Create a Perk

Post » Mon Mar 14, 2011 6:08 pm

The Best Defense: The best offence is a good defense. Armor ratings are increased by 10% for your choice of armor type (one for light armor, medium armor, heavy armor)

Tuck and Roll: You get up from knockdowns quicker then most. -2 seconds to the amount of time you stay on the ground. If this reduces the time to 0, you hit the ground and roll right back to your feet. (acrobatics)

Spellguard: You can channel energy into your shield. Blocking is 20% more effective, but consumes magicka every time its hit. (block)

Overpower: You are stronger then most, and this gives you an advantage in combat. If your strength is at least 10pts higher then your enemy, your attacks have a chance to disarm your opponent (if they block), or knock them down. (2-handed weapons) [on a side note, I'm sure attributes will be kept track of even if behind the scenes. If not, you may have to check skill vs skill or something]

Mana Flare: Your power can barely be contained. Spells do 20% more damage, and cost 30% more. (magic skills)

Surgical Precision: Sometimes, all you need is one good hit. Power attacks do 10% more damage and have the chance to paralyze (dagger)


Just off the top of my head
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Amy Siebenhaar
 
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Post » Tue Mar 15, 2011 3:24 am

Unfocused: You will be able to detect more enemies in a wider radius + you can hear them easier, but enemies that DO get a sneak attack on you deal an extra 15% damage, because you weren't prepared for a strike.

EDIT: Arrows/Long range weapons/traps do NOT count.
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james reed
 
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Post » Tue Mar 15, 2011 5:13 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)

Royalty - Allows you to wear an extra ring or amulet


Lets be civilized: Sitting down gives you a bonus to speechcraft.

Honest face: You can sell stolen items to shop keepers.

I like those! :)

Genocidal - 2X damage to your chosen race

And this one is just awesome. I would love such a perk, though maybe lowered to 50-75%. :)

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

Genius!
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Sarah Unwin
 
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Post » Tue Mar 15, 2011 5:18 am

Weapon Aura: you can now possess all melee weapons (including enchanted weapons) in your inventory that you are not currently using. These weapons will create an aura around you and attack any nearby enemy. Their damage is equal to your skill in their field of use. The aura can be manually turned off, otherwise it will last until your magicka is depleted. The limit for possessed weapons is five.

Master Monk: while unarmed, you have a 70% chance to catch enemy arrows fired at you while you are standing still.
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Bek Rideout
 
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Post » Tue Mar 15, 2011 1:03 am

I would like to see the return of Bloody Mess :gun:
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Chloe :)
 
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Post » Mon Mar 14, 2011 10:13 pm

Delicious Food: Edible items now have an increase in positive effects.

Mead Drinker: Nordic Mead Gives You Wings!
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Sarah Kim
 
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Post » Mon Mar 14, 2011 6:10 pm

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

Exploding fist: extra dmg unarmed and unarmed finishing moves has a chance to explode the target (hand-to-hand)

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

Blinding speed: Increases sprinting speed by 200% but blinds you while sprinting
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Nina Mccormick
 
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Post » Mon Mar 14, 2011 6:39 pm

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 remember someone came up with this earlier in the thread. This is a more refined idea of his perk (forgot your name sorry).
Atronach's Crucible - You have the ability to now drain your health into your magicka pool. (Atronach only) Or perhaps it could be used by others.

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

Shadow Bounder - Your stealth is not compromised by your jumps or fast movements no longer, [also chameleon and invisibility require less magicka to use](to OPed?).

Claw of the Beast - If you are a beast race or Orc, you have a 20% damage increase to your unarmed attacks, and never flinch when blocking with your bare hands and a 10% def increase. High unarmed and be a beast/orc race.
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Connor Wing
 
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Post » Mon Mar 14, 2011 9:03 pm

I just ain't walkin down no 7,000 dam steps!


Three easy solutions:
1) Don't ascend those 7000 damn steps.
2) *Run* down those 7000 damn steps.
3) *Ride* down those 7000 damn steps.
:)

As for the rest. Are you serious? What I'm seeing here (for 95% of the suggestions) are not what I thought perks would be like at all. If this is what goes into perks, then I would prefer a 50 skill no perk system instead. I hope they're sensible about this, and not go the crazy FO3 route.
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Spaceman
 
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Post » Mon Mar 14, 2011 2:26 pm

Mysterious Mage: Sometimes when outnumbered the Mysterious Mage shows up to lend a hand and has deadly accuracy.

Goblin Friend: Ranks 2 - The first time you take this perk, goblins will simply ignore you, while the second time, they will come to your aid in battle, but not against other goblins.
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adam holden
 
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Post » Tue Mar 15, 2011 5:31 am

Lets be civilized: Sitting down gives you a bonus to speechcraft.

Honest face: You can sell stolen items to shop keepers.


Love these!

Spell knight: Hitting a foe with your sword restores mana


I enchanted an axe like this in my first Morrowind game. Every time I hit someone it restored my health a little bit. Because I was getting soemthing for nothing I called it the "Axe of Welfare".

Yellow Snow: throwing yellow snow balls has a 95% chance of turning undead...and just about everyone else too.
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Trey Johnson
 
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Post » Mon Mar 14, 2011 10:03 pm

The Screams Of Battle: you have a higher chance of dismembering/smashing limbs of opponents when dealing a killing blow. Mangled enemies also inspire fear among other enemies, the chances of a scared opponent doing something stupid (like hitting his friends or dropping his weapon) are much greater.

Counterfeiting: you may now create counterfeit septims. These will automatically be given to you every week and can be used to fool dumber merchants and may also be used as a substitute for real money if you get caught stealing and are forced to return the money.

Trusted Friend: your chance to acquire information from people is much higher. In return, however, you must share some secrets with them. This means you will be given several embarrassing dialog choices to pick from before getting the info you want.
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Margarita Diaz
 
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Post » Mon Mar 14, 2011 10:46 pm

Strangler: ability to kill victims even more silently while sleeping...almost like mr sandman from fallout.


Barbarian: choosing this perk will grant bonuses to wearing fur/leather armors and damage bonus with clubs, axes and hammers.


Parley: choosing this perk will give you dialogue options with certain bandits and convince them to lay down weapons and flee.


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



Berserker: twice as much damage to guards and civilians.



Crusader: more damage to bandits/marauders and a chance that bandit will be demoralized during combat.
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Pat RiMsey
 
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Post » Mon Mar 14, 2011 8:42 pm

psychic - lets your character know things he/she wouldnt know otherwise - like where a location is (with a map marker perhaps) or other stuff. use your imagination

lucky - makes your character more lucky with stuff
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Laura Cartwright
 
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Post » Mon Mar 14, 2011 1:16 pm

Bateman's Rage: Whenever facing an opponent with superior gear, you gain 10% more weapon damage and speed.
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Sakura Haruno
 
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Post » Mon Mar 14, 2011 10:52 pm

Almost all of those perks that these people suggested are Fallout-like perks.

Here we have Skill perks that we can earn in level-up sessions, if we have the perquisite skill level for the perk, like those two weapon perks of the OP, for blunt weapon skill and dagger(hopefully) skill.

So I don't think those suggested perks are suitable for Skyrim, but maybe as a quest reward, hmm?

As an example, I suggest "Head Chop" finishing move, for long swords.

Or if you say that it is a finishing move and do not require a perk, I suggest automated "Dis-integrate Armor" effect for blunt weapons.

Edit: In my signature, I have two threads that might help people understand the difference between skill perks and other styles of perks, if you are interested.
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Rowena
 
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Post » Mon Mar 14, 2011 1:33 pm

The god d**n bird man: Occasionally, a man dressed like a cliff racer will aid you in combat.
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Chris Duncan
 
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Post » Tue Mar 15, 2011 12:22 am

Banhammer - You've discovered the ancient art of banishing. When using two handed blunt weapons you have a 15% chance to banish your foe to Oblivion. (instant kill) You also gain a 50% damage bonus against trolls. - requires 75 blunt. Or one handed I guess.

:P
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Lil'.KiiDD
 
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Post » Mon Mar 14, 2011 7:22 pm

The god d**n bird man: Occasionally, a man dressed like a cliff racer will aid you in combat.


Oh wow this is the best yet! Can I mod this into Morrowind?
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Emma Copeland
 
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Post » Mon Mar 14, 2011 9:04 pm

Banhammer - You've discovered the ancient art of banishing. When using two handed blunt weapons you have a 15% chance to banish your foe to Oblivion. (instant kill) You also gain a 50% damage bonus against trolls. - requires 75 blunt. Or one handed I guess.

:P

This

Also

Cautious Handler - (Armouror 75) Your equipped equipment degrades 25% less. Also arrows have a better chance of surviving after shot.
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Dale Johnson
 
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Post » Tue Mar 15, 2011 2:43 am

Assassin- When undetected and behind any humanoid or animal you can perform a silent one hit kill animation as long as you have a dagger in at least one hand. Also applies when undetected and next to a sleeping humanoid or animal.

Means to an End- Additional damage dealt to quest-related characters. When talking to quest related characters you gain a bonus to speechcraft.

Sixth Sense- Minor Life Detection spell constantly. Traps are faintly highlighted. Footsteps of others are increased in volume.

Camouflage- When in the wild your chance of being detected is reduced. When standing still (anywhere, not just in the wild) you chance of being detected is decreased.

Helpful Demeanor- Random quests/requests occur far more often.

Poisoner- Can poison food and drink. Poison on weapons are more effective.

Acrobat- Windows and chimneys are now points of entry.

Blackout- When undetected and behind any humanoid you can perform a silent animation that knocks them unconscious. Also applies when undetected and next to a sleeping humanoid.
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Stay-C
 
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Post » Tue Mar 15, 2011 1:26 am


Poisoner- Can poison food and drink. Poison on weapons are more effective.

I would call this Socratic Solution.
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Tarka
 
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Post » Mon Mar 14, 2011 2:37 pm

Destruction perks:

deep freeze - your frost spells have a chance to freeze the target in the ground. Next perk - Can completely encases in ice.
ignition - your fire spells have a chance to set the enemy on fire for extra damage. Next perk - Can cause enemy to flee while on fire.
potent charge - your lightening spells have a chance to push the enemy back. Next perk - Can paralyze/stun enemy.
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Fanny Rouyé
 
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Post » Mon Mar 14, 2011 4:40 pm

This one existed in both FO3 and NV.

Cannibal
With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. If the act is witnessed by another person it's considered a crime against nature, and the person may call the guards.
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abi
 
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Post » Tue Mar 15, 2011 4:57 am

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


Genius.
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Tasha Clifford
 
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