields in close proximity to powered shields also get powered, triggering a chain reaction.

ATTRIBUTES
Speed: 4.6 m/s
Terror radius: 32 m
Height: Average
The Hero Perks
UNYIELDING ASSAULT
Righteous justice fuels your veins on a hunt for all who temper with the law. Gain a 10% Haste status effect and a 20% cooldown reduction on successful attacks for 30/45/60 seconds whenever a Survivor attempts to perform any of the following actions within your Terror Radius:
  • Unlock a Chest
  • Cleanse a Totem
  • Sabotage a Hook
Unyielding Assault gives an audio que when activated.
Unyielding Assault has a cooldown of 60/90/120 seconds.
“These special operatives have a set of very specific skills, tailored to make these criminals lives... A LIVING HELL.” - Commissioner Garrett


HEX: PERSONAL CUSTODY
Unnatural forces transform the fog itself into ghostly handcuffs.
If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Personal Custody activates on a random Totem each time a Survivor is hooked for the first time:
  • The hooked Survivor suffers from the Cursed status effect and is unable to pick up, drop or use any items until Hex: Personal Custody is cleansed.
  • For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
  • The Aura of Hex Totem is revealed to the Cursed Survivor within 24/20/16 metres.
  • The Hex effects persist until its Hex Totem is cleansed.
“Commissioner, we got one.” – Captain Neville Winters


SITUATION DEMANDS IT
Sometimes disobeying commands is necessary to bring the best results.
You are unable to kick unfinished generators for the remainder of the Trial.
After 4 generators are complete, Situation Demands It activates:
  • You are able to kick and break a finished generator into an unfinished state. The generator will explode, notifying all Survivors of its location and start regressing from 90/80/70% at a normal rate. This will disable Situation Demands It for the remainder of the Trial.
  • Situation Demands It deactivates if any Survivor is sacrificed or dead at any time.
  • Situation Demands It deactivates once the Exit Gates are powered.
“…but I tell you this: playtime is over!” – Commissioner Garrett
The Hero Addons
Iridescent Medal of Valor
A glass-like medal moulded from The Fog itself.
A reminder of previous victories. A call to action.
  • Increases movement speed while carrying no shields to 4.8 m/s.
  • Survivors who disassemble a shield suffer from the Exposed status effect for 20 seconds.
“Here’s something for putting a little iron in the glove.” - Commissioner Garrett


Iridescent Bulldozer Bubblehead
A toy version of a Bulldozer moulded from The Fog.
A reminder of increasing morale when bulldozers are dispatched during operations. Some would almost feel sorry for criminals when these elite units get on the scene.
  • Heavy Blow does not power shields.
  • Heavy Blow pushes any other standing shield around you for a short distance. Any Survivors caught in its path are put into dying state.
“You're up against the wall. AND I AM THAT WALL!" – Bulldozer


Taser Gun (Very Rare)
A powerful conducted electricity weapon, used by special operatives capable of holding any enemy in convulsion long enough for regular forces to get close and make an arrest.
  • Increases the duration that shields stay powered by 5 seconds.
  • Increases the electrocution stun for Survivors by 1 second.
“Just call me Elec-Man!” – Taser


Bright Red Laser (Very Rare)
A distinctive red beam sight, used by marksmen during operations. Despite giving away sniper’s own position, it also points towards their target, which makes it easier for other operatives to coordinate an attack.
  • All Survivors within 8 metres of a disassembled shield will be indicated by Killer Instinct.
“Snipers are being brought in, people. We’re about to get our hands full!” – Bain


“The Beast” Parts (Very Rare)
Disassembled parts of a heavy-duty drill, collected as evidence after robbery of the Benevolent Bank. Some modifications allowed them to be used to greatly increase an electric current, while significantly reducing the weight of the shields.
  • Hitting a Survivor with Heavy Blow does not inflict Hindered status effect.
  • All standing shields are powered by Heavy Blow.
  • Increases the area of effect of powered shields by 2 metre.
  • Electrocuted Survivors suffer from Incapacitated status effect for 20 seconds.
“I say, all you need is the right drill.” – The Dentist


Infamous Ace (Rare)
A white playing card engulfed in everlasting flames.
  • All shields are carried at the beginning of the Trial instead of spawning throughout the Trial Grounds.
  • This temporarily increases the shield carrying capacity.
  • Reduces the shield collecting speed by 15%.
“…let’s do this.” – The President


BFD Parts (Rare)
Disassembled parts of the biggest drill in history, collected as evidence after robbery of Golden Grin Casino. Some modifications allowed them to be used to strengthen the shields without losing much balance.
  • Survivors who attempt to disassemble a shield suffer from Oblivious status effect, which lingers for 15 seconds.
  • Increases the audible range of shield disassembling noises by 8 metres.
“Plan B is just as entertaining.” – Sokol


FBI Shield (Rare)
A light protective shield used by the Riot Control Units. Their great tenacity is only brought down by their lack of mobility and vision.
  • Increases the area of effect of Heavy Blow by 2 metres.
  • Reduces turn speed while charging Heavy Blow by 28%.
  • Changes the area of effect of Heavy Blow into a narrow cone in front of you.
“These shields are a proven asset, but once the enemy can get behind them, they’re done.” - Commissioner Garrett


Night Vision Goggles (Uncommon)
Advanced gear, used by special operatives who instill fear in criminals just by presence alone. Incredible agility and devastating attacks make them the most effective personnel on the force.
  • Increases movement speed while charging Heavy Blow by 5%.
“You call this resisting arrest? We call this a difficulty tweak!” – Cloaker


Bundle of Money (Common)
A thick bundle of hundred-dollar bills bound together, infamously used in melee combat.
  • Shields powered by Heavy Blow electrocute Survivors without stunning them in convulsion.
  • Hitting a Survivor with Heavy Blow does not inflict Hindered status effect.
  • Grants 100% bonus Bloodpoints for electrocuting Survivors by shields powered by Heavy Blow.
  • Grants 100% bonus Bloodpoints for hitting Survivors with Heavy Blow.
  • Removes a limit on shield carrying capacity.
“Handwriting can be seen on the side: The Grand Slap.”


Thermal drill parts (Common)
Disassembled parts of a thermal drill, collected as evidence after robberies of The Harvest & Trustee banks. After being used so often by criminals, now this tool works against them.
  • Survivors who attempt to disassemble a shield suffer from Blindness status effect, which lingers for 15 seconds.
  • Reduces shield disassembling speed by 5%.
"Guys! The thermal drill, go get it!" – Bain
Dallas
“A criminal mastermind, Dallas remains professional even in the face of terror. With quick thinking and some teamwork, he can find opportunities at times when all plans go south.”

Dallas is a trusted leader of a criminal organisation known as the Payday Gang, who is responsible for many of the largest heists in history.

His personal Perks: Nimble, Combat Medic and Inspire allow him to quickly rob the Killer of resources and greatly support his team in dire situations.

BACKSTORY
Raised by a Chicago mob from a young age, Dallas has seen the worst people can offer. Eventually, a natural disgust for greed and corruption has pushed him away from a life of pointless violence. And yet, he couldn’t just leave this world to rot away, deep down he knew that he needed to fight back. This conviction has led him to find Bain – a brilliant hacker with a plan to purge the corruption of this world from the inside.

Under Bain’s guidance, he and his crew took a name of the Payday Gang, and used their unrivaled skills to rob the shadiest organizations blind. With each passing year their ambitions escalated further, until they hit a wall – the Kataru, a secret society that made the Illuminati and Freemasons look like amateurs in comparison.

An unforeseen attack on Bain left the crew without a guide, but not for long. Dallas stepped in, and with every help they could get, they found and rescued Bain from the hands of his kidnappers. Soon after, a manufactured virus inside of Bain was discovered, a time bomb that slowly claimed his life. With little time to plan ahead, Dallas knew that there was only one way to save his friend and mentor – finish what he started and unravel the secrets of Kataru.

Dallas never had a chance to realize the fact that the ancient order of Watchers, a subservient of Kataru, held a greater purpose than to simply serve their Kings. They watched over many secrets of the Original Ones, including warding off the Entity from consuming their world. But once the Kataru alliance collapsed, nobody was left to keep it from slowly tearing into the fabric of reality. For generations the Black Vale abused the conflict between Kings, until its corruption seeped through into the core of their power – the Baldwin’s Lament itself.

In the end, it all led to the White House, the single greatest heist of all. An ancient code was deciphered, and a secret passage found. Down below, Mayan gold was placed and a way into the Baldwin’s Lament was opened. This was the end, or was it only the beginning? They completed the ritual, and a blinding light enveloped the chamber. But before Dallas could react, the ground beneath opened up, and a black fog quickly consumed his consciousness.
Dallas Perks
NIMBLE
The choice of targets is all that separates good thieves from the bad.
  • Increases the Chest Unlock, Totem Cleanse and Sabotage speed by 15/20/25%.
  • Reduces the audible range of noises made by these actions by 6 metres.
“Listen up! This is a robbery.” – Dallas


COMBAT MEDIC
With proper tools and some skill any wound can be patched up.
  • Increases the Healing efficiency of Med-Kits by 40/50/60% when healing other Survivors.
  • Increases the Success zone of Great Skill Checks while healing by 35%.
“I am not saying it.” – Dallas


INSPIRE
Years of working with a team in stressful situations taught you how to push others beyond their limit.
After healing other Survivors for a total of 3 health states, Inspire activates.
  • Any dying Survivor with the Recovery progress above 15/10/5% can be targeted by Inspire.
  • Press the Active Ability button while in 9 metres of such Survivor to loudly shout and instantly heal them one health state.
  • This will notify the killer of your location and reveal your aura for 7 seconds.
“His calm demeanor under fire suggests both great experience and cunning intelligence.” – FBI Files
Hoxton
“A skilled heister, Hoxton always intends on getting a job done above anything else. Tolerant to any amount of pressure, he finishes a task and disappears like a ghost, leaving pursuers far behind.”

Hoxton is a fugitive with a very long record behind him, who is able to pull jobs that seem impossible.

His personal Perks: Akimbo, Sneaky Bastard, and Shinobi allow him to use multiple items, while staying fast and silent as the night.

BACKSTORY
Committing his first felony at the age of 19, Hoxton knew exactly what he wanted to do with his life. As time passed and he performed more elaborate and difficult hits, his path eventually crossed with the Payday Gang and their primary contractor – a hacker named Bain. He didn’t care much for Bain’s mission to take down the corruption from the inside, but the money was good and his new fellows were professional enough.

Over the years, alongside his heisting skills, Hoxton’s attachment to the gang grew as well. When he was arrested, the gang got him out. When he wanted revenge, the gang helped him kill the rat that put him in jail. That’s why he couldn’t stay away when things got messy with the secret society known as Kataru. Those bastards injected Bain with a virus to which there is no cure – only a time limit. But the gang had a plan, and upon hearing “robbing the White House for an ancient artifact of unforeseeable power”, Hoxton was immediately on board and ready for action.

It was the most insane day of his life. In the end, they managed to uncover a secret passage and get Bain to the artifact – the Baldwin’s Lament. However, nobody could have ever guessed what ancient evil they’ll have to face next. Blinding light of Baldwin’s Lament soon turned to black and Hoxton found himself in a strange misty realm he has never seen before. As Dallas screamed for a medic bag in the distance, Hoxton prepared himself for another fight.
Hoxton Perks
AKIMBO
Whatever the circumstance, you plan on doing everything with style.
  • You are able to carry an additional item.
  • Press the Active Ability button to switch between items.
  • The efficiency of your Items is reduced by 50/40/30%.
Dropping your active item by any means automatically switches to your second item.
Your second item is left behind when escaping the Trial.
“How about you give me some bloody guns instead?!” – Hoxton


SNEAKY BASTARD
They will never catch you alive.
  • At the start of the Trial, your Scratch Marks are suppressed for 60/70/80 seconds.
  • Gain a stackable 4% Haste status effect while your Scratch Marks are suppressed by any means.
“Did you miss me, you wankers?” – Hoxton


SHINOBI
You know exactly how to keep things quiet around you.
Crouching activates Shinobi for the next 3 seconds:
  • Your Scratch Marks are suppressed for the duration.
  • Reduces the volume of Grunts of Pain by 100% for the duration.
  • Your regular breathing is completely suppressed for the duration.
  • Your footsteps and grunts of exertion from falling are completely suppressed for the duration.
Shinobi causes the Exhausted status effect for 60/50/40 seconds.
Shinobi cannot be used when Exhausted.
“He’s a real nuisance, that guy” – Jimmy
My thought process when designing the chapter.
The Hero.
His power is basically just a take on Trapper, but instead of hiding traps, this killer just puts a wall down. Similar to Trapper, efficiency of this power would vary on the map layout significantly. But I think it would be very fun to just straight up make tight corridors into dead ends and chase survivors into them, something Pyramid Head kind of does with his trail. Unlike Trapper, however, this power requires the killer to be around to actually impact survivors, as they can’t just randomly damage themselves on the shields. So, it’s a setup, and then execution on the setup by the killer himself.

I imagine his charged attack – the Heavy Blow, to charge up quite slowly, while slowing movement down to 4.4 as well. This makes the power quite hard to land, but because its not directional, but instead a small AOE around the killer, the player can just be on top of the survivor and land the power consistently. For this to happen, he would need to place the shields strategically and chase survivors into dead zones he creates, so that he would have an easier time landing the Heavy Blow. Because of Hindered status effect, landing the power on a survivor would make the second hit much easier to do, allowing to end chases quickly as a reward for skilled play (or a punish for survivor mistakes). Also, this power utilizes the Hearing status effect, which I believe currently only applies to flashbangs. It would make a similar high-pitched noise, as if after a concussion.

In addition to that, his power allows to use the shields proactively, by charging them up and stunning any survivor that is not paying attention, or is unable to escape the area around the shield. Because this triggers a chain reaction, the killer is encouraged to place shields closer together and defend a position with them.


The Hero perks.

Unyielding Assault – this perk is meant to be a “crime detector”, giving an audio que and some effect when somebody is breaking a totem, a hook, or opening a chest nearby. I imagine this perk to provide a “boost” to killer’s basic abilities (haste especially would allow to defend hexes better), but it could be any positive effect really – the main part is the “spider sense” for survivors being too bold within the killer’s presence.

Hex: Personal Custody – this perk is meant to restrict item usage, but with a more long-term approach compared to Franklin's Demise. It would happen only once per survivor, but completely deny item manipulation, including dropping it for somebody else (if not done beforehand), or picking up another from a chest. Determined survivors would need to search around and spend time cleansing a totem in order to use their items again.

Situation Demands It – this perk is meant to be a “Decisive Strike for killers”, a second chance perk that triggers only when things are going badly. Of course, just like Decisive Strike, it would allow players to adapt a certain playstyle in order to get maximum value out of the perk. But this is done on purpose, as if killers do that, they would not tunnel or camp until 4 gens are done! Survivors will be pleased to slowly bleed out on the ground in agony instead. On the other hand, this perk would allow to force a better 3-gen setup for the last generator, even if survivors finish generators strategically. This might be pretty good for slow killers, who require a setup, but also might allow for some pretty nasty stalemate situations, depending on map RNG.


Phalanx Shields addons
Here I tried to put as many ideas that would change the killer’s playstyle as I possibly could. Some of them are simple standard stuff, but I wanted to keep them because of the name and description alone. Yeah, just fanboying over payday basically.

Also, about the iconic “meme” addons, which give bloodpoints in exchange for removing key aspects of the killer’s power. Here it additionally gives a pretty massive bonus, which would probably make the addon pretty viable for a certain playstyle. Because it nerfs the power so much, I don’t think it would make this addon too op, and I believe similar addons for other killers should do the same, encouraging experimentation from the players to figure out how to take advantage of the strong aspects of these addons while compensating for their significant drawbacks.


Dallas perks.
I imagine Dallas would have more of a supportive role with his perks.

Nimble – this perk is meant to allow survivors to “steal” killer’s resources better, and also pair with Counterforce for the fastest anti-hex build.

Combat Medic – the staple of Dallas as a character, this perk is meant to encourage using med-kits to heal others faster, instead of always saving them up for themselves. Also, I think Great Skill Checks are much more important when healing, and this perk would allow to hit them more consistently (some This Is Not Happening support lol).

Inspire – the classic from Payday, this perk is meant to be the payoff for healing others a lot. In the right situation and paired with other perks this might be very hard for killers to deal with. The aura reading part encourages killers to chase the perk user instead of the survivor that got up.


Hoxton perks.
I imagine Hoxton would have a more chase-escaping and stealthy role, on top of his signature akimbo style that he brought into payday itself (as far as I remember).

Akimbo – a bit of a gimmick perk, but it would allow survivors to pick up items from chests even when they already have one (usually, at the start of the match). Depending on item RNG, this could either be useless or completely op, and might allow for some fun chest-oriented builds.

Sneaky Bastard – this perk is meant to be Lethal Pursuer for survivors, allowing for easier escapes from killers who stumble into them too early. Paired with perks that supress scratch marks (good ones are Dance With Me and Lucky Break), this would provide a nice little bonus in speed for the duration of the match. Also pairs well with other Haste perks – like Dark Theory or Blood Pact, for a pretty nice speed boost for a little while!

Shinobi – on top of being an easy combo with the last perk, this one is meant to be a stealth-oriented exhaustion perk. While Sprint Burst makes players never run, this would make players never crouch lol.


And that’s it! I spent quite some time working on this little exercise in creative writing, and would love to hear some feedback on my ideas. Do these perks seem too broken, or are they complete garbage? Would you choose a Bulldozer instead of Winters for the killer? I wouldn’t :P, jk.
49 Comments
Ain't nobody f**king mental Sep 10, 2023 @ 1:03pm 
we need this pls add PLS
Agony Creature Aug 23, 2023 @ 9:06am 
I wanna play a chapter where dallas is the killer and he has an ak and he insta kills with a single hit from the assault rifle and then he steals everones money and leaves in a van. i think that would be cool
Grasso Aug 31, 2022 @ 3:50pm 
We need this!
maxst Aug 31, 2022 @ 1:45pm 
ye
Michael Afton 4 DBD Aug 31, 2022 @ 1:21pm 
Love this
Wibble Aug 30, 2022 @ 10:14pm 
I NEED A MEDIC BAAAG
FaZe Rajnikanth (Mind it) Aug 30, 2022 @ 12:00pm 
HOLY
Lightning Aug 30, 2022 @ 10:29am 
captain winters stronk
Captain Black Aug 30, 2022 @ 10:04am 
as much as i hate this i love it, both of these have special love/hate places in my heart. Thank you for this:cupup::DOOM_Marauder:
leaveleague Aug 29, 2022 @ 9:29pm 
what a dog idea