The Fleshpound (Dead By Daylight Killer Concept)

The Fleshpound is a licensed killer for Dead By Daylight.


 * Height: Large
 * Default Movement Speed: 105%
 * Terror Radius: 6 meters
 * Realm: Biotics Lab
 * Chase Music: Witness Prevention - zYnthetic

Lore
In a bid to create super soldiers for the military, the British government turned to a scientific pharmaceutical corporation known as the Horzine Biotech for their expertise. Subjects were subjected to a grueling regimen of muscle growth stimulants, resulting in their transformation into hulking, monstrous figures. However, this process came at a grave cost, as the subjects became engulfed in a relentless fury, their aggression reaching extreme levels.

To mitigate the threat posed by these uncontrollable beings, a solution was devised. A specialized device was affixed to their chests, administering suppressants to temper their hostility. Additionally, their formidable hands were encased in unyielding gauntlets to enforce restraint. Ironically, it was this very setup that inadvertently furnished them with their signature weapons. These gauntlets, initially intended for containment, proved devastatingly effective for pounding flesh, hence earning them the moniker 'Fleshpound'. The inaugural Fleshpound shattered its confinement, leaving a wake of devastation in the facility and unleashing a horde of Zeds, ultimately breaking free from their chains and into the city streets. Only the Patriarch, along with a select few, possess the knowledge to maintain control over these formidable mutants, given their frenzied state.

Recognizing the potential in the Fleshpound and its grimly efficient methods, the Entity saw fit to enlist it into its ranks. Engineered by Horzine Biotech as a genetically modified super soldier, the Fleshpound's perspective is starkly straightforward: life or death. Despite its intimidating appearance, the Fleshpound often exudes an eerie calm, except, of course, when provoked. Armed with razor-sharp, rotating gauntlets, it wields them skillfully to rend flesh asunder. When incited, however, it transforms into a veritable juggernaut. The luminous emanation from its chest administers potent doses of testosterone, unleashing a relentless, predatory pursuit that ceases only once its prey has been claimed.

Weapon: Spiked Gauntlets
A pair of spiked gauntlets, each featuring a series of vicious, serrated blades. These bio-organic, metallic appendages extend from the Fleshpound's massive forearms, designed with the sole purpose of rending his victims apart. The rotating, razor-sharp edges of the gauntlets emit a nightmarish, metallic hum as they grind against each other, creating an ominous, spine-chilling soundtrack to the Fleshpound's relentless pursuit.

Power: Fleshpound’s Rage
This hulking monstrosity starts the Trial in a dormant state, shuffling at a reduced movement speed with a greatly decreased terror radius. However, once the Fleshpound establishes line of sight with at least one Survivor, its horrifying transformation commences. The Fleshpound's Rage meter charges automatically as long as it maintains line of sight with a Survivor. The closer the Survivor, the faster the meter fills. If a Survivor leaves the Fleshpound's line of sight, the meter gradually depletes. Furthermore, receiving a stun from a pallet or a flashlight automatically fills your Fleshpound’s Rage meter by 15%. Once your Fleshpound’s Rage meter reaches Full Rage at 100%, you gain the ability to manually activate it at your discretion.

SPECIAL ABILITY: Unstoppable Force
When the Fleshpound's Rage is full, the killer can press and hold the Power button to shut off its inhibitor, plunging it into an uncontrollable rage. As the Fleshpound activates this horrifying ability, it releases a thunderous roar that reverberates throughout the Trial area. It enters a frenzied animation, violently pounding the ground repeatedly and becoming visible to all Survivors during the activation process (not while the ability is active).

In this enraged state, the Fleshpound becomes a menacing force to be reckoned with. Its rotating, bladed gauntlets emit an ominous, roaring sound as it charges forward, moving 75% faster than its base movement speed. Survivors must keep their wits about them as the Fleshpound can only be steered using the mouse or right analog stick, with the killer's control limited to its direction. Any Survivor struck by the spiked gauntlets instantly enters the dying stage, regardless of their prior condition. The Fleshpound's wrath extends to environmental obstacles as well. If the enraged killer comes into contact with a dropped pallet or a breakable wall, it obliterates them, experiencing only minimal downtime when doing so. Any attempt to stun or blind the Fleshpound while it's in this enraged state only results in the ability's duration being completely refreshed, making it an even more fearsome presence on the Trial grounds.

However, this relentless fury eventually takes its toll. After the duration of the Fleshpound's Rage expires or a Survivor falls victim to its onslaught, the killer returns to its dormant state. During this period, the inhibitor reactivates, allowing the Fleshpound to regain its regular control. The Fleshpound is slowed by 75% of its base movement speed for more than 35 seconds following the cessation of its full rage, creating a window of vulnerability for the Survivors to capitalize on.

Mori Animation
The survivor lies on the ground, desperately attempting to crawl away. You thrust your chest out and let out a menacing roar. The survivor, filled with terror, turns to look at you, and in a swift, brutal motion, you commence a relentless assault, pounding them into the floor with the same ferocity seen during your rage animation.

Common Add-ons

 * Lubricated Gears: Well-oiled gears ensure swift activation of the Fleshpound's devastating rage. Slightly speeds up the Unstoppable Force activation animation.
 * Testosterone: A testosterone boost helps maintain a fearsome presence while minimizing audio cues. Slightly reduces the sound of Unstoppable Force activation yell and gauntlet pound.
 * Dimmed Lights: Specialized lighting adjustments allow for a more subtle transition into the raging state. Slightly reduces the time of being highlighted when activating Unstoppable Force.

Uncommon Add-ons

 * Polished Gears: Expertly polished gears ensure an even faster transition into the Fleshpound's wrathful state. Moderately reduces the charge time for Unstoppable Force and Ground Shredder.
 * Lack of Testosterone: Reduced suppression ensures a less audible transformation, but the prolonged visibility trade-off remains. Moderately reduces the sound of your yell and gauntlets when activating Unstoppable Force and Ground Shredder. Slightly increases the time of being highlighted when activating rage.
 * Blackened Lights: Altered lighting technology enhance stealth while intensifying the aura of impending doom. Moderately reduces the time of being highlighted when activating Unstoppable Force.
 * Blood Trance: A hint of fresh blood fuels the Fleshpound's fury, accelerating the charging process. Slightly increases the rate at which Fleshpound’s Rage is built while a survivor is in view.
 * Rage Supplement: Enhanced supplements extend the duration of the rage, but with a heightened threshold for olfactory stimulus. Moderately increases movement speed during Unstoppable Force. Slightly increases the amount of Fleshpound's Rage required to reach Full Rage.
 * Steel Gauntlets: Razor-sharp steel gauntlets allow the Fleshpound to plow through obstacles with brutal efficiency, though it comes at a cost. Continue Unstoppable Force when running into a downed pallet. Moderately reduces run speed during Unstoppable Force.

Rare Add-ons

 * Outfitted Gears: Specially outfitted gears grant the Fleshpound an almost instantaneous transition into the devastating rage mode. Considerably speeds up the rage activation animation.
 * Testosterone Deficiency: A complete absence of testosterone ensures near-silent activation, at the expense of extended visibility during the transformation. Considerably reduces the sound of your yell and gauntlets when activating Unstoppable Force. Moderately increases the time of being highlighted when activating rage.
 * Crimson Shadows: Lights shrouded in darkness offer a swift and stealthy transition, while intensifying the aura of impending carnage. Considerably reduces the time of being highlighted when activating rage. Moderately increases the sound of your gauntlets, yell, and terror radius.
 * Frenzied Bloodlust: A vivid reminder of spilled blood accelerates the Fleshpound's furious transformation. Moderately increases the rate at which rage is built while a survivor is in view.
 * Cybernetic Enhancements: Horzine's state-of-the-art cybernetic modifications grant the Fleshpound unparalleled speed in its destructive rampage, though it requires a bit more olfactory stimulus to trigger. Moderately increases movement speed during Unstoppable Force. Slightly increases the amount of Fleshpound's Rage required to reach Full Rage.
 * Heavy Duty Gauntlets: These heavier gauntlets allow the Fleshpound to power through obstacles, but at a slightly reduced pace. Continue Full Rage when running into a downed pallet during Unstoppable Force. Drain half of Fleshpound's Rage when running into a downed pallet during Ground Shredder.

Very Rare Add-ons

 * Titanium Gauntlets & Shock Absorbers: These reinforced titanium gauntlets, combined with advanced shock absorbers, ensure the Fleshpound maintains its rage while remaining agile, even when confronted with obstacles. Continue Fleshpound's Rage when running into a downed pallet. No movement penalty while in Unstoppable Force state.
 * Adrenaline Surge: A surge of adrenaline empowers the Fleshpound to sustain its rage for an extended duration, although a more potent stimulus is required to trigger it. Tremendously increases the duration of Fleshpound's Rage when using Unstoppable Force. Moderately increases the amount of Fleshpound's Rage required to reach Full Rage.
 * Volter Brain Chip: An experimental Volter Brain Chip grants the Fleshpound a heightened sensory perception, but at the cost of relying solely on visual cues for activation. Survivor's auras are revealed to you once they enter your vision and stay revealed for 5 seconds after being within vision. Cannot build Fleshpound's Rage.

Ultra Rare Add-ons

 * Horzine Brain Chip: An advanced Horzine Brain Chip enhances the Fleshpound's sensory perception, providing valuable tracking and environmental awareness capabilities. However, the olfactory sense is completely overridden, rendering the Fleshpound's Rage obsolete. Survivor's auras are revealed to you within 15 meters. Cannot build Fleshpound's Rage.
 * Overcharged Fury: This modification grants the Fleshpound an eternal and uncontrollable rage, but it demands a significant increase in the olfactory trigger and comes at the cost of reduced overall speed. Tremendously increases the duration of Fleshpound's Rage. Considerably increases the amount of Fleshpound's Rage required to reach Full Rage. Moderately reduces overall speed during Unstoppable Force.

Hex: Let It Grind
''"I am going to fix you!" - Fleshpound''
 * Your presence inflicts the Survivors with escalating fear and desperation. For each generator completed, a Hex is activated. While the Hex is active, all Survivors receive a penalty to repair, healing, and sabotaging speeds, starting at 4%/6%/8% per generator. When a generator is completed, the Hex is transferred to another totem, if one is available. This Hex perk can be cleansed.

Bio-Organic Experiment
''"Kill... all... humans... kill!" - Fleshpound''
 * Your aberrant physiology grants you a resilience to external influences, making you difficult to slow down. Gain 1 token each time a Survivor successfully stuns you, up to a maximum of 2 tokens. For each token, your actions are faster: pallet breaking, vaulting, generator repairs, picking up Survivors, and hooking have their speeds increased by 3%/4%/5%. Additionally, after successfully picking up a Survivor, you become immune to stuns for 1 second. However, after performing any of these actions, you lose 1 token.

Tenderizer
''"Level of aggression... eleven!" - Fleshpound''
 * You've honed your attacks to perfection. Gain 1 token each time you hook a Survivor, up to a maximum of 2 tokens. For each token, reduce the cooldown of all your successful and missed attacks by 5%/7%/10%. Lose 1 token upon performing an offensive action.

New Survivor: Mr Foster
Mr. Foster ventured into the world of day trading following a less-than-stellar education at a typical English private school, where he was often met with discouragement and low expectations from the school's career advisors. Unperturbed by their criticisms, Foster embarked on a path that seemed an unlikely fit for him. Surprisingly, he discovered a knack for day trading, effortlessly amassing substantial wealth and secretly reveling in his newfound success, all the while maintaining an aloof demeanor that concealed any hint of job satisfaction.

As you might probably can guess from the type of person he is, Mr. Foster possessed an irreverent streak, often directing his biting wit and verbal jabs at authority figures, which earned him a reputation as a cunning and clever individual with a sharp, sardonic sense of humor. His distinctive style, marked by impeccable taste in fashion and an impressive collection of cars, could either cast him as a sophisticated, sharp-witted individual or a self-assured but somewhat arrogant character, depending on one's perspective. The choice, as always, remains yours.

Mr. Foster comes with the following new perks:

Daily Investment
''"I could do with some cash; anyone?" - Mr. Foster''
 * You know the importance of strategic investments, and apply this mindset to survival in the trial. When you begin the trial, you receive a one-time bonus of 5/10/15% extra Bloodpoints in the Boldness category. For each minute you stay in the trial, Daily Investment accumulates 2% additional bonus Bloodpoints in the Boldness category, up to a maximum of 30% extra Bloodpoints. These additional Bloodpoints can be earned through actions that display courage, such as taking hits, rescuing other survivors, and escaping chases.

Exploiting the Stupid
''"This is what happens when Nerds run the world." - Mr. Foster''
 * You have a knack for capitalizing on the mistakes of others and learning how to exploit the Killer to your advantage. After stunning the killer with a pallet, you gain a token, up to a maximum of 4 tokens. Each token allows you to perform an extended vault or window vault 20%/25%/30% faster. You lose all of your tokens upon getting hit by the Killer.

Support Welder
''"Tighter than a duck's arse." - Mr. Foster''
 * Your expertise with welding equipment gives you a unique edge in the trial. After being chased by the Killer for 60/50/40 seconds, Support Welder activates. During the next chase, you can interact with certain environmental objects (pallets, windows, lockers) to temporarily modify them. For example, you might add additional nails to a pallet, making it take longer to break, or rig a locker to create a distraction sound when entered. These modifications last for 30 seconds or until the Killer interacts with the modified object, revealing your location.

New Survivor: DJ Scully
Scully, often hailed as the hippest Dutch underground DJ of his generation, possesses an irresistible charm that draws admirers from all walks of life. It's a phenomenon that baffles even the most level-headed individuals. His appeal to women is nearly magnetic, transcending rationality. Men, in theory, should resent him for this alone, yet they find themselves unable to resist his magnetic presence, for Scully is the embodiment of pure, unadulterated fun. Just before the outbreak unleashed chaos upon the world, Scully had wrapped up a colossal DJ set within the eerie confines of a long-abandoned insane asylum situated in the northern outskirts of London. When the Zeds, as they're known, began their relentless quest to feast on humanity, Scully found himself thrust into a situation for which he was ill-prepared in terms of combat training. However, his innate quick-wittedness and agility served as his saving grace.

Throughout his life, Scully has always struggled to take life too seriously, and the apocalypse hasn't changed that aspect of his personality. Instead, it has only amplified his carefree disposition, albeit with one significant twist: he's now exceptionally skilled at dispatching the monstrous invaders. His talent for fending off the undead hordes is so remarkable that it has given birth to outlandish rumors. Some speculate that he must be a former member of the special forces. However, for those in the know, it's just another facet of the enigmatic Scully's charming, and somewhat humorous, personality.

DJ Scully comes with the following new perks:

Party Animal
"PARTY TIME!!!" - DJ Scully
 * You knows how to work a crowd, even when it's a crowd of murderous horrors. Whenever you are within the Killer's Terror Radius while injured, you emit a faint, calming aura that affects other Survivors within a 8/10/12-meter range. This aura reduces their chances of triggering skill checks by 10/15/20%. Additionally, whenever a fellow Survivor successfully hits a Great Skill Check, you both gain a 2% increase in repair and healing speeds for 20 seconds. Party Animal has a cooldown of 60 seconds.

Last Night's Hangover
"Ah, ya hate a guy who can't handle his drugs!" - DJ Scully
 * Your resilience is fueled by the memory of surviving through the wildest nights. After being unhooked or healed, your movement speed is increased by 3/4/5% for the next 15 seconds. During this time, you make no noise from breathing, grunts of pain, or footsteps. However, once this effect expires, your exhaustion is increased by 30 seconds. Last Night's Hangover can only be triggered once per trial.

Berserker
"Hey, why don't I kill you, and make the world a better place?" - DJ Scully
 * Your uncanny sense of time manipulation helps him and his team anticipate danger. After successfully performing a Great Skill Check, there's a 5%/10%/15% chance that ZED Time will be triggered for 4 seconds. During ZED Time, the Killer's movement speed is reduced by 3%, and your movement speed is increased by 3%. ZED Time has a cooldown of 60 seconds.