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Yarharhar's Classpacks


yarharhar

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Insanekarma (and Seviche re: way of the damned)

 

I have been thinking about other class packs as well, but I'm trying not to commit to more than these three since by the time they are done, someone else will probably have filled that void. If I was going to do a fourth, it would probably be a "Way of the Fist" monk-style perk tree (unarmed and unarmored).

 

A lot of the challenges with these class packs is to not reinvent something that is already adequetly represented with current skills and perks.

As for the tree suggestions...

Way of the Damned/Daedra worship has a lot of merit. An antithesis to Way of the Divines feels pretty natural. I don't rank it *quite* as neccessary as a good tree mainly because being evil is pretty well represented in Skyrim between all the f'd up Daedric quests and equipment, being a cannibal, a vampire, head theif/db etc.

Hunter/Naturist While a hunter's main skillsets I feel are already solid in the game (archery, sneak, alchemy, tanning, etc), the more spiritual side of a naturist I agree is underrepresented. In fact, I was originally planning on a 'druid' branch of the Divines tree which was something very similar to this. The Divine tree just got very full and this hit the wayside (perhaps just temporarily).

Rouge / thief Doesn't this branch already exist?

Slayer This would really need the support of a longer questline and more werewolves and vampires to do battle with. (The modding community I'm sure will provide that particular aspect eventually/soon)

 

I'm not quite following on the multi-class thing? Can't you do that already? I agree that I'm still determining the most graceful way to handle the Divine's perks for someone who starts out good and then just starts going nuts. As I type this out a similar-idea is striking me. It may be that you can 'opt-out' of the divine's tree (essentially gaining those perk points back), but at the cost of losing all Piety (you could later rejoin if you wished, but gaining that Piety back would be time-consuming)

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I like the "opt out" version. Sorry I thought the perk trees would be totally remade that's why I suggsuggested ;)

 

I also agree it would be a lot of work/coding.

 

Gmilair:

 

Nudist means what it means in humanistic term perhaps not fantasy? Naturist is one with nature, maybe the words naturalism/natralistic should be used! :)

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The Way of the Wolf

 

Philosophy

Werewolves in Skyrim are cool, fast-paced and action packed. However, it is not something that you can base your character around or use as a defining feature; This goes contrary to how many NPCs in the game treat it.

 

This classpack has three guiding goals

  1. Stay lore-friendly and faithful to the original werewolf system
  2. Allow players to harness their werewolf powers and mix them with other skill trees
  3. Allow a player to feel defined and changed by Lyncanthropy

 

Gameplay/Mechanics

The classpack defines the mechanics behind lyncanthropy more concretely without changing how it works:

Those with the gift/curse will idly produce/hold 12 units of bloodlust per day.

Initiating a transformation costs 6 bloodlust, maintaining it costs 1 bloodlust every 30 seconds.

Feeding on humanoids restores 1 unit of bloodlust.

 

Or as the game currently presents it - You can transform once per day for 180 seconds. Feeding extends the transformation for an additional 30 seconds.

Nothing has changed, but everything has - by defining the mechanics it is now possible to expand on them.

 

Stats

Werewolf players gain two new stats: Will and Wild.

  • Will represents one's ability to control the inner-beast and its powers with their conscious mind.
    To increase Will, merely sleep/meditate. Every hour asleep you will burn off 3 points of bloodlust - these go into the Will stat.
    (What I especially like about this is that it once more gives purpose to sleeping for Werewolf characters).
  • Wild represents one's ability to truly release the animal within, tapping into unheard depths of savagery and power.
    To increase Wild, feed. Every point of bloodlust gained by feeding will also go into the Wild stat.
    (What I especially like about this is that it forces players to feed - one of the more morally questionable actions of a Werewolf - to advance in power).

 

 

Perks

There are two perk trees included with "The Way of the Wolf". One is dependent on the Will stat, the other on Wild.

While both can be used separately and successfully, using both together is a frightening and powerful combination.

 

The perk interface is a simple piece of imagery that shows both the man and wolf at the same time. In this example sketch it's the man-eye and the wolf-eye, though it could be their silhouettes or 1/2 of one face and 1/2 of another, you get the idea.

http://www.yarsoft.com/files/ycp/WOTW1.jpg

And the tree with the Wild and Will powers in place. The little bubbles don't have some cool analog like torches or mystic energy this time because I can't think of anything appropriate. I kind of like the simplicity since there are so many perks in this interface.

http://www.yarsoft.com/files/ycp/WOTW2.jpg

Will Perks

 

Scent Branch

  • Scent of Wolf
    Requires - None
    Even as a human, wolves are friendly and will assist you when nearby.
  • Pheromones
    Requires - Scent of Wolf, Will: 25
    Use your animal pheromones to make many more NPCs receptive to marriage. (Yes, this power is a little silly and makes me giggle)

 

Control Branch

  • Control
    Requires - Will: 10
    The player is now able to turn off their Werewolf form on command.
  • Partial Transform
    Requires - Control, Will: 30
    The player gains the ability to partially transform, tapping into parts of their wolf power while retaining human appearance and control.
  • Transform Mastery
    Requires - Partial Transform, Will: 75
    Complete and partial transformations no longer cost any bloodlust to initiate.

 

Power Branch

  • Active Healing
    Requires - Will: 20
    A new ability available for man and beast form alike: Spend a bloodlust to heal 25 points of damage.
  • Reflex Healing
    Requires - Active Healing, Will: 40
    Turning this power on allows the player to auto-heal using bloodlust if low on health or struck down.
  • Predator Rush
    Requires - Reflex Healing, Will: 80
    Entering the predator rush slows time. 1 bloodlust every 2 seconds.
  • Wolfborn
    Requires - Predator Rush, Will: 100
    Enter a state where shouts recover 100% faster. 1 bloodlust every second.

 

Powers unlocked by partial transformation

Each partial transformation costs the same as a full transform: 6 bloodlust to activate, 1 every 30 seconds to maintain. Thus, at first you will only be able to use one at a time. It is especially tricky to maintain without being able to feed. If this seems steep, remember that you are getting the benefits of Wolfdom and equipment at the same time.

  • Wolf Fist
    Transforms the players hands into their deadly clawed counterparts. Increases hand-to-hand damage by 20 (25 for Khajiit, does NOT stack with their racial bonus)
  • Beast Strength
    Increases Melee attack damage
  • Beast Hide
    Increases defense
  • Beast Speed
    Increases speed
  • Beast Endurance
    Increases stamina regeneration

 

 

Wild Perks

Transformation Branch

  • Smoke and Mirrors
    Requires - Wild: 10
    Nature's fury wraps around the player as they transform, hiding and protecting them. You no longer get 'spotted' turning into a Werewolf, nor can you take damage while transforming.
  • Fast Transformation
    Requires - Smoke and Mirrors, Wild: 50
    Quickly change between man and beast. Very convenient when paired with 'Control' and 'Transformation Mastery'.

 

Mutation Branch

  • Dire Wolf
    Requires - Wild: 25
    Player gains the ability to go into a more savage beast form. Abilities are doubled but bloodlust burn is tripled.
  • Elemental Wolf
    Requires - Dire Wolf, Wild: 60
    Player gains the ability to transform into three elemental wolves: Frost Wolf, Hell Hound, and Storm Wolf. These gain resistances against, and attack with their specific element. Bloodlust burn is doubled in this mode.
  • Ultra Dire Wolf
    Requires - Elemental Wolf, Wild: 100
    Letting the animal completely loose, abilities are tripled, bloodlust burn is quadrupled.

 

Bloodlust Branch

  • Bloodlust
    Ranks: 2
    Requires- Wild: 25/50
    Each rank in bloodlust increases the bloodlust pool by 6 and the recovery rate by 50% (You will always have full bloodlust in a day)
  • Indiscriminate Apetite
    Requires - Bloodlust 1, Wild: 35
    You can now gain a bloodlust point by feeding on non-humanoids. (Robots and ashpiles will still be out of the question)
  • Gorge
    Requires - Indiscriminate Apetite, Wild: 65
    Feeding while at full health will grant you an additional point of bloodlust.
  • Sadomasochist
    Requires - Gorge, Wild: 85
    Dealing and receiving damage increase bloodlust. 100 damage = 1 bloodlust.

 

 

That's it for the classpacks for now. What do you all think?

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Scent Branch

  • Scent of Wolf
    Requires - None
    Even as a human, wolves are friendly and will assist you when nearby.
  • Pheromones
    Requires - Scent of Wolf, Will: 25
    Use your animal pheromones to make many more NPCs receptive to marriage. (Yes, this power is a little silly and makes me giggle)

I can't help but notice that we already possess Scent of the Wolf perk when we transform into a Werewolf in vanilla Skyrim. Also, I can't see the usefulness of Pheromones.

 

I can't help but wonder if Pheromones could also (or instead) attract nearby wolves as temporarily followers. That way we'd have a combat use for it.

 

That's it for the classpacks for now. What do you all think?

If you do manage to implement this, I'll be the first in line to download.

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  • Pheromones

Requires - Scent of Wolf, Will: 25

Use your animal pheromones to make many more NPCs receptive to marriage. (Yes, this power is a little silly and makes me giggle)

 

I like the general idea of it, but perhaps there should be something more wolflike, like the ability to get a bunch of wolfs(about 5 or so, perhaps depending on WILD) as companions that you can summon every 24-48 hours. Ideally something like, when you summon them you have to hunt with them, for humans, animals, anything fleshy. For every thing they kill you can summon them some (8?) hours earlier and for every companion that gets killed the time till you can summon them again extends by some(16?) hours. On second thought that idea might be a better fit for the WILD tree in a higher tier.

 

Another possibility would be certain male and females in the cities that are werewolfs and can recognize you, because of your scent, the higher your WILD the more likely the werewolf females(or males) will consider to marry you (or join your harem or whatever strikes your fancy) while certain male(or female) werewolfs (Other Alpha animals) will want to (fist) fight you to prove that they are better. Perhaps later with the ability of kids or a whole clan of your own, but well ... that might be too much for the mod you plan right now.

 

Just some wild ideas coming to mind, no matter if anything like that gets implemented or not, the idea looks very cool, although I am more a evil/vampire player myself I would download it and make a Paladin char and a werewolf char if you really manage to implement it like that, so please do that.

Edited by Roltak
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