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The Deathslingerbackground

The Deathslinger

Lore

Born in the dust-ridden badlands of the American Midwest, Caleb Quinn was son to struggling Irish immigrants. On the edge of the frontier, sickness, famine, and death were common sights, and pioneers contended for whatever scraps they could claim while tycoons feasted. Caleb's father, once an engineer, had few options to ply his trade as businesses posted a common sign: No Irish Need Apply. His antiquated tools laid untouched for years until Caleb uncovered them. Noticing his son's interest in the trade, he gifted him his old wrench.

The devices Caleb made under his father's guidance had quaint applications, but when his father was away, they took a grim turn. He hid plans for a mask that would gouge barbed needles into a human's eyes and rip them from their sockets, complete with sketches of it fitted on boys who bullied him.

With age, Caleb's engineering abilities became marketable and employers put their discrimination aside. Henry Bayshore, the owner of United West Rail, hired him.

Caleb first invented a gun that shot railroad spikes into the ground. Next, he made a steam-powered tunneling drill. But as Bayshore feigned indifference, the devices began turning up at other companies, the patents stolen from Caleb and sold.

A familiar sensation coursed through Caleb's blood, feeding the sharp pain in his heart. Rage overwhelming him, he burst into Bayshore's office and smashed his face into a bloody stew. As he was pulled away, he pushed his specialized gun to his boss' gut and squeezed the trigger. A railroad spike plowed through skin and viscera, nailing Bayshore to his desk.

The only thing that saved Caleb from hanging was Bayshore's unlikely survival. For fifteen years, Caleb was confined to Hellshire Penitentiary, the nation's first private prison. In a fortress of illiterate convicts, he found an unlikely friend in the educated prison warden. He designed torture devices for him and in return received extra meals. After a time, the warden offered to commute his sentence. He spoke of something greater than monetary wealth-political capital-and that his connections could have Bayshore framed and rotting behind bars for life. He had only one request: Make him rich. Fill the prison. Use ingenuity to bring outlaws in alive.

Caleb returned to his workshop, and with a few modifications emerged with something new-the speargun. The first trial occurred when a thief robbed a Chinese laundry. Seizing on the opportunity, Caleb unleashed his prototype. Metal joints screeched as the spike shot forward, gouging into the target's abdomen. But as the spear tugged it caught the thief's intestines and, with an ungodly sound, yanked them onto the dusty road. After several iterations the disembowelments dwindled, but Caleb had already earned his new nickname: The Deathslinger.

Looking to protect his asset, the prison warden pulled strings and released Irish inmates to form Caleb's posse. The Hellshire Gang was born. For six years they roamed the country collecting wanted outlaws for the prison, fulfilling their end of the bargain. After a bloody battle at Glenvale, Caleb caught notice of a newspaper headline: Henry Bayshore Purchases Hellshire Penitentiary. In the picture, a disfigured Bayshore proudly shook the warden's hand. Caleb's heart pounded with rage, blood swelling as if it would burst from his veins. He'd been sold out, a pawn in a rich man's game.

The Hellshire Gang pledged their loyalty to Caleb and called for the warden's head. In a thundering gallop, they smashed through the prison entrance, shrieking like bloodthirsty marauders. A guard raised his pistol but hesitated. A spear punctured his chest. Caleb grabbed the man's head and slammed it against a prison cell until it spilled through the bars.

Reaching the warden's office, Caleb kicked the door and was met with a fortunate sight-it wasn't only the prison warden who cowered in a corner, but Henry Bayshore. Overpowered with rage, Caleb rushed Bayshore, beating, bludgeoning, tearing at his flesh. The man's blood dripped from his face, crimson pooling at his feet. The Hellshire Gang swarmed the warden, snapping bones with each kick.

With the two men broken and begging for death, the posse dragged them to the commons where they were left to the growing crowd of prisoners.

Soaked in blood and sweat, Caleb hobbled to his old cell, hardly paying notice to Bayshore's screams. He sat on the bed's edge as drops of blood ran from his fingertips. A thick, unnatural fog streamed through the barred window. He pulled out his old wrench, cracked and rusted, and ran a thumb along the metal, regarding it with faded eyes. He couldn't remember when it came into his possession. He didn't care to remember. At his feet he saw a dusty path, and, at its end, silhouettes of all who had done him wrong: the boys who bullied him, the executives who took advantage of him, and, again... Henry Bayshore. Emerging from a fog were the tools to dispose of them-unforgiving steel hooks, brilliant and beautiful in their simplicity. Pain tore through his leg as he stood but he endured, pushing onward, walking the dusty path, leaving a trail of blood flowing behind him.

Perks

Hex: Retribution
Hex: Retribution
A Hex that lashes out upon its destruction. Those who cross you will be punished.

Any Survivor interacting with a Dull Totem or a Hex Totem will suffer from the Oblivious status effect for 35/40/45 seconds.

If any Hex Totem is removed, including this one, the auras of all Survivors are revealed for 15 seconds.

Gearhead
Gearhead
You've got an ear for well-oiled gears.

After a Survivor loses a health state by any means, Gearhead activates for 30 seconds.

While Gearhead is active, every time a Survivor performs a good Skill Check while repairing, their aura is revealed to you for 6/7/8 seconds.

Dead Man's Switch
Dead Man's Switch
When you hook a Survivor, Dead Man's Switch activates for the next 20/25/30 seconds.

While activated, any Survivor that stops repairing a generator before it is fully repaired causes The Entity to block the generator until Dead Man's Switch's effect ends.

Affected generators are highlighted by a white aura.

Power

The Redeemer
The Redeemer
The Deathslinger's ingenuity affords him the ability to Reel in bounties with a unique invention-a heavily modified, hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain.

THE REDEEMER

Press and hold the Power button to aim down sights. Press the Attack button to shoot a spear that can lodge itself in a Survivor, allowing them to be Reeled in towards The Deathslinger against their will.

Reel:

While a Survivor is speared by The Redeemer, press and hold the Power button to Reel them in towards you. Survivors may struggle against the chain or use the environment to pressure the chain to break. Doing so will result in briefly stunning The Deathslinger as well as putting The Survivor in the injured state and applying the Deep Wound status effect. Using a basic attack while a Survivor is speared will break the chain without applying a penalty to either The Deathslinger or The Survivor. Successfully hitting a Survivor with a basic attack while they are speared and healthy will also apply the Deep Wound status effect.

Reload:

The Redeemer must be Reloaded after every shot, before it may be fired again. Press the Active Ability button to Reload The Redeemer.

Addons

Spit Polish Rag
Spit Polish Rag
Decreases The Redeemer's miss cooldown by 0.25 seconds.
Snake Oil
Snake Oil
Increases The Redeemer's reeling speed by 5%.
Rickety Chain
Rickety Chain
Grants 50% bonus Bloodpoints for Speared score events. Survivors break free 33% faster.
Modified Ammo Belt
Modified Ammo Belt
Decreases The Redeemer's reload time by 0.25 seconds.
Rusted Spike
Rusted Spike
Hitting a Survivor with The Redeemer while they are being reeled in inflicts Mangled.
Poison Oak Leaves
Poison Oak Leaves
Increases Survivor mend time by 1.5 seconds.
Marshal's Badge
Marshal's Badge
Decreases Terror Radius by 4 meters while aiming down The Redeemer's sights.
Jaw Smasher
Jaw Smasher
Increases movement speed by 1.5% while aiming down The Redeemer's sights.
Chewing Tobacco
Chewing Tobacco
Decreases the stun duration when Survivors break free by 0.5 seconds.
Warden's Keys
Warden's Keys
Decreases The Redeemer's reload time by 0.35 seconds.
Wanted Poster
Wanted Poster
Increases movement speed by 3% while aiming down The Redeemer's sights.
Tin Oil Can
Tin Oil Can
Decreases The Redeemer's miss cooldown by 0.5 seconds.
Honey Locust Thorns
Honey Locust Thorns
Breaking free from the spear inflicts Mangled.
Bayshore's Gold Tooth
Bayshore's Gold Tooth
Increases The Redeemer's reeling speed by 9%.
Prison Chain
Prison Chain
Increases time required for a Survivor to break free from a spear by 10%.
Gold Creek Whiskey
Gold Creek Whiskey
Decreases Terror Radius by 8 meters while aiming down The Redeemer's sights.
Bayshore's Cigar
Bayshore's Cigar
Decreases the stun duration when Survivors break free by 1 second.
Barbed Wire
Barbed Wire
Increases Survivor mend time by 3.5 seconds.
Iridescent Coin
Iridescent Coin
Survivors speared from at least 12 meters away are inflicted with Exposed for as long as they remain speared.
Hellshire Iron
Hellshire Iron
When a Survivor is speared, gain Undetectable. The effect persists for 10 seconds after the Survivor is no longer speared. Undetectable hides the Killer's aura, Terror Radius and Red Stain.