Create a Perk

Post » Mon Mar 14, 2011 10:27 pm

Moon Shoes - Jump increased by factor of 3X !!!

lol good one
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Chloe Mayo
 
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Post » Tue Mar 15, 2011 5:24 am

no but its just like in fallout when you shoot a bullet from far away and the camera follows it

Everything thats is a COOL FOR KIDS factor shouldnt be included in the game.

I think you might be taking the thread a little too seriously...
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Ladymorphine
 
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Post » Mon Mar 14, 2011 4:56 pm

iron skin - you naturally have a 15 point shield


This is already a spell, I believe. Check the hubdate "Sounds of Skyrim". The dev talks about a spell called "iron skin" or something and he plays the effect.
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roxxii lenaghan
 
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Post » Mon Mar 14, 2011 3:45 pm

Linguist: you gain slimilar racial disposition when talking to any other races.

Soft touch: you have a high chance of knocking unsuspecting people out with your fists, (also appears as special dialogue option to interupt at the opportune moments)

Charge: you may run with your sheild up barging n smashing aside small/medium foes, inaddition it gives a general increase to block with shields.
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Alina loves Alexandra
 
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Post » Mon Mar 14, 2011 2:55 pm

Those are pretty good perks. Here's a couple I've singled out for a little constructive criticism on:

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

Teleport - a justification for fast travel, and making it an early perk would act to make it optional as well

PlagueBearer - Melee attacks have a 10% of passing on your diseases to the enemy.


Mercy - I can't really imagine a situation where this trait would be useful or necessary, except maybe for specific quests, and it seems like it might take you out of the moment. Is there a particular use you have in mind for this?

Teleport - I love the idea of making fast travel a perk, so I wouldn't be quite so tempted to use it. But if I needed fast-travel and my character is a magickaphobe, I wouldn't want to use a skill called "teleport"... Plus it would defy fast travel as it works in OB and F3, since time still passes regularly during fast travel. How about calling it "Forced March" or something similar instead?

Plague Bearer - It's a cool perk, but it wouldn't be worth walking around with a disease for a 10% chance, especially when I'm about to kill them anyway. I'd like it a lot, though, if it spread a unique "Plague Bearer" plague that didn't affect my character.
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Chad Holloway
 
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Post » Tue Mar 15, 2011 4:31 am

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.


The reason I didn't add battlemage is (if I remember accurately) heavy armor is supposed to hinder a mage. To gain a magika boost from heavy armor, even if you're accustom to wearing it, would cheapen the mage and possibly make it more favorable. This is in my own humble opinion though.
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Adam
 
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Post » Tue Mar 15, 2011 4:56 am

chivalry is alive!: You heal 10% total HP for every disposition increase and 25% for using speech craft on an enemy of the opposite six.
Fists of Fury : 2X hand to hand combat attack speed and 10% extra chance of disarm
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Naomi Lastname
 
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Post » Mon Mar 14, 2011 1:33 pm

Wizard - While duel-wielding spells, spells are 10% more effective and take less time to cast

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

That Stings! - Critical strikes from daggers now cause the enemy to bleed. Undead are immune

Spellsword - While a magical effect is active on an enemy, one-handed weapon damage is increase by 15%

Burly and Brawn - Allows duel-wielding of two-handed weapons (excluding polearms), while slightly reducing each weapons damage

Thread the Needle - Sneak attacks from bows now ignore enemies armor

Featherwood - Arrows fly farther

Plant Nurturer - Gives a 50% chance you will get double ingredients when collecting from plants.

Tree- Hugger (requires Planet Nurturer) - All planets now yield double the ingredients

Everyone loves the Rich - While wearing expensive clothes, your speech craft skill is increased by 25%. Beggars will become increasingly persistent, however.

Shady Afternoon (Requires Vamparism) - Damage from sunlight is reduced by 50%

I Hope They Don't Have Stakes - (Requires Shady Aftertoon perk) - Player no longer takes damage from sunlight, but non-vampire npc's treat player with open-hostility
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AnDres MeZa
 
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Post » Mon Mar 14, 2011 9:27 pm

The reason I didn't add battlemage is (if I remember accurately) heavy armor is supposed to hinder a mage. To gain a magika boost from heavy armor, even if you're accustom to wearing it, would cheapen the mage and possibly make it more favorable. This is in my own humble opinion though.


My friend, you are mistaken. The idea was that Battlemage would raise spell effectiveness from like 70% (with armor on) to 80%. A non-armored mage would still have more powerful spells at 100% effectiveness.
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brandon frier
 
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Post » Mon Mar 14, 2011 4:42 pm

Hulking: You are a giant of a man giving you a +10 to strength. But lowering your speed by 5.

Average: There is nothing special about you. No changes to attributes.

Small and Swift: You are as thin as a twig giving you a +10 to agility. But lowering your strength by 5.

Chunky: Your waste line is above average giving you a +20 to frost resistance but lowering your Endurance by 5.

A few perks that I thought could be applied depending on your body type. (Assuming you can change your body type in Character Creation.)
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Cccurly
 
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Post » Mon Mar 14, 2011 9:40 pm

Goblin Kin - A local goblin clan has taken a shine to you for some reason. Once a day the pc can summon X goblins to aid in battle but beware, the goblins won't make a difference between friend or foe.
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kristy dunn
 
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Post » Mon Mar 14, 2011 5:06 pm

Hulking: You are a giant of a man giving you a +10 to strength. But lowering your speed by 5.

Average: There is nothing special about you. No changes to attributes.

Small and Swift: You are as thin as a twig giving you a +10 to agility. But lowering your strength by 5.

Chunky: Your waste line is above average giving you a +20 to frost resistance but lowering your Endurance by 5.

A few perks that I thought could be applied depending on your body type. (Assuming you can change your body type in Character Creation.)


What is this I don't even...
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Alister Scott
 
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Post » Tue Mar 15, 2011 1:23 am

The unbreakable: Your chance of being knocked down is significantly decreased, requires high endurance.

Natural maintenance: Your weapons and armors now break at a 50% slower rate, requires high smithing skill.

The poison maker: Your poisons made by alchemy become 20% stronger. Requires high alchemy.

The potion maker: Your potions made by alchemy become 20% stronger. Requires high alchemy.

The sprinter: Sprinting now consumes 30% less stamina.

Arrow maniac: You can now repair broken arrows that have been broken when they hit your target. Requires medium smithing and marksman.

Arrow finder: Lost arrows are highlighted on the ground when zooming in with a bow equipped.
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Scott
 
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Post » Tue Mar 15, 2011 3:16 am

What is this I don't even...

ROFL :facepalm: I'm pretty sure the GI article said we could change our character's height and weight. Uh... so. Yeah, that would make no sense.

I've actually been surprised at the relative difficulty everyone is having coming up with perks with coherent names and descriptions that make sense from a gameplay perspective and don't scream Fallout. It's harder than I thought it would be.
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Ashley Hill
 
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Post » Tue Mar 15, 2011 4:28 am

Doctor Jones: More likely to find treasure in ruins, caves, etc.

Butch the Butcher: Higher chance of dismemberment

Spill on Isle 4: Higher chance of creating a bloody mess while in combat. (similar to the Bloody Mess Perks :P )

Spike Ball Aficionado: Do 25% more damage with a mace.
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Epul Kedah
 
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Post » Tue Mar 15, 2011 2:22 am

What is this I don't even...


Sorry if I offended anyone with that I just added it in there because my brother is a bit overweight and he seems to be impervious to the cold.
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Louise
 
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Post » Tue Mar 15, 2011 2:43 am

Distillation - Break down an alchemy ingredient into it's individual effects. (So if you distilled something like Harrada (Damage Health Damage Magicka Silence Paralyze) you would get 4 vials with one effect each so you wouldn't waste ingredients)


There was a feature like this in the Alchemy Advanced mod for OB, that added a piece of apparatus called the refiner, that allowed you to filter the effects of ingredients - something like that would be great. A Master of Alchemy perk - requires 75+ Alchemy, allows you to use refiners.
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Ria dell
 
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Post » Tue Mar 15, 2011 2:54 am

Sorry if I offended anyone with that I just added it in there because my brother is a bit overweight and he seems to be impervious to the cold.

Don't worry, just thought it was funny and obviously not a completely serious one. I don't think there's any clear formula for cold resistance when it comes to body size or type though.
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lauraa
 
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Post » Mon Mar 14, 2011 3:59 pm

If there are areas (like castles) where they don't let you have weapons or if you get robbed or possibly taken prisoner,

Secret Pocket- Allows you to conceal a dagger when being stripped of weapons (Sneak)

Adrenaline Rush- Right before the fatal blow is delivered to you time slows down dramatically, giving you time to react. Can only occur once every 24 hours. (Any combat skill?)

Inconspicous- People never notice you, meaning you are less likely to be suspected for crimes and more likely to have people slip vital information around you. (Sneak or Speechcraft?)

Bloody Work- Your skill as an assassin allows you to assassinate enemies when undetected(for bows) and behind them (for melee)in a way that makes them sprout blood everywhere, causing people who witnessed the act to be stunned for a few seconds, giving you time to escape. (Marksman, melee or sneak?)

Deadly Embrace(requires vampirism)- When coming upon an unsuspecting person you may svck them dry, killing them and giving you bonuses. (vampirism)
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Sophie Louise Edge
 
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Post » Tue Mar 15, 2011 12:42 am

Combo Breaker (finishing move)- Master of Blade, Block, And heavy or light Armor: The following attack move have 5% possibility rate, when using a forward charge attack, ONLY for NPCs, if target has less current health and fatigue than you (could even be 200 HP, 150 F):

1. Thrust blade (oppenent cruches up)
2. Shield Bash (Opponent Staggers)
3. Pommel Strike (pommel to head, paralize for 3 seconds)
4. Behead (when target hits ground, rush forward, stand over chest. One handed strike in a swiping motion decapitates target)
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LuCY sCoTT
 
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Post » Tue Mar 15, 2011 1:26 am

An Old Friend - By Azura! By Azura! By Azura!!!
~You know where this is going...~

Mustachio - You have special dialouge options (or an increase in speech) when your character has a mustache-Race Specific. Ex:No Argonians or Khajits

The Black Knight - You have a small percentage to cut off all of your opponets limbs (excluding head) when you kill an opponet. Make sure it's more than a flesh wound...

It's All in the Legs (Hand-to-hand requirement:50) - What's this? You can now use your legs in combat? What shall you call this move, a...kick?

Viking's Fury (Nord-Race Specific) - A Greater Power - Once a day, for twenty seconds, your speed increases to a ridiculous level, and enemies have difficulty blocking your lighting fast attacks.
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Kara Payne
 
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Post » Mon Mar 14, 2011 3:36 pm

*snip*
Make sure it's more than a flesh wound...
*snip*

Ahaha! Well played, sir.
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Rudy Paint fingers
 
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Post » Mon Mar 14, 2011 5:34 pm

Slayer: You are a hunter of monsterous creatures and know their weaknesses. All attacks to monsters gain an extra 10% damage. Can be taken 3 times for a stackable affect.

Righteous: The Divines know your true worth, and grant you better resistenses against the unholy. You gain 25% dam-res against attacks from undead and daedric enemies. Requires (lvl) and 0 infamy



and for fun funny time :woot: :woot:

Nurgle's Rot: Papa Nurgle smiles upon you and grants you the "Nurgle's Rot" spell. An AoE spell, targets are poisened for 15dm/sec for 30secs. If a target is slain while under the spells effects
there is a 5% chance they will arise again as a zombie minion for you to command. :chaos: :chaos:
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Carlitos Avila
 
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Post » Tue Mar 15, 2011 4:46 am

Crusader perk tree:
Crusader - You have taken up a crusade against the evils of this world. You get 5% more damage against undead and vampires(mentioned by me before).
Require lvl 15,
Holy Crusader - Your crusade against the unholy have given you the favor of the gods. They grant you 15% resistance to damage and magic.
Require Crusader perk and lvl 35.
Divine Crusader - Your favor with the gods have increased. You now have 30% resistance to damage and magic.
Require Holy Crusader perk and lvl 50.
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Star Dunkels Macmillan
 
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Post » Mon Mar 14, 2011 9:33 pm

Necromancer perk tree
Necromancer – Gives you the ability to raise a fallen friend/foe to fight for you until you dismiss it or it dies. Require conjuration 50 and lvl 20
Powerful Necromancer – Make your undead servant more powerful and grants you a magica regeneration as long as it is active. Require Conjuration 75 and lvl 35.
Legendary Necromancer – You can now have up to 5 minions at the same time dependent on the power of each one, but if you have more than one you forfeit the added magica regeneration.
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Nomee
 
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