Cargo query
Showing below up to 54 results in range #101 to #154.
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Page | Class | RequiredStats | Cost | PrerequisiteSkill | Cooldown | Description | SkillID | NPConly | JoinKey |
---|---|---|---|---|---|---|---|---|---|
Shake It Off | Endurance | 0 Toughness |
0 | Each round you are dazed or stunned, you have a (Toughness-10)% chance to shake off the effect. You also take 25% less initial damage from poison and the duration of poison is reduced by 25%. |
Endurance_ShakeItOff | No | Shake It Off | ||
Shank | Short Blade | 27 Agility |
250 | 10 | Activated; cooldown 10 (primary) or 20 (offhand). You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 to penetration rolls for each negative status effect your opponent suffers from. |
ShortBlades_Shank | No | Shank | |
Shield | Shield | 0 Strength |
100 | You are skilled at wielding shields. |
Shield | No | Shield | ||
Shield Slam | Shield | 17 Strength |
100 | 40 | Activated; cooldown 40. You attempt to knock an opponent down and deal (strength modifier)d4 + your shield's AV bonus in damage. Your opponent gets a chance to resist (strength save; difficulty 20 + your strength modifier). Whenever you charge an opponent with a shield equipped, you get a free Shield Slam attack against them. |
Shield_Slam | No | Shield Slam | |
Shield Wall | Shield | 25 Willpower |
200 | 30 | For the next three rounds, you automatically block all incoming melee attacks (may not be used with bucklers). |
Shield_ShieldWall | No | Shield Wall | |
Short Blade | Short Blade | 0 Agility |
50 | You are skilled with small one-handed knives and blades. |
ShortBlades | No | Short Blade | ||
Short Blade Expertise | Short Blade | 0 Agility |
0 | You get +1 to hit with short blades. Also, the action costs of attacking with a short blade in your primary hand is reduced by 25%. |
ShortBlades_Expertise | No | Short Blade Expertise | ||
Single Weapon Fighting | Single Weapon Fighting | 17 Agility •17 Strength |
100 | You may choose not to make offhand attacks in exchange for mastery with a single weapon. |
SingleWeaponFighting | No | Single Weapon Fighting | ||
Slam | Cudgel | 25 Strength |
150 | 50 | Activated; cooldown 50. Cudgel attack, +1 penetration roll. A hit knocks your opponent back up to 3 spaces, pushing creatures and breaking through walls if their AVs are under 5 times your Str modifier. Stuns for 1 round plus 1 round for each space pushed. Being pushed through or into a wall does extra weapon damage each time. Can also destroy a wall or door if its AV is under 5 times your Str modifier. |
Cudgel_Slam | No | Slam | |
Sling and Run | Pistol | 21 Agility |
50 | You receive no accuracy penalties for firing pistols while running. |
Pistol_SlingAndRun | No | Sling and Run | ||
Snake Oiler | Persuasion | 19 Ego |
150 | For purposes of bartering, your ego is treated as though it were 4 points higher. |
Persuasion_SnakeOiler | No | Snake Oiler | ||
Spicer | Cooking and Gathering | 17 Intelligence |
50 | When you choose ingredients to cook with, you can choose up to three instead of two. Meals cooked with three ingredients bestow more powerful status effects. |
CookingAndGathering_Spicer | No | Spicer | ||
Sprint | 100 | Tactics_Run | No | Sprint | |||||
Spry | Acrobatics | 17 Agility |
100 | You gain a +2 bonus to your DV. |
Acrobatics_Dodge | No | Spry | ||
Staggering Block | Shield | 21 Strength |
200 | Whenever you block an opponent's attack, there is a (Strength*2)-35% chance that your opponent is stunned for 1d2 rounds. |
Shield_StaggeringBlock | No | Staggering Block | ||
Staunch Wounds | Physic | 0 Intelligence |
0 | Bandages you apply are much more effective at stopping bleeding. |
Physic_StaunchWounds | No | Staunch Wounds | ||
Steady Hand | Pistol | 0 Agility |
0 | For purposes of determining your accuracy with pistols, your agility is treated as if it were 4 points higher. |
Pistol_SteadyHands | No | Steady Hand | ||
Steady Hands | Bow and Rifle | 19 Agility |
0 | For the purpose of determining your accuracy with bows and rifles, your agility is treated as if it were 4 points higher. |
Rifle_SteadyHands | No | Steady Hands | ||
Strapping Shoulders | Heavy Weapon | 19 Strength |
0 | You shoulder your weapons more effectively. Heavy weapons count for half their weight toward your encumbrance. |
HeavyWeapons_StrappingShoulders | No | Strapping Shoulders | ||
Submersion | Miscellaneous | none |
0 | Submersion | No | Submersion | |||
Suppressive Fire | Bow and Rifle | 19 Agility |
150 | Draw a Bead | You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked. |
Rifle_SuppressiveFire | No | Suppressive Fire | |
Sure Fire | Bow and Rifle | 19 Agility |
150 | Draw a Bead | You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked. |
Rifle_SureFire | No | Sure Fire | |
Sweep | Heavy Weapon | 27 Strength |
200 | 250 | You fire five shots with your heavy weapon sweeping over a ninety degree cone. |
HeavyWeapons_Sweep | No | Sweep | |
Swift Blocking | Shield | 19 Agility |
200 | You may block an additional attack per round. |
Shield_SwiftBlocking | No | Swift Blocking | ||
Swift Reflexes | Acrobatics | 17 Agility |
0 | You gain a +5 bonus to your DV when flinching away from missile attacks. |
Acrobatics_SwiftReflexes | No | Swift Reflexes | ||
Swimming | Endurance | 15 Toughness |
100 | Reduces the movement speed penalty when swimming (normally 50 points) by 25 points. |
Endurance_Swimming | No | Swimming | ||
Swipe | Long Blade | 17 Strength |
200 | 15 | Activated; cooldown 15. Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30). Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once. |
LongBladesSwipe | No | Swipe | |
Tactful | Customs and Folklore | 19 Intelligence |
0 | Whenever you begin the water ritual with a new creature, you gain 25 bonus reputation. If you purchase this power after you treat with a creature, you gain 25 bonus reputation the next time you treat with them. |
Customs_Tactful | No | Tactful | ||
Tactics | Tactics | 0 Agility |
100 | You are aware of basic combat tactics. |
Tactics | No | Tactics | ||
Tank | Heavy Weapon | 23 Strength |
150 | You suffer no movement penalty while wielding a heavy weapon. |
HeavyWeapons_Tank | No | Tank | ||
Template:Skill | 23 Strength |
150 | 50 | Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes. |
No | Template:Skill | |||
Tinker I | Tinkering | 19 Intelligence |
100 | You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells and capacitors. |
Tinkering_Tinker1 | No | Tinker I | ||
Tinker II | Tinkering | 23 Intelligence |
200 | Tinker I | You may build items from medium-tier schematics and you get 1 free schematic. |
Tinkering_Tinker2 | No | Tinker II | |
Tinker III | Tinkering | 29 Intelligence |
300 | Tinker II | You may build items from high-tier schematics and you get 1 free schematic. |
Tinkering_Tinker3 | No | Tinker III | |
Tinkering | Tinkering | 15 Intelligence |
100 | You are skilled at examining, building, repairing and modding artifacts. |
Tinkering | No | Tinkering | ||
Tomorrowful | Nonlinearity | Your precognitive visions last twice as long. |
Nonlinearity_Tomorrowful | No | Tomorrowful | ||||
Trash Divining | Customs and Folklore | 21 Intelligence |
150 | Whenever you rifle through trash, there's a 5% chance you piece together clues and learn a random secret. |
Customs_TrashDivining | No | Trash Divining | ||
Tumble | Acrobatics | 23 Agility |
150 | Juke | You gain a +1 bonus to your DV. Additionally, Juke's cooldown is reduced to 20. |
Acrobatics_Tumble | No | Tumble | |
Two-weapon Fighting | Dual Wield | 25 Agility |
300 | Ambidexterity | Your chance to strike with an off-hand weapon increases to 75%. Flurry's cooldown is reduced by 10. |
Dual_Wield_Two_Weapon_Fighting | No | Two-weapon Fighting | |
Ultra Fire | Bow and Rifle | 29 Agility |
300 | Draw a Bead | 100 | Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have. |
Rifle_OneShot | No | Ultra Fire |
Wayfaring | Wayfaring | 15 Intelligence |
100 | You are skilled at wilderness survival. |
Survival | No | Wayfaring | ||
Weak Spotter | Pistol | 19 Agility |
150 | You are 5% more likely to score critical hits with pistols (standard chance is 5%). |
Pistol_WeakSpotter | No | Weak Spotter | ||
Weapon Expertise | Single Weapon Fighting | 21 Agility •21 Strength |
150 | Whenever you make a melee attack while single-weapon fighting, there's a 50% chance you immediately make a second attack for free. |
SingleWeaponFighting_WeaponExpertise | No | Weapon Expertise | ||
Weapon Mastery | Single Weapon Fighting | 29 Agility •29 Strength |
300 | Weapon Expertise | Whenever you make a melee attack while single-weapon fighting, immediately make a second attack for free. |
SingleWeaponFighting_WeaponMastery | No | Weapon Mastery | |
Weathered | Endurance | 21 Toughness |
200 | You take 15% less damage from heating and cooling effects. Additionally, the severities of effects that change your temperature are reduced by 15%. |
Endurance_Weathered | No | Weathered | ||
Wilderness Lore: Canyons | Wayfaring | 17 Intelligence |
50 | Doubles the chance of interesting encounters while traveling in the desert canyons. Reduces the chance of getting lost in the desert canyons from base 12% to 1%. On the overland map, you travel through the desert canyons twice as quickly. |
Survival_DesertCanyonSurvival | No | Wilderness Lore: Canyons | ||
Wilderness Lore: Flower Fields | Wayfaring | 15 Intelligence |
25 | Doubles the chance of interesting encounters while traveling in the flower fields. Reduces the chance of getting lost in the flower fields from base 12% to 1%. On the overland map, you travel through the flower fields twice as quickly. |
Survival_PlainsSurvival | No | Wilderness Lore: Flower Fields | ||
Wilderness Lore: Hills and Mountains | Wayfaring | 17 Intelligence |
50 | Doubles the chance of interesting encounters while traveling in the hills and mountains. Reduces the chance of getting lost in the hills and mountains from base 12% to 1%. On the overland map, you travel through the hills and mountains twice as quickly. |
Survival_MountainsSurvival | No | Wilderness Lore: Hills and Mountains | ||
Wilderness Lore: Jungles | Wayfaring | 19 Intelligence |
50 | Doubles the chance of interesting encounters while traveling in the jungles. Reduces the chance of getting lost in the jungles from base 12% to 1%. On the overland map, you travel through the jungles twice as quickly. |
Survival_JungleSurvival | No | Wilderness Lore: Jungles | ||
Wilderness Lore: Marshes | Wayfaring | 15 Intelligence |
50 | Doubles the chance of interesting encounters while traveling in the salt marshes and watervine fields. Reduces the chance of getting lost in the salt marshes and watervine fields from base 12% to 1%. On the overland map, you travel through the salt marshes and watervine fields twice as quickly. |
Survival_SaltmarshSurvival | No | Wilderness Lore: Marshes | ||
Wilderness Lore: Rivers and Lakes | Wayfaring | 19 Intelligence |
50 | Doubles the chance of interesting encounters while traveling across rivers and lakes. Reduces the chance of getting lost in rivers and lakes from base 12% to 1%. On the overland map, you travel through rivers and lakes twice as quickly. |
Survival_RiversLakesSurvival | No | Wilderness Lore: Rivers and Lakes | ||
Wilderness Lore: Ruins | Wayfaring | 21 Intelligence |
50 | Doubles the chance of interesting encounters while traveling through chrome ruins. Reduces the chance of getting lost in ruins from base 12% to 1%. On the overland map, you travel through ruins twice as quickly. |
Survival_RuinsSurvival | No | Wilderness Lore: Ruins | ||
Wilderness Lore: Salt Dunes | Wayfaring | 19 Intelligence |
50 | Doubles the chance of interesting encounters while traveling in the salt dunes. Reduces the chance of getting lost in the salt dunes from base 10% to 1%. On the overland map, you travel through the salt dunes twice as quickly. |
Survival_SaltDesertSurvival | No | Wilderness Lore: Salt Dunes | ||
Wounding Fire | Bow and Rifle | 19 Agility |
150 | Draw a Bead | You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked. |
Rifle_WoundingFire | No | Wounding Fire |
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