Create a Perk

Post » Tue Mar 15, 2011 12:49 am

Ahmen.

Racist - You do 10% more damage to all NPCs of a different race. disposition with them is decreased by 50 and 100 agianst racists of different races. Also gain 50 disposition with racists of the same race and 10 to nonracists of the same race.


Racists NPC would add immense replayability since many things would become unavaiable to each races
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Breautiful
 
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Post » Tue Mar 15, 2011 5:36 am

You Can't Handle the Truth: Lying to people is much easier. It works 90% of the time.

Sheogorath: Sheogorath's Madness has struck Shopkeepers. Misc Items (Yarn, shovels, tongs, etc.) are now worth Gold!

Highway-man, Man: Highway-men will now ignore you.

Your wearing my Brother!: When wearing fur and leather armor, animals (Bears, wolves, etc.) will run away at the sight of you.

You owe me.: When a Quest is done for someone, their Disposition will be maxed.
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Deon Knight
 
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Post » Mon Mar 14, 2011 9:42 pm

I wouldn't want any of these tongue in cheek perks. Hopefully perks are more like Oblivions and less like Fallouts. I dont want X weapon now does X more damage.
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Colton Idonthavealastna
 
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Post » Mon Mar 14, 2011 11:33 pm

Homewrecker: you can now steal any worn piece of jewelery from someone. Some NPCs will have family heirlooms that can be stolen and planted on someone else. This may lead to violence if the original owner were to notice.
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Hazel Sian ogden
 
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Post » Mon Mar 14, 2011 3:52 pm

Some really delicious Perk ideas in this thread, guys. Keep it up!

My own contributions.

Sprinter - Sprinting uses 20% less stamina.
Pointy Ears - Arrows fly 15% farther with an increased 10% damage.
Hercules - Can wield any two handed weapon with one hand.
Aggression - If health falls below 25%, damage is increased by 20%.
Handy Man - Smithed weapons gain 15% increased durability.
Swordsman - Can dual wield blades.
Put a Smile on That face - The desposition required to convince an NPC is lowered by 5 points.
Marco Polo - 5% increase in gold for sold items and 5% decrease if bought items.
Skooma Addict - Player will occasionally hallucinate enemies and items if skooma is not drunk for the last 30 hours
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Patrick Gordon
 
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Post » Mon Mar 14, 2011 9:02 pm

I just wanna say i'm so proud of how amazingly creative you guys are. I mean some of these should defiantly be looked at they are so worthy to be int the game.

Keen Eye: When wielding the bow you now see an enemies Weak points.
Sixth Sense: All perception(locking picking, Stealth) is increased by (Balance)
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Tasha Clifford
 
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Post » Mon Mar 14, 2011 7:47 pm

Tank: while wearing heavy armor, you have a 20% chance that all attacks, except for power attacks and spells, are negated. You are also now seen as the main threat when in a group. Enemies will go after you more often than any companions you may have.

Underestimated: you aren't very intimidating. Enemy humanoids are more likely to try and take you one on one instead of trying to attack you all at once. Companions you may have are attacked more often than you.

Splash Damage: enemies killed by spells will explode in an aura of that spell's effects in an area of effect of 5 meters.
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Alan Whiston
 
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Post » Mon Mar 14, 2011 5:51 pm

Battlemage: wearing armor has less of an impact on the power of your spells. In addition, being hit with enchanted weapons now replenishes some magicka.
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Nice one
 
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Post » Tue Mar 15, 2011 5:18 am

Natural Player: Player can now hit on the barmaid, and have 20% chance of success, which wins you a free bed at the inn

Stop Right There, Criminal Scum!: Player has a 50% chance of convincing an imperial guard not to arrest him/her

Mankar Camoran: You can now use any item, even the one that you're magically not supposed to be able to use

Archer: Shooting an arrow in the head does double damage!

In Your Face!: You can now throw your weapon at your enemy, which does double damage!

Nailed!: Hammers now have a 10% chance of paralysing your enemy

Ogre: Hand-to-Hand does double damage!

Ninja!: Aerial attacks automatically stagger your enemy

Martial Artist: When unarmed, you can disarm an attacking enemy (requires accurate timing)

Blending?: You can now hide in a crowd, which only gives your pursuer a 10% chance to find you (only works when out of sight)

It's-a-Me! Mario!: Jumping on enemies now does damage and makes them fall down

Fatality! : You can now finish a downed enemy, regardless of its remaining health


Thoae are probably not gonna be in, but this is just for fun right?
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tegan fiamengo
 
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Post » Tue Mar 15, 2011 2:31 am

Mod Exclusivity: stops anyone attempting to mod anime eyes, angel wings, final fantasy swords and nudity into the game. Must be taken in order to play the game.
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Emmie Cate
 
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Post » Mon Mar 14, 2011 11:35 pm

Some great ideas here, but there are too many combat ones and aren't enough that focus on the RP experience. I like these...

Burglar: At night you gain a bonus to stealth and security.

(Bosmer) Cannibal - Harvest hides and meat from people.

Mystical being: Your health does not increase when you level up but your magicka does.

Leader of the pack (3/3)- While in werewolf form you let out a fierce howl that will call a fellow pack member to aid you until their demise or until sunrise, the higher levels increase the potency of your pack members.


... because they fundamentally change the way you approach the game. How about more that tie disparate parts of the game together?

eg..
Barbarian Negotiator - Haggling and Persuasion become easier with weapons drawn.

I'd rather leave the perks unnamed. Or at least, named practically, not cleverly or humorously.


I agree too. Humorous names suited Fallout, but don't suit TES.
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Jennifer May
 
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Post » Tue Mar 15, 2011 2:12 am

Got a few, some are less exciting...

Wind at Your Back: The relentless arctic wind seems to always be at your back, egging you on. Deep snow and shallow waters will never slow your determined step.
Born Leader: You are the last of the dragonborn, the blood of the emperors courses through your veins. When a dragon strikes, you will seldom stand alone, as the people of Skyrim back you to fend of the terrible foes.
Cry of the North: Your dragon shouts resonate even louder than ever, causing them to slow down time longer, send enemies flying harder, etc.
Demolisher: When using a war hammer, chances are 150% (1H) or 200% (2H) of breaking an enemy's shield.
Blademaster: Your practiced hand has no trouble tracing an icy trail through the air with the tip of a blade. You slice through your opponents defenses in the blink of an eye, thanks to your greatly accelerated attack while using a sword.
Fat of the Land: You see in every creature myriad bits and pieces, all of use to you, never mind their days worth of fresh meat. In every bit of underbrush, in the branches of every tree, you find a vast supply of sustenance. You gather far more resources from the wild than most.

Highwayman: dialogue options to demand tribute from traveling npcs. This can lead to a fight or npc giving you septims, weapons, or more.


Please!
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tannis
 
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Post » Mon Mar 14, 2011 3:08 pm

I agree too. Humorous names suited Fallout, but don't suit TES.


Negative. More funnies are required.

Wtf am I doing here: if you're an Argonian you get 10% increase in willpower but 5% decrease in intelligence just for being a fishy and being in Skyrim.
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yermom
 
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Post » Tue Mar 15, 2011 5:24 am

TwoHand perks

1. Cleaving Swings: Your twohanded weapon swings can hit 2 additional opponents if they are in the weapons path. Deals 30% weapon damage.
2. Overwhelming Force: Your twohanded weapon swings have a chance to knock the enemy down. Chance increased for power-attacks.
3. Rushing Pulverizer: Your forward power-attack with twohanded weapons will propel you faster, do 20% more damage, and cause 40% splash damage to 2 close opponents.
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Vicki Blondie
 
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Post » Mon Mar 14, 2011 4:26 pm

Natural Craftsman - Allows you to make weapons, arrows and armour from creature items, like bones and fur ect

Grave Digger - Allows you to use shovels to dig up graves

Favoured of Sithis - halves the bounties for murder
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Isaiah Burdeau
 
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Post » Mon Mar 14, 2011 3:18 pm

I hate to say it again, but...

We only get ONE PERK per level up, and they need to be tied to particular skills. If you look at the GI article you'll see that, meaning we only get 50 TOTAL.

Basically, if you come up with a perk, keep in mind that it has to be USEFUL and POWERFUL enough to be worth 1 out of the limited perks you'll get to choose before your character growth goes down to almost nothing.

And you also need to make sure it connects with a particular skill's use (within the category and benefiting characters that use that skill specifically).

It's really hard to come up with good perks, but it's a lot of fun. It would definitely be awesome if some of the perks we suggest actually make it into the game.
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Avril Churchill
 
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Post » Mon Mar 14, 2011 11:21 pm

Librarian: Gives you an extra skill boost when you read a new skill book.

Botanist: Increases the chances of successfully harvesting alchemical ingredients.

Silent Killer: Increases strength of Sneak attacks. Guaranteed 1-hit kill on sleeping enemy if undetected.

Assassin of the Shadows: Invisibility for 5-10 seconds after any Sneak attack that kills the enemy.

Mighty Archer: Increases bow damage by 15%.

Swift Archer: Increases bow speed by 15%.

Dragon Lord: Magnifies strength and/or duration of Dragon Shouts.

Potions Master: Increases effectiveness of alchemical equipment (Alembic, Retort, Calcinator, etc.).
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Trent Theriot
 
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Post » Tue Mar 15, 2011 5:42 am

Double Shot: 10% chance of pulling out 2 arrows out of your quiver and dealing x2 damage. This perk can be stacked 3 times. Increments would increase by 5%

Water runner: When sprinting from land to water, you will not sink for 7 seconds. This perk can be stacked 3 times. Increments would increase by 1 second.

Fast Caster: 10% faster spell casting rate. This perk can be stacked 3 times every 5 levels. Increments would increase by 10([a) where a = perk teir. (Max 60% faster cast)


Dragonskin : 10% resistance to fire. This perk can be stacked 5 times every 2 levels. Increments would increase by 10%
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Yvonne Gruening
 
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Post » Mon Mar 14, 2011 3:02 pm

Thumper: All sneak attacks made with blunt weapons have a 20% chance of knocking an opponent down. (Blunt Weapons)

Mug
: Whenever you kill an opponent with an unarmed attack, all gold in their inventory is automatically added to yours. (Unarmed)

Mad Trapper
: You gain the ability to rig doorways and containers with small explosive traps. (Security)
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Catherine N
 
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Post » Mon Mar 14, 2011 6:27 pm

Parry: when blocking with a weapon
time your strike with there's to knock them side for an easy counter, 5% chance of disarming them.
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kelly thomson
 
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Post » Mon Mar 14, 2011 8:39 pm

These are the perks that I think are viable, some I've tweaked and I noted my tweaks.
I would like to add that I do HOPE Strongly that they don't transfer FO3 or NV perks over. I would like them to stay more in line with oblivion.

also I do not believe in a tech tree Or active skills, only passive skills.

Magical Restoration - Enchanted items recharge over time.

Royalty - Allows you to wear an extra ring or amulet (plus generally higher disposition)

Extended summons: Your summoning spells last longer then normal.

Backstabber: 15% extra damage on a backstab

Now or Never - When health is under 10%, damage delt increases 35% (I changed the posted 75 to 35 which I think is more reasonable.)

Gifted Healer = Restoration spells cost 10% less to cast

Crusader = Gives 5% more damage against undead and vampires

Blood Mage: the lower your health, the faster your magica refills. (I changed the name from the original post which was "Dark Magics")

Burglar: At night you gain a bonus to stealth and security.

Mercy - instead of a fatal finishing move, you can opt to knock your enemy unconscious when they run out of health. But you can still pick-pocket them and leave them in their underwear

Fast Travel - a justification for fast travel, and making it an early perk would act to make it optional as well (changed the name from teleport to fast travel figured might as well call it what it is. Thanks for the suggestion Skaevola)

Strong Minded = Allows you to shrug of lesser mind affecting spells and effects

Charming Voice - People are 10% more positive when talking to you (I changed it to 10%, 25% is to great a boost)

Deft Hands: Lockpicks break only after two unsuccessful lockpick attempts.

Natural Immunity - Minor disease effects are reduced by 35%, major diseases are reduced by 25% (I changed the minor disease immunity to 35% it was 50%)

Bar Brawler: Hand to hand increases when under the influence of alcohol.

Master Monk: while unarmed, you have a 70% chance to catch enemy arrows fired at you while you are standing still.

Trollblood: slow hp regen over time but with lowered resistance to fire

Juggernaut: Extra defense rating while wearing full heavy armor and shield, impossible to knockdown while blocking (heavy armor)

Meticulous Measurements - You are very meticulous when measuring the amount of ingrediants for your alchemy, you some times end up with a little extra. Every time when you create potions there is a % chance that you will recieve an ingrediant from the current potion back. The chances of recieving extra or even more increase with the complexity of ingrediants used. ( I would change it to "you only use half the ingrediants most would use")

Steadfast - Your fatigue now goes down 20% slower than before. High endurance/high athletics if their still their.

Master summoner: ability to summon certain creatures until their death.

Battlemage: wearing armor has less of an impact on the power of your spells. In addition, being hit with enchanted weapons now replenishes some magicka.

Brethren!: Shopkeepers of the same race will give a modest discount, same race NPC's get a mild disposition bonus, etc.

Vantage Striking: Your first attack after breaking invisibility does 25% more damage.

Magical Tracking: Detect Life and Night-Eye now highlight recent footsteps. (changed the name from sharp eye)

Aggression - If health falls below 25%, damage is increased by 20%.

Sprinter - Sprinting uses 20% less stamina.

Blademaster: Your practiced hand has no trouble tracing an icy trail through the air with the tip of a blade. You slice through your opponents defenses in the blink of an eye, thanks to your greatly accelerated attack while using a sword.(I would translate this to mean 5% increase in attack speed and 20% chance for periceing damage for all blade weapons)

Cleaving Swings: Your twohanded weapon swings can hit 2 additional opponents if they are in the weapons path. Deals 30% weapon damage.

Overwhelming Force: Your twohanded weapon swings have a chance to knock the enemy down. Chance increased for power-attacks.

Rushing Pulverizer: Your forward power-attack with twohanded weapons will propel you faster, do 20% more damage, and cause 40% splash damage to 2 close opponents. (this needs a name change haven't thought of one though)

Botanist: Increases the chances of successfully harvesting alchemical ingredients.

Mighty Archer: Increases bow damage by 15%.

Swift Archer: Increases bow speed by 15%.

Potions Master: Increases effectiveness of alchemical equipment (Alembic, Retort, Calcinator, etc.).

Spell Rebound: If hit by a spell that causes a certain amount of damage, your next attack will include the same spell on top of your attack. 10% chance of activating
Wizard - While duel-wielding the same spell, spells are 10% more effective and take less time to cast (I changed it from any spells to the same spells)

Arch-Wizard - Decreses spell cost by 5% more, and increases all magical resistances by 5% (changed Increase spell effectiveness by 5% more)

Spellsword - While a magical effect is active on an enemy, one-handed weapon damage is increase by 15%
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Jaki Birch
 
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Post » Tue Mar 15, 2011 3:22 am

iron skin - you naturally have a 15 point shield

woodsman - movement speed while not on a road is increased

Animal Lover - small animals like rats and wolves will not attack you as long as you stay 6 feet from them
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Chloe Yarnall
 
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Post » Mon Mar 14, 2011 7:21 pm

These are the perks that I think are viable, some I've tweaked and I noted my tweaks.
I would like to add that I do HOPE Strongly that they don't transfer FO3 or NV perks over. I would like them to stay more in line with oblivion.



Glad to see at least one of mine made the cut. What about Battlemage? That was fairly balanced.

This is a good idea though. Let's filter out the better perk ideas and maybe add them to the OP? That way Bethesda devs could see how well we waste our time.
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Nicole Mark
 
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Post » Mon Mar 14, 2011 6:59 pm

Wow, that was Quick: allows fast travel, or should that be a dragon soul or whatever? I'm confused.
BFFs: companions are essential.
Reverse-Locksmith: locks are easier to pick, and grants a +5 to lockpick.
Go-To Guy/Gal: random events occur more frequently.
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Stace
 
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Post » Mon Mar 14, 2011 11:40 pm

These are just a random assortment I just came up with:

Pacifier: When an opponent's health is below 15%, any unarmed attack or shield/weapon bash has a 50% chance of rendering it unconscious.

Grappling: [H2H requirement] You can grapple with an opponent ...

Momentum: Cool-down time between attacks with two-handed weapons is decreased

[?] - Sharp-edged weapons like axes and swords stay sharp longer during combat

[?] - Bartering with a merchant increases his disposition twice as fast as normal and you always get a 5% discount (per perk level)

Hunter: Skinning and butchering of animals yields twice as much hide and meat

[?] - Snow no deeper than your knees does not reduce movement speed, deeper snow only reduces movement speed 50% of normal

Light-foot: Inaudible footsteps when sneaking with soft shoes or boots/ barefoot

[?] - Mana recharges (faster) when the moon or stars are visible and you receive a 25% boost to your mana capacity

[?] - Health recharges when the sun is up, and you receive a 5 point boost to your strength attribute

Philanthropist: Helping people gives you a temporary boost to health and luck (or something else)

............

On a side note: I hope all perks have skill level requirements -- unless they're miscellaneous. This would mean that you can only pick perks that are relevant to the skills you have focused on. And I want as few as possible of fallout-style perks and perks like "You now have the ability to [x]" unless they're rewards from quests.
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Brad Johnson
 
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