The 'Create a Perk' Thread!

Post » Tue Jan 19, 2016 4:32 pm

i know there's lots of people out there who think fallout is, or should be, dead serious and no bs.


i'm certainly not among these people. :-)


i want my dose of wack.


(where fnv overdid for my tastes though was pop culture references. every single quest named after some pop song, it just was too much)

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Evaa
 
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Post » Tue Jan 19, 2016 2:34 pm

not sure what you mean about all over the place? cowboy is for cowboy style weapons and grunt for military grunt (infantry) weapons


makes perfect sense?



like grunt adds 25% damage to


9mm and 45 pistols and sub machine guns (1911, m92 and tommy gun, grease gun (most m3s were 45 but they had did have 9mm versions mostly used by OSS )


service rifle (m16s)


assault carbines (m4s)


marksman rifles (looks very much like a paratrooper or special forces AR platform or a sr25 cross of somesort, def military though)


LMG (game one half m60 half SAW, would like to see that)



so all of those are military weapons



then theres grenades, grenade launchers and combat knife once again stock standard military



makes complete sense and is not all over the place??

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Laura Shipley
 
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Post » Tue Jan 19, 2016 10:54 am

Enthraal - by sacrificing a part of your body and soul, you can convince almost anyone to join your quest.



Creates a consumable power which, when unleashed, convinces a non-critical actor/NPC to become your follower with basic affinity as a start. Upon using the power, you lose 1 of each of the S.P.E.C.I.A.L. stats. The stats can be regained with further leveling. After use, the perk can be selected again.

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Jack
 
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Post » Tue Jan 19, 2016 12:31 pm

perk name: Up she/he rises



Able to launch self out of water if sprinting and heading upward, also get gets slowed time and auto pull out weapon for shooting in slowmo. (could be attached to aqua-boy perk)



Perk name: Scare Crow



Gain cooking recipe for crow chow, thrown like grenades. Hit target will cause crow to fly in start pecking at them.

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Genevieve
 
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Post » Tue Jan 19, 2016 5:28 pm

Athlete: gain the ability to climb vertical surfaces using AP.



At higher levels, perhaps something like wall jumping.. reduced AP cost for climbing, faster climbing, etc.

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Eilidh Brian
 
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Post » Tue Jan 19, 2016 6:18 pm

Can't We All Just Get Along? - 10 Charisma: Opens non-lethal resolutions to various quests, convince people to join other factions or come to your settlements, etc..



I Have Skills (_________) - 7 in the appropriate SPECIAL stat (Eg: I Have Skills (Medicine) requires INT 7): Opens character dialogue based on proficiencies while delivering a 10, 15, 20, or 25% boost to said skill.



Eye, Robot - 8 Intelligence: Allows crafting of robotic companions (Protectron and Eyebot at first rank, Sentry Bot next rank, Assaultron highest rank)



Terrifying Presence - 9 Charisma: More threatening dialogue (max enables more Silver Shroud dialogue)

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Peter P Canning
 
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Post » Tue Jan 19, 2016 5:32 am

Finest Hour: When the chips are down, and backed into a corner, you can unleash your hidden potential!


Effect: You can overcharge your critical meter by continuing to build it. (Up to 10x normal damage) (does not apply to critical banker levels)


In essence, this perk makes your critical hit become more powerful the longer you hold off of using it.
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Rachyroo
 
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Post » Tue Jan 19, 2016 10:39 am

http://fallout.wikia.com/wiki/Wild_Wasteland

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candice keenan
 
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Post » Tue Jan 19, 2016 10:26 am

Smackdown: (req CHR 9)



-Adds "slap across the face" as a dialog option in EVERY situation. Additionally, when you skip dialog, SS slaps the speaker across the face instead of going "yep, uh-huh, etc"



-2nd rank gets you better bargains from vendors (but only if you use the option/skip their dialog)



-3rd rank allows you to slap NPCs during their "walking by" lines



-4th rank (max) will cause settlers to go rescue the kidnap victim/fight the ghouls/muties/raiders/chaos space marines themselves when starting Minuteman radiants (or use it on Garv when he's giving you the quest to make HIM do it). Also, use it on settlers when they're thanking you after a successful "defend" action to make them defend the place themselves next time.



Edit: BONUS



If your luck stat is 10+, and you use this on a settler who is a synth, there is a chance the synth component falls out of their head and they die. Named synths, such as


Spoiler
Danse or Sturges

are exempt.

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Harry-James Payne
 
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Post » Tue Jan 19, 2016 8:19 am

Tally ho- Allows you to switch mini gun sides whilst flying in a Vertibird mid flight
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I’m my own
 
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Post » Tue Jan 19, 2016 3:03 pm

for a change, a perk they added in this game and that i had wished for in earlier games:


aquaboy.


call it rivers.


i call it highways. :-)

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kirsty joanne hines
 
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Post » Tue Jan 19, 2016 8:20 pm

A perk to increase the damage you deal and the damage you take to make higher difficulties more fun.

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lillian luna
 
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Post » Tue Jan 19, 2016 6:21 pm

Yeah, I agree some changes where not great. I mostly miss features like Fame/Infamy (had nothing to do with perks), but the ammo crafting is a missed one as well.




Forgot about those entirely :P Isnt cryolator sort of legendary, you cant scrap it can you?




Agreed, FO3 had some incredible 'WTF' quests...



Spoiler
Harold and Bob the tree; The republic of Dave; Cannibal weirdo family near the outcasts... There where quite a few. This game has some aswell; the boy in the fridge, robots flying ships, etc. but 3 did them better IMO, and a wild wasteland perk could capitlize on the wacky further by making non-quest elements WTFish




Just an opinion. I've always preferred perks to do something specific, IE effect a specific group of weapons rather than an assortment of them. In my eyes perks are something your character learns, so learning how to use a rifle makes sense, but learning how to suddenly use a rifle, knives, handguns, explosives, etc. all in one go kinda feels weird. If these perks are reintroduced I wouldnt be opposed to it, just gives you the players more choice.





Would love to see Bethesda expand the array of abilities like this, but I feel like they would need animators for it all, and animations are not a strong point for BGS. Would be nice tho!




1) I sort of dislike this one just cause I feel like its something that should have been in the game without the need for perks to begin with. Shouldnt need its own perk.


2) This sounds kinda cool just for the dialogue element, but again feels like it should be integrated with the relevant perks to begin with. So 'I Have Skills (Medicine)' should just be a part of the medic skill.


3) Would be cool, especially if you can mod Codsworth, or add them in as settlement items (a few threads have suggested integrating something along these lines with the Robot Hacker perk).


4) Would take it! Would be fun to bully your way through the game without murdering everyone.





Smackdown - Yes freaking please. Drives me insane how rude some people are, especially that [censored] at cambridge police station (the guy who gives you the 'Cleansing' missions). Wanna punch him in the face every time he opens his mouth.




Never taken aquaboy but its caught my interest. Hopefully DLC will take advantage of the vast open waters, then I might take it!




Like a hardcoe perk? Would be useful IF you can turn it off.

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Sara Johanna Scenariste
 
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