Create a Perk

Post » Mon Mar 14, 2011 10:26 pm

Opportunist - While an NPC is distressed, the player has an increased chance to pickpocket them.
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Elisabete Gaspar
 
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Post » Mon Mar 14, 2011 5:36 pm

Vampire's Bane: As a werewolf you do twenty percent more damage to vampires.

Dark Turning: As a vampire you can transform an NPC into a vampire companion after feeding on them
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Josephine Gowing
 
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Joined: Fri Jun 30, 2006 12:41 pm

Post » Mon Mar 14, 2011 9:28 pm

Stick and stones: Allows you to shoot tho arrows at a time at a cost of accuracy.
Pillage: Attacking living targets grant you little amount of gold.
Chuck Norris: Allows you to do a backflip an an enemy :P
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Romy Welsch
 
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Joined: Wed Apr 25, 2007 10:36 pm

Post » Mon Mar 14, 2011 2:45 pm

Instead of just X bonus for Y weapon against Z opponent I tried to come up with some perks which would give a bit of variety in the way different styles are played…

Heat Seeker (marksman 50?): Arrows fired at a long distance will arc (slightly) towards heat sources (works better in colder climates)

Best Buddies (conjuration25?): Using the same summon creature spell will level that creature up to become stronger (capped)

Triad (conjuration 60?): Allows the player to summon 2 creatures at a time.

Amalgam: (level 70? in magic field/s applicable): Spell making now lets you concoct spells with 2 effects, extra cost of magicka if different schools of magic are combined.

Call of the wild (personality 50?): Animals below PC level, within a 50ft radius will come to the player’s aid if attacked. (Excludes passive and diseased animals)

Arcing (destruction 50?): Shock spells have a chance of arcing onto multiple hostile enemies wearing metal.

Pickpocket (sneak 40?): Allows the player steal from NPCs who are unaware/sleeping/drunk/unconscious.

King hit (H2H/Blunt 50?): Instantly send an NPC to the ground if hit from behind and are unaware of player.

Doppelganger (illusion 40?): Casting illusion spells in combat has a chance of causing mirror images of the PC to appear confusing hostiles.

Counter (Weapon lvl 40?): When using a balanced 2 weapon style, successfully blocking with the main weapon has a chance to counter with a critical with the offhand.

Argonian Blood (Argonian, lvl 10?): Immunity to poison and chance to cause poison when fighting H2H or being hit from H2H.

Eye of the Jiit (khajiit, lvl 10?): Eyes automatically adjust to low levels of light allowing to see better.

Pyromaniac (destruction 50?): fire spells have a chance to set targets alight causing them to go crazy, fire can spread to hostiles who they come into contact with.

My favorite weapon/spell/potion (applicable skill 25?): regularly used items will be more effective/durable.

Telekinetic burst (Alteration 30? Since mysticism is gone): when being attacked and health hits 25% you send out a shockwave knocking over nearby hostiles.

Renown (personality 60? Decent lvl of fame, lvl 25?): Lower level hostile NPCs are less likely to attack on sight, unless they have a large numbers advantage. Also causes citizen NPCs to be friendlier.

Outlaw (high bounty): Become an outlaw, rob travelers, raid towns, access services with bandit groups. Many bandits become friendly, Guards become hostile. Disposition with citizens will drop, fear and compliance will rise.

They are just some ideas anyway, maybe good, maybe crap… feel free to edit or rebalance. Tc :)
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Manny(BAKE)
 
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Post » Mon Mar 14, 2011 7:51 pm

Traditionalist: removes all Perks from the game, and changes to a Skill/Attribute system.
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RAww DInsaww
 
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Joined: Sun Feb 25, 2007 5:47 pm

Post » Mon Mar 14, 2011 5:30 pm

they kind of break immersion


You know what breaks my immershun? The fact that I'm not actually in the game and am, as a matter of fact, using a keyboard and mouse to control a character that isn't me. "they break mah immershun" should be banned on this forum because it has to be the most arbitrary, subjective and overall useless complaint you can possibly direct at a feature.
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Britta Gronkowski
 
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Joined: Mon Apr 09, 2007 3:14 pm

Post » Mon Mar 14, 2011 1:25 pm

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

I pretty well agree. Give them cool names, just whatever you do, don't give them Fallout names. THAT is a Fallout thing, being sarcastic and clever. Don't do that here, fun as it is. Please devs.
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Jason Wolf
 
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Joined: Sun Jun 17, 2007 7:30 am

Post » Mon Mar 14, 2011 9:41 pm

Variety: This perk removes all the generic copy/pasted creatures that are bound to make up this game and adds original ones that actually took some thought to create.
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Dylan Markese
 
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Joined: Sat Dec 01, 2007 11:58 am

Post » Mon Mar 14, 2011 2:40 pm

Brutish Looter: You can now smash open locks, depending on your strength and the difficulty of the lock.Lucky Gleam: Your luck will now give you a greater chance of finding valuable loot while trespassing.



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

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Cameron Wood
 
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Post » Mon Mar 14, 2011 11:07 pm

I've got the locking perk. Post limit
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Gavin Roberts
 
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