| A | B | C
--- | --- | --- | ---
1 |  |  |
2 | Racial Traits
3 | Earth Pony |  | Earth ponies can select either a base perk or an earth pony perk for free at the beginning of character creation. This perk may have a level requirement no higher than level four, and the earth pony must otherwise meet the perk’s requirements. In addition an Earth Pony gains an extra perk equal to half their level (Round-Up) when they reach levels 6, 11, 16, 21 and 26. Earth ponies can have a Special Talent. Earth ponies may invent schematics based on their Special Talent, substituting the Tagged skill associated with their Special Talent for the Invention rolls (you could create recipes using your special talent instead of the normal skill required provived they are related in some way (I.E you can make a gun with just firearms skill no mechanics)
4 | Pegasus |  | Pegasi have wings and can fly. They begin with the perk Flight (rank 1), and can increase their flight capabilities with perks. Pegasi have Trick Points, may perform basic Pegasus Tricks, and can take Pegasus Trick perks. Pegasi have a Special Talent.
5 | Unicorn |  | Unicorns can cast spells. Unicorn characters start with the additional statistics of Versatility, Potency and Strain. Unicorns can have a Special Talent.
6 | Griffin |  | Griffins have wings and can fly. Griffins begin with the perk Flight (rank 2). Normal Griffins are size (0.25) Large Frame Griffons (0.75) Griffins have Trick Points and have a limited ability to perform Pegasus Tricks. They also possess natural talons, giving them a +d10 to damage when using bare talons in unarmed combat. Griffins may also use items from inventory as if they had hands..
7 | Zebra |  | Zebras can use alchemy and may learn zebra shamanism if they have the Shaman or Tribal Shaman trait. Zebras may have a Special Talent. Does not need to take perks to unlock Higher alchemy tier can aquire higher alchemy ranks though quest perks via learning and practice.
8 | Ghouls |  | Playing a Ghoul requires that you take the Ghoul Trait. Any other race may be a ghoul. Resistance to chems which means they only carry some of the effects they normally do. -Have a 50% Resistance to poisons and 90% resistance to addiction but drugs are only 1/4 as strong and last half the time.
9 | Foals |  | Foal is a template and may be applied to any race, they may at the GM’s discretion be a ghoul as well. Foals have the following modifiers: (check size charts for effects in size changes) Foals have a Race STR of 5 unless, they are an Earth Pony whose max is 7 or the foal has taken the Large Frame Trait. (Which removes that cap). Foals get a free perk Foal at Heart perk for free at level 1
10 | A foal ages 1-8 takes the pipsqueek trait for free and gains all the benefits and hindrances therefor of. They also gain blank flank for free and may not gain a cutie mark. (It is not recommended to play a character this young)
11 | A foal ages 9-14 may take small frame. gains all the benefits and hindrances therefor of. They *may* take blank flank as a free trait.
12 | Alicorns | Requires GM aproval | Alicorns have wings and can fly. Alicorns start with the flight aptitudes of pegasi and the magical aptitudes of unicorns. They begin with Versatility, Potency, Strain and Trick Points. and +3 natural DT They may take unicorn and pegasus racial perks, but may not take pegasus-only Pegasus Trick perks.
13 | Alicorns start with no cutie mark and only two Tagged skills. During play, an alicorn character may discover their special talent, gaining her cutie mark and an associated Tagged skill. (Players should work with their GM on when and how this may occur.)
14 | Alicorns are extremely homogeneous. All alicorns must take the Large Frame (Size 0.75) and Radiation Child traits (excluding them from taking any other traits).
15 | Alicorns have three breeds, each with an associated spell. Blue (Invisibility), Purple (Teleportation) and Green (Telepathy). Green alicorns can also combine their spellcasting with other Green alicorns for greater effect, but at the cost of absolute concentration.
16 | Alicorns are required to fill their initial magical skill slots with their breed spell (first), Alicorn Shield and Telekinesis. Only after these three spells have been taken may they take spells of their own choice. These three spells are considered to be Alicorn “Racial Spells”.
17 | Alicorns have +1 bonus to Potency when casting their Alicorn Racial Spells. (This can raise their effective Potency for those spells to a maximum of 11.)
18 | Alicorns are immune to Taint.
19 | Natural Born Alicorns | Requires GM aproval | Alicorns have wings and can fly. Alicorns start with the flight aptitudes of pegasi and the magical aptitudes of unicorns. They begin with Versatility, Potency, Strain and Trick Points. They may take unicorn and pegasus racial perks, but may not take expert Pegasus Trick perks.
20 | In addition an Alicorn can take Earth Pony perks equal to half there level. and start off with +3 Natural DT
21 | Natural Alicorns can have a Special Talent.
22 | Alicorns have +1 bonus to Potency when casting their Primary Spells. (This can raise their effective Potency for those spells to a maximum of 11.)
23 | Sand-Dog | Requires GM aproval | Sand-Dogs gain the Large Frame trait for free. They may take the Small Frame, gaining the benefits of both. Sand-Dogs also have the option to take the cyborg trait for free, though not required. They also possess natural claws, giving them a +d10 to damage and has the 'Armour Piercing (Light)' special rule when using bare paws in unarmed combat, Sand-Dogs start with rank 1 of 'Burrow' Sand-Dogs may also use items from inventory as if they had hands. All weapons and armours must be specially modified for Sand-Dog use.
24 | Hellhound | Requires GM aproval | Hellhounds are monsters and may only have 2 TAG skills. Hellhounds gain the Size Matters trait for free. They also possess natural claws, giving them a +d10 to damage and has the 'Armour Piercing (Light)' special rule when using bare paws in unarmed combat. Hellhounds start with rank 1 of 'Burrow' Hellhounds may also use items from inventory as if they had hands. All weapons and armours must be specially modified for hellhound use.
25 | Young Dragon | Requires GM aproval | Young Dragons start with the 'Small Frame' trait for free. They may breath fire END/2 times per day with the same stats as a 'Flamer'. Even a young dragons scales are tough and thik, they begin with +2 Natural DT and DR 30% against fire damage. May not take the 'Large Frame' trait. Dragons have hands (Claws)
26 | Traits
27 | Bar Fly |  | The wasteland is a lush garden of mutated beast, undrinkable water, and ponies driven to cannibalism and beyond. You're the town drunk, and you know how to stay standing even when you can't tell up from down. (-2 INT +1 AGI, +1 STR +5 Firearms 2x chance of addiction.
28 | Better Lucky than Good |  | You're a high roller who spends a lot of time praying to lady luck for help. As a result though, you don't train quite so hard in your field(s) of expertise. +2 LCK but 1 less TAG skill.
29 | Blank Flank | Earth Pony, Pegasus, Unicorn or Zebra only | You are a child, still too young to have discovered your Special Talent. You gain the trait Small Frame without it counting towards your limit of two traits. Additionally, you have no cutie mark and start with only two tagged skills. However, during the course of the game, you may discover your Special Talent (either through an arrangement with the GM or spontaneously upon rolling a Critical Success in a non-tagged skill). Upon discovering your Special Talent, you immediately gain your third tagged skill in the skill you achieved Critical Success in or otherwise is most appropriate, only with a +20 bonus rather than a +10.
30 | Blueblood |  | You are as beautiful as prince Blueblood or Fleur de Lis, but you are a lot less resilient than a "normal" pony. You gain +1 Charisma, but you are a prime target for pimps and slavers. You often inspire jealousy in ponies of the same sex.You gain +10% Persuade & Negotiate with atracted individuals as well as role play opportunities, Dispostion is treated as one higher. However those who are not atracted to you gender have a 25% chance to react at a dispotion level one level worse than normal.
31 | Bring it On! |  | You either kill fast or die early. Both you and your enemy's damage threshold is reduced by 5.
32 | Bruiser |  | Your Strength is increased by +2, but you have 15 less Action Points.
33 | Built to Destroy |  | All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15% after every critical failure.and 25% with Crit fail with a Failed Luck Check.).
34 | Bulk Biceps |  | You gain +50 carry weight, a +10 bonus to attacks when performing Unarmed advanced combat actions, and you have 10% more HP. However, you have a -2 to your initiative and enemies gain a +5% bonus to attacks (Size 0.5) (May not stack with large frame, cannot take small frame.)
35 | Chem Reliant |  | Your chance of addiction when taking chems is doubled, but you will only suffer a maximum of two stacks of the addiction effect.
36 | Chem Resistant |  | Your chance of addiction is halved, but so is the duration of chems.
37 | Cold Blooded |  | +20% to Combat Skills • -15 Action Points
38 | Claustrophobic |  | You have a fear of enclosed spaces, probably because of the monsters that live there. When outside you gain +1 to all SPECIAL stats, but when indoors (or in a particularly imposing ruin/city) you suffer -1 to all SPECIAL stats.

39

Clumsy Mother

Your mother wasn't exactly the most graceful woman in the compound. So by the time you were walking you were dropped on your head... a LOT. As a result, you may not be the sharpest tool in the shed but your noggin is probably the toughest part of your body.
Intelligence - 2 and Headshots do no extra damage to you at all.

40 | Cyborg | Requires GM Approval | You are considered Cyberpony Rank 1 with the benifits and hinderances of.
41 | Deep Sleeper |  | You sleep more soundly than most. You regain an additional 5 points of Strain per hour of sleep. You regain TP while sleeping in poor environments as if you were sleeping safe in your bed. Unfortunately, you automatically fail Perception checks to wake up unless you take damage or someone spends a full turn waking you.
42 | Derped |  | Perception + 1, -5 to hit, -5 to Combat skills
43 | Discord's Luck |  | You are a bastion of good fortune. You have a +5% crit chance. However if you crit fail its spetacular. As an example were most ponies might only have there gun jam, you would have the round explode in the chamber doing damage to the gun and rendering it useless untill repaired. You dont just get locked out of terminals, you get them to fry themsleves. Crit fails will always be the single worst outcome a GM can think up.
44 | Early Bird |  | Hey early risers! Enjoy a +2 to each of your S.P.E.C.I.A.L. attributes from 6 am to 12 pm, but suffer a -1 from 6 pm to 6 am when you're not at your best.
45 | Elderly | Age above 50 | Age is starting to catch up to this character. • Decrease damage required for a crippling injury by 10 • Decrease carrying capacity by 20 • Decrease action points by 15 • Increase lore and Academics by 5 • Increase skill points gained per level by 2 OR increase Int by 1 • Cannot be taken by ghouls
46 | Fast Shot |  | Your attacks with firearms and magical energy weapons cost 5 less AP. However, your firearms and magical energy weapons skills suffer a -10 penalty.
47 | Four Eyes |  | Your effective Perception increases by one while wearing glasses. Whenever not wearing glasses, you suffer a -1 penalty to your Perception.
48 | Ghoul | any race except Alicorn or Hellhound | You are undead, animated by the necromantic energies that were unleashed on Equestria in the apocalypse. Most NPCs have a lower disposition towards you. You do not need to eat, drink or sleep. You heal through exposure to radiation, as per the Radiation Child trait, but you do not heal naturally at all. When not healing, you slowly consume radiation as per the Radiation Child trait. If you lose all your radiation, you become vulnerable to physical and mental deterioration. For every (Charisma) days you remain at 0 rads, you must make a successful Endurance check or lose a permanent point of either Endurance or Intelligence. Deterioration starts first with Endurance then attacks Intelligence, reducing them to a minimum of 1. Any ghoul who reaches an Intelligence of 1 has turned “zombie” and is no longer a playable character.
49 | Glowing one | Ghoul Only | Extreme radiation exposure has cause you to begin to glow in the dark. Your glow eliminates low light penalties for all those around you within END yards. In addition you gain a +50% healing bonus when basking in the healing glow of radiation, but anyone around you within ENDx2 yards will take 10 RADs per hour.
50 | Gifted |  | You have more innate abilities than most, so you have not spent much time honing your skills. All SPECIAL stats receive a +1 modifier. All skills suffer a -5 modifier, and you receive 3 less skill points per level. May not be combined with Skilled.
51 | Good Natured |  | Your Alchemy Survivalism & Traps, Bluff & Intimidation, Persuade & Negotiate ,Sneak, Hacking & Matrix Tech,Chemistry, MedicineAcademics & Lore, Repair & Mechanics skills are all increased by +5. Your Thrown, Battle Saddles, Explosives, Firearms, Magical Energy Weapons, Melee and Unarmed skills are all decreased by -5.
52 | Ham Hoofed |  | Either through genetics or mutation you have been endowed with huge hooves. Unarmed is TAGed for “free” but you suffer a -10 penalty to your Medicine, Repair & Mechanics, Hacking & Matrix Tech and Lockpick skills, you’re just too ham hoofed to do these right.
53 | Heavy Hoofed |  | Your melee and unarmed do +1d10 damage, but deal -3d10 critical hit damage.
54 | Hematophage | Batpony only, all others require GM aproval | Sometimes necessity outweighs all common decency, out in the wasteland. Consuming blood from blood packs or from a live or freshly killed creature provides the same benefits as drinking pure water (or dirty water if the source is an irradiated creature). No karma loss if taken from a willing creature. (Sometimes it's good to have (tasty) friends.)
55 | Hot Blooded |  | When your health drops below 50%, you deal an extra 20% damage, but you suffer -1 to you PER and AGI while ability is active. But who needs those anyway? You’re awesome!
56 | Jinxed |  | Both you and your enemies suffer double your normal chance for critical failure.
57 | Kamikaze |  | You gain +10 Action Points but suffer -2 to your Damage Threshold.
58 | Kleptomaniac... I mean Scavenger |  | You gain +35 to your carry weight, but suffer -1 to all SPECIAL stats if any time the weight you’re carrying drops below 75 wg. They’re your precious... you needs it...
59 | Large Frame |  | You gain +50 carry weight, a +10 bonus to attacks when performing Unarmed advanced combat actions, and you take 25% less limb damage (this does not decrease the actual damage taken, but helps prevent crippling of limbs). However, you have a -1 to your initiative and enemies gain a +5% bonus to attacks. (Size catergory .5)
60 | Light Sleeper |  | No penalty for PER checks when asleep, but false alarms may occur. Each Sleep interruption requires at least an CHA check at a -1 Penialty for each time you are awoken, to go back to sleep. If fail the player cannot try again for 8 hours
61 | Loose Cannon |  | Throwing thrown type weapons cost 30% less AP. However, the range of your throws is decreased by 25%.
62 | Lucky Star |  | You are a bastion of good fortune. Both you and your enemies have a +5% bonus to crit-successes.
63 | Luna’s Loophole |  | No one’s going to put you out to pasture ‘cause you’re going to stay young (and level 18) FOREVERRR! You can not become addicted to chems or alcohol and the effects last twice as long. But after level 18 you can kiss perks, experience and skill points goodbye.
64 | Magic Knack | Unicorn only | You have +1 effective Potency (maximum 11) in either a single spell set or a collection of up to (Versatility) thematically related spells. (GMs must approve such collections.) You must spend your first Advanced and Expert spells improving spells you possess in this set or collection (if possible) before gaining or improving other spells.
65 | One Trick Pony | Unicorn only | Unlike most Unicorns you can only cast a single spell. Lucky for you, you cast that one spell very well! You begin play with only one basic-level spell, and you cannot learn more (not even advanced or expert levels of your one spell); but you have access to the later Mighty Spell perks for that one spell, and you gain Mighty Spell (Rank 1) at sixth level for free.. Choose carefully.
66 | Pipsqueak | Foal age <7 -Gm Approved- non-pony races Testing | You are small scrawny. The upside is that you have +2 agility, and are considered Size -1 your light frame cost you in personal duribility; you loose 25% of your HP. Your carry weight is reduced by 25. On the bright side you are 10% harder to hit in combat. and (if child Negotiation and seduc-err..cuteness increased by 10.) (May not stack with small frame cannot take large frame or Bulky bisceps)
67 | Paranoid |  | Perception +1 make all Endurances check at a -1 penalty
68 | Pistoleer |  | You excel at using mouth-held weapons (Pistols and SMGs) but larger weapons (Rifles, Automatic Rifles and Heavy) just aren’t your thing and cause you some problems. Attacks made with one-hoofed weapons are made with a +10 skill modifier. But attacks made with two-hoofed weapons suffer a -20 skill modifier.

69

Prophet

Zebra or Spiritually Awakened only

Whether the bombs weakened the veil between past and future, you have a special gift, or you’ve found the perfect high, you sometimes get visions from before the war, or what the world might become. You can intentionally do this by focusing for one minute in a place where you are safe and unharmed (See requirements of Zen Casting perk), and will ‘see’ 1d10 random images of other points in time, relevance determined by a secret roll made by the GM. However, this is incredibly straining, and the resulting migraine will effectively ‘cripple’ your head for a number of hours equal to the number of images you saw (-3 PER). The visions can also come randomly in moments of high stress (such as taking more than 1/2 your HP in damage in one round, being terrified, etc), so they are often considered a mixed blessing.

70 | Rabid | Ghouls and Hellhounds only | As far as anypony is concerned, you’re halfway to being feral as is. You are not affected by crippled limbs (blindness still affects you normally. Any movement penalties still apply and if all 4 legs are crippled you still can’t move.) Every time you kill an enemy in melee you gain 15 AP for that round. But you are more likely to become feral (Ghouls become feral twice as fast, losing a point END /and/ INT for each failed check, Hellhounds must roll a d100 for each CHA combats they are involved in, on a 90-100 they lose 1 INT, once they reach INT 1 they have gone feral and can no longer be a player character.)
71 | Radiation Child |  | Radiation is beneficial to you. You regenerate through exposure. Your body consumes rads during the regeneration process at the rate of 10 rads per turn. However, without radiation, your body heals naturally at only a quarter of the normal rate.
72 |  |  | Minor Radiation Poisoning (200 - 399 rads) - HP +2 every turn
73 |  |  | Advanced Radiation Poisoning (400 - 599 rads) - HP +4 every turn
74 |  |  | Critical radiation poisoning (600 - 799 rads) - HP +6 every turn, regenerate crippled limbs
75 |  |  | Deadly radiation poisoning (800 - 1000 rads) - HP +8 every turn, regenerate crippled limbs. At over 1000 rads, however, you will still die. (Alicorns, ghouls and many monsters do not die, and will even become abnormally powerful from excessive radiation.)
76 |  |  | When not healing, your body sheds radiation at the rate of 1 point per hour if you have less than 200 rads, 2 per hour at minor radiation poisoning, 4 per hour at advanced, 6 per hour at critical and 8 per hour at deadly.
77 | Random | Earth Pony or Zebra Only | Your innate magic manifests more overtly than is normal for your race. You are capable of performing cartoonish, impossible feats. The exact nature and limitations of your abilities are determined by the GM. These abilities are never reliable, and the GM may overrule any manifestation of random that she considers overused, abusive or excessively advantageous. A zebra with this trait cannot take Shaman or Tribal Shaman.
78 | Reckless |  | You are reckless almost to the point of being suicidal. As such you gain +20 AP and +3 Initive however you are much easy to hit target do to your total lack self preservation actions. All attacks against you have a +15% to hit.
79 | Riflepony | Testing | You excel at using larger weapons (Rifles, Automatic Rifles.) but using mouth-held weapons (Pistols and SMGs) just aren’t your thing and cause you some problems. Attacks made with two-hoofed weapons are made with a +10 skill modifier. But attacks made with one-hoofed weapons suffer a -20 skill modifier.
80 | Sex Appeal |  | You've got the "right" stuff. Individuals who are sexually oriented towards your gender are attracted to you, but potential sexual rivals tend to become quite jealous. Those who would be attracted to you have their disposition towards you and you alone raised by 1 level, but potential sexual rivals will have their disposition lowered by 1 level.
81 | Shaman | zebra only | You are a practitioner of zebra shamanism. You start with a Spirit Affinity score equal to your (CHA / 2, rounded up).
82 | Size Matters | Non-Pony, Requires GM Aproval | You are one big mean mother-hubbard! With all the pro's and cons that entails, Your limbs take 25% less damage, and you can carry an extra 50 lbs. of gear. You also gain a +10 to Unarmed when performing advanced combat actions. Your size modifier is 1, instead of 0, and your initiative is decreased by 1. (You have a hp boost of 25% etc) Cannot take the trait “Large Frame.
83 | Skilled |  | Since you spend more time improving your skills than a normal pony, you start with better skill levels. The tradeoff is that you will not gain as many extra abilities. You gain +5 skill points every level but you do not gain a perk for reaching level 6, 11, 16, 21 or 26. May not be combined with Gifted.
84 | Small Frame |  | You gain +1 Agility and enemies have a -5 penalty to hit you, but your limbs suffer 25% more limb damage. This does not affect actual damage taken. (Size Catergory -0.5)
85 | Spiritually Awakened |  | You are gifted with the ability to see and communicate with spirits and ghosts who are normally imperceptible. The character’s attunement to the spirit world makes them naturally well-disposed with ghosts and spirits, granting a +10 to Shamanism and +1 to Charisma for purposes of talking to ghosts and spirits. This bonus to Charisma factors into a shaman’s Spirit Affinity rating.
86 | Spread Thin | Unicorn Only | Your breadth of ability is second to none. If your spells weren’t so weak, you could change the world! Your Versatility is equal to your INT and you begin play with access to all seven types of magic, however your Potency is halved (rounded up), and you cannot take the Powerful Caster or Resilient Horn Perks. Hope you’re creative with what you do have! You may not have both Spread Thin and One Trick Pony.
87 | Tech Wizard |  | You spent your formative years hunched over a bench learning how things work. The trouble is that you’ve ruined your eyes. You gain +10 to the Repair & Mechanics, Hacking & Matrix Tech, Alchemy, Chemistry and Lockpicking skills, but you have -1 PER.
88 | Thief |  | You are the number one thief in the waste your deeds are known to all, +15 Lockpick +15 Sneak but Disposition is lowered by 2.
89 | Tribal Shaman | zebra only | You are a practitioner of zebra shamanism in the way of your ancestors, and benefit from ancient spirit pacts . You start with a Spirit Affinity score equal to your (CHA / 2, rounded up). You have an effective +2 Spirit Affinity with a particular type of Spirit (of your choice), and an effective -2 Spirit Affinity with another type of Spirit (of the GM’s choice).
90 | Touched by Celestia |  | Your Intelligence and Perception are increased by +1 during the Daytime (maximum 10), but are reduced by -1 during the daytime (minimum 1). This trait affects your internal clock and is not affected by being indoors.
91 | Touched by Luna |  | Your Intelligence and Perception are increased by +1 during the nighttime (maximum 10), but are reduced by -1 during the nighttime (minimum 1). This trait affects your internal clock and is not affected by being indoors.
92 | Trigger Discipline |  | Your attacks with firearms and magical energy weapons skills are made with a +10 skill modifier, but cost 5 more AP.
93 | Village Idiot |  | You are a huge, hulking, dim witted simpleton with the Strength of a Brahimin and the IQ of their left heads to match. +4 STR +10 Bluff and Intimidation. -4 INT - 10 Negotiation and Seduction -3 Skill points per lv.
94 | Wild Wasteland | Requires GM aproval | You have the propensity for discovering or encountering extremely unusual and “wacky” elements of the Equestria Wasteland. When coupled with Random, you are also possessed of unusual perception (such as limited precognition or the ability to see ghosts). This trait is subject to GM approval.
95 | Negative Traits (Taking a negative trait allows the choice of another regular trait, may only have one negative trait unless GM approved) Optional
96 | Agoraphobic |  | You have a deep set fear of wide open spaces. When outside where there is no cealing you may have panic attacks where you freeze / faint if you look up. These last for 1d10 combat rounds. All SPECIALS are -1 when in wide open spaces.
97 | Chem Reliant |  | Your chance of addiction when taking chems is doubled.
98 | Clausterphobic |  | -1 all mental SPECIALS in enclosed spaces; Normal specials when in large but enclosed areas such as indoor stadiums and ball rooms. May panic if enclosed in a very small area; must move at max spead to the closest open area with out engaging in combat, if blocked you will fight as a cornered animal, fighting only so long as it takes to get past the obstical and may not use commplicated combat actions.
99 | Very young | Age 7 under | You are a budding seed in thhis wasteland • Decrease damage required for a crippling injury by 10 • Decrease carrying capacity by 50 • Decrease action points by 15 • Your max health is decreased by 50% Cannot be taken by ghouls
100 | Elderly | Age above 50 | Age is starting to catch up to this character. • Decrease damage required for a crippling injury by 10 • Decrease carrying capacity by 20 • Decrease action points by 15 • Cannot be taken by ghouls
101 | Permanently Crippled |  | Has a limb that cannot be healed
102 | Permanent Psychosis |  | Character has Crippling mental injury that cannot be healed
103 | Four Eyes |  | You need glasses. Whenever not wearing glasses, you suffer a -2 penalty to your Perception.
104 | Hot Blooded |  | when below 50% hp you do 20% more damage but perception is -1 and you fight in a red rage, requiring a charisma check at a penalty of -1 for each 10% pass 50% to calm down after the fighting is done. If failed you can retry each following round, untill then you will try to engage anything you can in battle.
105 | Pinkie Sense | Requires Testing | Other ponies around you have always considered you slightly off and somewhat strange due to your strange and random predictions. (Dispsition -1) As a result, you gain Danger Sense, which is a PER -2 (Minimum 3) check whenever something is about to harm you. You also gain the ability for random insight once per game session, INT -2 check, success is something beneficial, while failure is something random, not useful, or maybe even misleading.
106 | Trauma |  | You have lived through an horrible experience and will never be the same for it. (Cause and reaction to trauma should be shared with Gm)
107 | Illiteracy |  | You missed the boat when it came to handing out the how to read books that day in class! But on the other hoof, since you never spent all that sissy time learning how to read you have instead learned more useful abilities for surviving in the wastes. You are illiterate and cannot read or write, But you may choose 1 extra starting Trait to begin play with.
108 | Jinxed |  | Some higher power not only doesn't like you they have poor aim. You are a walking embodiment of ill luck. Your crit failure chance is doubled.
109 | Unattractive |  | Reduces Disposition by 2 and Negotiation by 20 for characters
110 | One Eye |  | Some where some how you've lost an eye. What ever the cuase just getting your hands on hydra wont fix it. Perhaps it grows back as a cancerus mass or filled with cataracs. Your use of ranged weaponry suffers for this. You suffer double the nomral range penalties and have a -10% to all ranged combat skills.
111 | Background Traits
112 | Stable Dweller |  | You were born and raised in one of Vault-Techs many underground Stables. You start the game with a PipBuck. Your starting Survivalism & Traps Score is only (Luck / 2, rounded down) and your starting Poison and Radiation Resistance are 0.
113 | Courier |  | +6 Survival, Negotiation and Seduction, Rad Resist and Poison Resist and plus 1 movement speed. +5% chance to be hit.
114 | Steel Ranger/Outcast | Earth Pony or Unicorn only | You have been thrown out of the Steel Rangers for one reason or another and are now considered an outcast.
115 | Knight | ' +5 Battle Saddle, Start with Power Armor Training (Basic), -5 Sneak, -5 Firearms
116 | Scribe | +5 Hacking & Matrix Tech, +5 Repair & Mechanics, -5 Firearms and -5 Survivalism & Traps.
117 | Page (Foal) | +5 Hacking & Matrix Tech +5 Unarmed +5 MEW -15 Negotiation and Seduction
118 | Canterlot Ghoul | Requires GM aproval | When sustaining damage you have a % chance of your damage taken vs total HP to bleed pink cloud, those affected by pink cloud have a 25% chance to become fused with anything they are in direct contact with and take damage as if given a dose of Alicorn Slaying poison to Weak poison depending on the range of the victim to the ghoul, unarmed, melee, 3 feet, 5feet, 10 feet radius.
119 | Pre war pony |  | You somehow lived through the fallout. You start the game with +10 lore and No poison or radiation resistance.
120 | Enclave/Dashite | Pegasus only | You have been branded a traitor by the Grand Pegasus Enclave. Your cutie has been branded off and you have been exiled to the surface.
121 | Soldier | +5 MEWs, Start with Power Armor Training (Basic), -10 Negotiation & Seduction.
122 | Pilot | +5 Repair +5 Pilot -5 Medicine -5 Survival
123 | Scientist | +10 Hacking Matrix Tech +5 Repair -5 all combat skills
124 | Remnant | +10 MEW +5 Firearms +5 Explosive, -5 Surivival -10 Negotiation and Bluff
125 | Legion | Zebra Only |
126 | Legionary | +5 Firearms +5 Survival -10 Negotiation & Seduction
127 | Assassin | +5 Firearms +5 explosives, -10 MEW
128 | Ex-Slave |  | You are either a freed or run away slave. +1 Natural DT, +5 Unarmed, -5 Hacking & Matrix Tech and -15 Negotiation & Seduction if dealing with Slavers, Ex-Slaver or those who own slaves.
129 | Ex-Slaver/Slaver: |  | You either are or were a slaver and are feared and hated across much of the wasteland. +5 Bluff & Disguise, +5 Melee, -5 Repair & Mechanics, -5 Negotiation & Seduction and you may only have a maximum of 50 positive karma. There is also a chance that other ex-slavers/slavers or ex-slaves/slaves with recognize you.
130 | Explorer/Nomad |  | In your past you never could stay in one place long, be it from tradition, or the desire to see new lands. +5 Survival and Poison Resist. -10 Hacking & Matrix.
131 | Refugee |  | You are a refugee of the waste lands and have spent living your life from hoof to mouth. The struggle to survive has toughened you up and left you more cautious. +5 to Sneak, Survival, +20 Hp, +5% Radiation and Poison resistance, but your education has suffered, -5% to Hacking & Matrix Tech, Mechanics, Medicine and, Academics and Lore
132 | Follower Of the Apocalypse | Post S&R |
133 | Follower | +10 Hacking & Matrix Tech, +10 Medicine -5 all combat skills
134 | Apostate | +5 Hacking and Matrix Tech, +5 Medicine, +5 Explosives +5 MEW - 5 all other combat skills
135 | Indigenous Liason | +5 Medicine, +10 Speech, +5 melee -5 all other combat skills
136 | Scholar/Student |  | You studied, alot, be it for your love of learning, or, idle curiosity. +5 to Academics & Lore +5 Science, +5 Magic and -5 Firearms, Expolsives and - 5 Melee or Unarmed.
137 | Scavenger |  | You wander the wasteland digging through the remains of what is left of Old Equestria. +10 carry weight, +5 Lockpick, -5 Chemistry and -5 AP.
138 | Trader |  | You wander the wasteland trading your wares. +10 Negotiation & Seduction, -5 Explosives and -5 MEWs.
139 | Tribal |  | You come from a pony tribe that’s been cut off from the main group of pony kind in equestria for centuries. +5 Surival or Alchemy +5 thrown or Melee. and - 5 Hacking & Matrix, -5 Academics & Lore (If non Zebra, the races gains access to full basic alchemy)
140 | Mechanic |  | You repair and maintain the various machines left from before or you create your own. +5 Repair & Mechanics, +5 Explosives or +5 Firearms, -5 Negotiation & Seduction and -5 Medicine.
141 | NCR | Post S&R | You are on a mission from GAWD!
142 | Trooper | +10 Firearms -5 Lockpicking -5 Survival
143 | Scout | + 5 Survival, + 5 Sneak - 5 Guns -5 Explosions
144 | Deserter | +15 Firearms, Wanted by the NCR
145 | Scientist |  | You are learned in the ways of science!. +5 Alchemy & Chemistry or +5 Hacking & Matrix Tech, +5 Medicine, -5 Explosives and -5 Firearms.
146 | Doctor |  | You have taken an oath to heal those in need and to do no harm. +15 Medicine, -5 to all combat skills.
147 | Tech Support! |  | You are learned in the ways of computers! +15 Hacking and Matrix tech, and -5 to all combat skills
148 | Outlander |  | You came to equestria from a far of land for one reason or another, hope you came prepared. Survivalism & traps +5, Firearms ,MEW or Melee +5, Lore -10
149 | Regulator |  | Lawbringer perk +5 Firearms, + 5 Negotiation. -5 Bluff, and Alchemy.
150 | Soldier/Guard |  | You are a soldier for a major wasteland power or simply a guard for a small community or caravan. +5 Firearms, +5 Survivalism & Traps, -5 Lockpick and -5 Bluff & Intimidation.
151 | Mercenary |  | You are a hired gun fighting for those who have the most caps. +5 Firearms or +5 MEWs or +5 Battle Saddle, +5 Bluff & Disguise, -5 Negotiation & Seduction and -5 Repair & Mechanics. They can also have a maximum of 75 positive karma.
152 | Talon Mercenary | Griffins only | You are one of the famous Talon Mercenaries. Start with the ‘Contract Killer’ Perk, +5 Melee or +5 Unarmed, +5 Firearm or +5 Explosives, -5 Negotiation & Seduction, -5 Hacking & Matrix Tech. They can also have a maximum of 75 positive karma.
153 | Performer |  | you are a performer, be it stage, street, or back alley you know a thing or two about putting on a good show and getting your hands on caps and can put on performances in settlements to earn (CHA)d10 caps, once per day. -5 to All combat skills
154 | Pickpocket |  | You make a living by taking from others. +5 Sneak, +5 Sleight of Hoof, +5 Lockpick, -5 Bluff & Intimidation and -5 Survivalism & Traps. They can also have a maximum of 75 positive karma.
155 | Prospector |  | +15 Carry Wieght -1 movement speed
156 | Sweet Talker |  | You are a smooth talker and can get other to do your dirty work for you. +5 Bluff & Intimidation, +5 Negotiation & Seduction, -5 Lockpick and -5 Unarmed or -5 Melee.
157 | Ex-Raider/Ganger |  | You are a raider! You are more animal than pony. +5 to all combat skills except Explosives, +1d10 DAM on all attacks, weapons degrade 1 condition level for each crit-fail, -10 Negotiation & Seduction and -10 Medicine. They can also have a maximum of 25 positive karma.
158 | Caraveneer |  | 5% Discount from shops, -1 LUCK
159 | Drug Maker |  | +5 Medicine +5 Chemisty -5 Barter
160 | Town Resident |  | You spent you just living in your town, '+5 Repair, +5 Hacking and Matrix Tech,- 5 Survival -5 Melee and Unarmed.
161 | Wastelander |  | You're just the average wastelander, nothing spectacular. +5 to any single skill. This would be your average player character.
162 | Natural Born | Alicorn Only, Requires GM aproval | You were born, not dipped and never knew what it was like to be connected to the Goddess. You may replace one of your mandatory alicorn traits with another. Also your coat, mane and eyes can be any color you want. But you do not have any alicorn breed spells. This is meant for games set /well/ after the happenings of 'Fallout: Equestria'. You also have a +5 to any single skill.