| A | B | C | D | E | F | G
--- | --- | --- | --- | --- | --- | --- | ---
1 | They never see that coming | Unicorn | 6 | 1 |  | Adv Illusion | You learn an additional Illusion spell, plus at your discretion, your horn doesn’t glow when cast your spells, nor any aura of any kind appears on manipulated objects.
2 | (Alicorn) Hunter | Base | 10 | 1 |  | Survival 50 | +2d10 damage against Alicorns
3 | Telekinetic precision: | Unicorn | 2 |  |  | PER 5 | You’ve got a steady horn on your head for when you need to count sand, thread a needle, or keep a pin in a grenade.
4 | Mutate! | Base | 10 | 1 |  |  | Picking this perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, eh?
5 | Bend the Rules | Base | 22 | 1 | LCK 5 |  | With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for race. You rule! (This perk is only available with GM permission.)
6 | Break the Rules | Base | 28 | 1 | LCK 7 |  | When you choose this perk, you may choose any perk next time you pick one, regardless of either requirements OR race. (This perk is only available with GM permission.)
7 | Ready To Gallop | Base | 3 | 3 | PER 6, |  | Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character's Sequence by +2.
8 | Field Medic | Base | 3 | 1 | AGI 6, | Medicine 50 | You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 30 APs to use bandages.
9 | Cyberpony (Rank 1) | EP | 6 | 1 |  |  | You have made permanent cybernetic enhancements to your body. You gain +2 DT, your resistance to Poison and Radiation each increase by 10%, and you gain a +10 bonus to using Magical Energy Weapons. You may now take Cyberpony perks. You may not take or benefit from zebra alchemy perks.
10 | Cyberpony (Rank 2) | EP | 14 | 1 |  |  | Most of your body has been replaced with synthetics. You are beginning to no longer feel like a Pony anymore, let alone a living thing. Reduces your max positive karma to 80. Adds an additional +2 DT. You are immune to poison. (This perk nullifies any previous Tough Hide perks.)
11 | Cyberpony (Rank 3) | EP | 18 | 1 |  |  | Your body is now an almost entirely synthetic housing for your mind and (hopefully) soul. Your karma max positive karma is now 50. Adds an additional +4 damage reduction, your body also repairs itself over time at 1 wound every 2 turns. However not even normal medicine or healing magic can aid you now. You also gain permanent nightvision.
12 | Advanced Cyberpony | EP | 14 | 1 | Cyperpony (Rank 1) | Science 60, Medicine 60 | Large parts of your body are now entirely synthetic, giving you a +5 DT. (This perk nullifies any previous Tough Hide perks.)
13 | Lead Rain | Base | 14 | 1 | AGI 7, PER 6, |  | Your trigger finger is a little faster than normal. Each ranged weapon attack costs 5 AP less to perform.
14 | Gladiator Pony | Base | 12 | 1 | AGI 6 | Unarmed / Melee 60 | Your character has probably read of Fancy Hoofwork and Unstoppable Buck and managed to learn a thing or two. Your character can make more hand-to-hand or melee style attacks per combat turn with this perk. The AP cost to use a HtH or Melee attack is reduced by 5.
15 | Clever Prancer | Base | 12 | 2 | AGI 6, |  | Through agility and reflexes, you have become deft at striking where it hurts while preventing your enemies from doing the same. +2% to crit, half chance to avoid critical hits. (Rank 2 of this perk cannot be used if wearing heavy armor.)