| A | B | C | D | E | F | G
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1 |  | Type | Level | Ranks | Special Req | Skill Req | Description
2 | Flight (Rank 1) | Pegasus | 1 | 1 | (free at first level) |  | You can lift yourself off the ground and drift by at a slow pace. You’re a fucking embarrassment to the Enclave, soldier!
3 | Brown Nose | Base | 2 | 1 | INT 5, |  | You’ve learned how to suck up to your superiors. You get +1 Charisma and another +10 speech for reaction roles when dealing with authority figures for each rank of this perk.
4 | Cherez La Filly / Good as Gelded | Base | 2 | 1 |  |  | +D10 damage to the same sex, and extra +5 speech for seduction purposes on same-gender individuals (whose barn door swings that way)
5 | Combat Coordinator | Base | 2 | 1 | CHA 6 |  | You gain a +1 bonus to your initiative roll. Other members of your party who roll a lower Initiative than you may act on your initiative instead.
6 | Dark Mare / Black Stallion | Base | 2 | 1 |  |  | +D10 damage to opposite sex, and extra +5 speech for seduction purposes on other-gender individuals (whose barn door swings that way).
7 | Extra Special | Base | 2 | 10 |  |  | You can put a single extra point into any of your SPECIAL attributes.
8 | First in Class | Base | 2 | 3 | INT 4 |  | +5 [Medicine, Science] per rank. Mastery: 5 extra points in each of these Skills.
9 | Foal at Heart | Base | 2 | 1 | CHA 4 |  | You gain +10 to Speech and Barter when dealing with a child. The disposition of children is one higher for you.
10 | Gun Nut / Saddle Crafter | Base | 2 | 3 | AGI 4, INT 4 |  | +5 [Firearms OR Battle Saddles, Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
11 | Horse Sense | Base | 2 | 3 |  |  | You are a swift learner. You gain an additional +10% whenever experience points are earned.
12 | Little Leaguer | Base | 2 | 3 | STR 4 |  | +5 [Melee Weapons OR Unarmed, Explosives]. Mastery: 5 extra points in each of these skills.
13 | Mare-do-Ill | Base | 2 | 3 | AGI 4, PER 4 |  | +5 [Sneak, Lockpick] per rank. Mastery: 5 extra points in each of these skills.
14 | Rapid Reload | Base | 2 | 1 | AGI 5 | Firearms 30 | All of your weapon reloads cost half AP (so 5 AP less than normal, 10 for bigger weapons).
15 | Royal Canterlot Voice | Base | 2 | 3 | CHA 4 |  | +5 [Speech, Barter] per rank. Mastery: 5 extra points in each of these skills.
16 | Running Tackle | Base | 2 | 1 | STR 6, | Unarmed 40 | Sprint into enemies to tackle them: +2 to the trip attempt if performed at the end of a move action.
17 | Saboteur | Base | 2 | 3 | PER 4 |  | +5 [Sneak, Explosives]. Mastery: 5 extra points in each of these skills.
18 | Tail trick | Base | 2 | 1 | AGI 5 |  | Allows you to use your tail as prehensile limb, capable of handling or throwing small items (much like a hand).
19 | Thief | Base | 2 | 1 | AGI 5 |  | Allows you to use Stealth rolls to pickpocket people
20 | Wasteland Surgeon | Base | 2 | 1 | INT 4 | Medicine 40 | Can restore crippled limbs (without needing a Doctor's Bag), +2% Critical Chance bonus on non-deformed creatures.
21 | Weathered | Base | 2 | 3 | END 4 |  | +5 [Survival, Poison Resistance and Radiation Resistance] per rank. Mastery: 5 extra points in Survival and both resistances.
22 | Don’t touch that! | EP | 2 | 1 |  | Explosives 45 | Allows you to construct improvised land mines or grenades out of batches of ammo. 20 small arms rounds (40 if using 5mm chaingun ammo) or 10 plasma/energy cells.
23 | Jus’ buck it an’ it’ll be fine! | EP | 2 | 1 |  | Firearms 40 | Firearms now have a 75% to not jam when jamming would normally occur.
24 | Contract Killer / Lawbringer | Griffin | 2 | 1 |  |  | Rewards will be handed out for the elimination of selected targets. Details follow when perk taken.
25 | Steel Claw | Griffin | 2 | 2 |  |  | +d10 damage when using unarmed. At rank two will cause huge rends in flesh that bleed for an additional 10 damage until victim is healed.
26 | Crash Land | Pegasus | 2 | 1 | AGI 7 |  | You can dive into an opponent from flight, dealing an extra 1d10 damage onto whatever other melee attack you have. Those dirt dwellers won’t see this one coming!
27 | Flight (Rank 2) | Pegasus | 2 | 1 | AGI 5 |  | You can fly at a normal pace, gain proper altitude and execute basic aerial moves.
28 | Additional Spell Count | Unicorn | 2 | special |  |  | You have learned more spells along your way, developing a greater range of casting options. Select (Versatility) spells in any spell sets you have unlocked. This perk may be repurchased any number of times.
29 | Additional Vocation | Unicorn | 2 | special | INT 6 |  | You have access to a wider variety of spells than most. Pick a new Basic-quality spell set to unlock. You gain (Versatility / 2, rounded up) spells in that spell set of your choice and may gain more later. This perk may be repurchased any number of times, applying to a new spell type each time.
30 | Brick Wall | Base | 3 | 1 | STR 6, |  | If your character is about to be knocked down in combat, he can roll a percentile dice and has a 50% chance to avoid that fate.
31 | Fast Pack Buckles | Base | 3 | 1 | AGI 5, |  | Accessing the inventory costs half AP.
32 | Healing of the Mother Earth | EP | 3 | 2 |  | Medicine 40 | Each rank of this perk increases your effective Medicine for purposes of determining the amount you heal by 20. This may raise your effective Medicine above 100.
33 | All Night Long | Base | 4 | 1 | END 4 |  | You consider your END as 2 points higher in order to resist exhaustion or sleep deprivation; your survival rolls to overcome such a situation get a +4 too
34 | Big Game Hunter | Base | 4 | 1 |  | Survival 40 | +2d10 damage to mutant wildlife
35 | Bookworm | Base | 4 | 1 | INT 4 |  | You pay much closer attention to the smaller details when reading. You gain 50% more skill points when reading books.
36 | Egghead | Base | 4 | 1 | INT 4 |  | They just can't manage to peel you off those books! You add +2 skill points each time you gain a new experience level.
37 | Explodey Mc-Gee | Base | 4 | 3 |  | Explosives 40 | +2d10 DMG with Explosives weapons per rank. Also increases Breach Lock success %.
38 | Hit the Deck! | Base | 4 | 1 | AGI 6, |  | You react very quickly to the sound of an explosive coming your way. You only take ½ damage from ranged explosive weapons, round up. This includes damage from concussion and shrapnel.
39 | Iron Hoof (Years of Applebucking) | Base | 4 | 2 | STR 4 |  | Do +d10 more damage with all Unarmed-type attacks which inflict damage.
40 | Lethal Swordsmare/Buck | Base | 4 | 3 | AGI 5 or STR 5 |  | You have learned a special technique to deal more damage with your melee weapons. You deal +1d10 damage with all attacks which utilize the Melee attack skill.
41 | Like a Bullet | Base | 4 | 1 | AGI 4 |  | You gain +3 to your Initiative rolls.
42 | Lone Wanderer | Base | 4 | 1 | CHA < 5 | Survival 50 | You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this perk gain +10% to all skill rolls when not in sight of any of the other members of the party.
43 | Lunar Sight | Base | 4 | 1 | PER 6 | Sneak 30 | Your senses are very well accustomed to the darkness of the Wasteland. You gain a +1 bonus to Perception in the dark, and penalties for light levels are reduced by 50%.
44 | Tough Hide | Base | 4 | 3 | END 5 |  | The brutal experiences of the Equestrian Wasteland have hardened you. You gain +2 to Damage Threshold for each level of this perk you take.
45 | Ah’ fixed it! | EP | 4 | 1 |  | Mechanics 30 | Can improve the general condition of weapons and armour giving them +2 damage or damage reduction by combining with another of the same item.
46 | Strong Buck | EP | 4 | 1 |  | Unarmed 50 | When striking a target with Unarmed there is a 25% chance you’ll daze them, preventing them from moving on their next turn.
47 | Death from Above | Griffin | 4 | 1 |  |  | Thanks to the Enclave, there’s plenty of clouds up in the sky. Utilizing them to their full advance you can hide whilst airborne.
48 | Strafing Run | Pegasus | 4 | 1 | AGI 8 |  | Spend all of your AP to do a flyby of the field shooting (up to your score in Luck) opponents. Next round you will be airborn and may not take attack actions. This is a textbook Enclave assault, you should be able to do this in your sleep, soldier!

49

Greater Affinity

Shaman

4

special

Shaman or Tribal Shaman

Your Spirit Affinity is greater than most. You gain +1 to your Spirit Affinity. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth at level 16 and the fifth at level 20.

50 | Jouster | Unicorn | 4 | 1 |  | Unarmed 30 | Unarmed attacks with your horn ignore an additional two points ofyour opponent's armor rating.
51 | Powerful Caster | Unicorn | 4 | special |  |  | Your talent for magic is greater than most. You gain +1 to your Potency. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth at level 16 and the fifth at level 20.
52 | Versatile Caster | Unicorn | 4 | special |  |  | Your talent for magic is greater than most. You gain +1 to your Versatility for purposes of calculating the effects of your spells. This does not affect the number of spells you learn when choosing new spells via perks. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth at level 16 and the fifth at level 20.
53 | Zen Casting | Unicorn | 4 |  | AP 70 |  | You may use concentration and focus to reduce the difficulty and strain of casting a spell; however, the spell takes longer to cast. When casting a spell with Concentration, the AP cost of the spell is increased by 25, but you get a bonus of +10 to all skill rolls involved with the spell, and the strain is reduced by -10 (to a minimum of half the spell's strain cost).
54 | Tribal Wisdom | Zebra | 4 | 1 |  | Survival 50 | -50% limb damage from animals, mutated animals, and mutated insects, +25% to Poison resistance, ability to cook and eat mutated insects into clean, rads-free meals.
55 | Ammo Crafter | Base | 6 | 1 |  | Mechanics 70 | When using Firearms, you are twice as likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches.
56 | Angel Of Deception | Base | 6 | 1 |  | Sneak 50, Karma > 49, | Your character's innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to stealing attempts.
57 | Armed and Dangerous | Base | 6 | 2 | AGI 6, PER 5 |  | Thanks to plenty of practice, you know just where to hit to make it hurt more with your weapon of choice. Every ranged attack with weapons which use Firearms skill do +1d10 damage.
58 | Buck Rodgers | Base | 6 | 2 | AGI 5, PER 6 |  | Zap guns are even more dangerous in your hooves. Every ranged attack with weapons which use Magical Energy Weapons skill do +1d10 damage.
59 | Demolition Expert | Base | 6 | 1 | AGI 4 | Explosives 60 | Can ‘cook-off’ grenades so they explode on impact
60 | Dust in the Eyes | Base | 6 | 2 | AGI 6 | Melee / Unarmed 50 | When successfully parrying an opponent their attack is reduced by 20% for the next round
61 | Empathy | Base | 6 | 1 | PER 7, INT 5 |  | You get a better idea of what to say to an NPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way.
62 | Finesse | Base | 6 | 1 |  |  | Your attacks are smooth, graceful and precise. You have a higher chance to score a critical hit on an opponent in combat, equivalent to 4 extra points of Luck.
63 | Fortune Finder | Base | 6 | 1 | LCK 7 |  | You discover more caps in stashes hidden in the world. You double your roll for how many caps you find in containers.
64 | Ghost | Base | 6 | 1 |  | Sneak 60 | Characters with this perk gain double the normal bonuses to Sneak for poor light conditions.
65 | Gunslinger | Base | 6 | 1 | PER 4 | Firearms 40 | While using a mouth-held or levitated firearm, your chance to hit increases by 10%.
66 | How You Like THEM Apples!? | Base | 6 | 3 |  |  | For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
67 | Pathfinder | Base | 6 | 1 | END 6 | Survival 60 | Travel time to remote locations in the Equestrian Wasteland is reduced by 25%. The drain on the Sky Bandit’s spark batteries is likewise reduced.
68 | Quick Recovery | Base | 6 | 1 | AGI 5, |  | It only costs you 10 AP to stand up after being knocked down.
69 | Shotgun Surgeon | Base | 6 | 1 |  | Firearms 45 | When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
70 | Vigilant Recycler | Base | 6 | 1 |  | Science 70 | When using Magical Energy Weapons, you are twice as likely to recover drained ammunition. You also have more efficient recycling recipes available at workbenches.
71 | Adrenaline Rush | EP | 6 | 1 |  |  | You have a fear of death that allows you to fight harder when you are wounded. When your character's HP drop below 75% of their maximum, your character gains a +2 Strength bonus, but cannot go above the racial maximum.
72 | Blazing Saddle | EP | 6 | 1 | STR 6 |  | You are exceptionally stable while using an unbalanced battle saddle. You may ignore the -10 penalty when using a battle saddle built with weapons of dissimilar design.
73 | 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.
74 | Gears of Harmony | EP | 6 | 1 |  | Science 30, Mechanics 30 | Little snippets and general Eath Pony knowledge about mechatronics allows you to more easily identify commonly overlooked significant parts in a wrecked robot, resulting in more yield in salvage to be sold. In addition, you can make a good guess at the purpose and controls of esoteric Pre-War technology. Have you thought about joining the Steel Rangers?
75 | Lead Belly | EP | 6 | 1 | END 5 |  | No longer suffer radiation sickness when drinking irradiated water
76 | Aerial Supremacist | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Pegasi
77 | Eagle Eye | Griffin | 6 | 1 |  |  | +1 PER and all ranged weapons are counted as being Long Ranged.
78 | Natural Predator | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Earth Ponies and Zebra
79 | Surplus | Griffin | 6 | 1 |  |  | You have ‘just a knack’ for finding griffin mercenary supply drop off points in the world.
80 | Witch Hunter | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Unicorns
81 | Speed Burst | Pegasus | 6 | 1 | AGI 6 |  | All AP for move actions are halved. The Enclave is never outclassed!
82 | Advanced Spells | Unicorn | 6 |  | INT 6 |  | Your ability to cast spells has increased. You may now learn Advanced spells your chosen spell set(s) as well as Advanced versions of the basic spells you possess. You gain (Versatility) Advanced spells. At least (Versatility / 2, rounded up) of these spells must be taken in the caster’s primary spell set.

83

Mighty Spell (Rank 1)

Unicorn

6

1

POT 3

You have gained exceptional skill with a single basic spell, allowing you to super-charge your magic. You may increase your Potency to (Potency x 2) for the duration of a single casting of one spell chosen when you learn this Perk by spending 1.5 times the usual Strain. This Perk may be taken multiple times but applies to a different spell with each purchase. You may chose to augment Versatility instead of Potency (but not both). If your Mighty Spell augments your spell’s Versatility, all additional ranks will also augment Versatility.

84 | Green Hoof | Zebra | 6 | 1 | LCK 6, | Survival 30 | Plants always seem to bloom when you’re around, even in places no one would expect! You find significantly more raw materials for alchemy during your travels.
85 | Blackjack’s Fury | Base | 8 | 1 |  | Unarmed / Melee 50 | As a “child of the bottle,” you fight better when you are drunk. You receive a 10% bonus to your Unarmed/Melee skill and +d10 corresponding damage (choose when picking the perk) when under the influence of alcohol.
86 | Bluff Master | Base | 8 | 1 | CHA 7 | Speech 70 | You are the king or queen of smooth talking. Whenever you are caught stealing, your character has always a chance to talk his or her way out of the situation.
87 | Celestial Aid | Base | 8 | 1 | CHA 7, |  | Looks like some higher power has taken a liking to you! Once per session, you have the option of re-rolling a failed roll, but you must accept the results of the re-roll.
88 | Counter Canter | Base | 8 | 3 | AGI 6 |  | Your fancy hoofwork (or agile flying if you are a pegasus pony) keeps you out of harm’s way. Opponents suffer a -5 to combat skills when attacking you. (Rank 3 of this perk cannot be used if wearing heavy armor.)
89 | Explorer | Base | 8 | 1 | PER 6, | Survival 50 | This perk adds +10 to Survival. It also grants +2 LCK for purposes of finding special encounters and hidden places.
90 | Living Anatomy | Base | 8 | 1 |  | Medicine 70 | Shows health and Damage Threshold of any target. +d10 bonus to damage against living, nonmutated creatures.
91 | Ministry Training | Base | 8 | 1 |  |  | +10% to hit when using rifles of any description.
92 | Organizer | Base | 8 | 1 | INT 5 | Barter 40 | You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you’ve always needed. Items with a weight of two or less are considered to weigh half as much for you.
93 | Rad Resistance | Base | 8 | 1 | END 5 | Survival 40 | +25% radiation resistance permanently.
94 | Scrounger | Base | 8 | 1 | LCK 4 |  | You find more items in stashes in the world. You gain an extra roll for items on loot tables when searching containers.
95 | Snake Eater | Base | 8 | 1 | END 5 |  | Half chance of being poisoned (or +50% poison resist)
96 | Sun and Moon | Base | 8 | 1 |  |  | +15 to Speech with neutral karma
97 | Super Slam | Base | 8 | 1 | STR 6, | Melee / Unarmed 45 | All melee and unarmed attacks have a 20% chance of allowing a free trip attempt against your target. (basically, when rolling a 0 or a 5 on the unit digits)
98 | Whining presence | Base | 8 | 1 |  | Prepubescent, or Foal at Heart perk | You have a way of convincing ponies, if only to stop hearing you cry and moan. At your discretion, you can gain a 10% on your Barter or Speech checks; however, creatures you interact with in this manner will be less than eager to cooperate with you next times, giving you a cumulative, permanent -20% penalty on such checks, for every time you use this ability on them.
99 | Strong Back | EP | 8 | 2 | STR 5, END 5 |  | +50 lb. carry weight
100 | Wired Reflexes | EP | 8 | 1 | Cyberpony (Rank 1) |  | +10 to hit in S.A.T.S.
101 | Trophy Hunter | Griffin | 8 | 1 |  |  | You can claim rather impressive looking trophies from slain mutants to sell on. Claiming trophies from intelligent races will incur karma loss.
102 | Flight (Rank 3) | Pegasus | 8 | 1 | AGI 7 |  | You’re quite a lot faster than other pegusi and in flight you can even dodge incoming fire. Enemies not pegasus-fighting with you get a -20% to hit you as long as you keep moving about, those who are get a -10% (you must take at least one movement action during your turn to gain this benefit). We’re proud to have you on board, soldier!

103

Advanced Shamanism

Shaman

8

Shaman or Tribal Shaman, CHA 5

Your ability to summon, bind and barter for spirit favors has increased. Buffalo may now barter for a number of favors from a spirit equal to
the shaman’s (Spirit Affinity / 3, rounded up). The magical items of zebra shamans now last a number of months equal to the spirit’s rating. Bindings last a number of months equal to the shaman’s degrees of success, plus one.

104 | Royal Jouster | Unicorn | 8 | 1 | Jouster | Unarmed 50 | Unarmed attacks with your horn now ignore half your opponent's armor rating (or 4 points of armor, whichever is higher). This replaces the normal armor piercing property of your horn.
105 | Spell Alacrity | Unicorn | 8 | special |  |  | The initial AP cost for casting spells is reduced by -10. This perk may be taken twice with the following restriction: the second rank of the perk becomes available at level 16.
106 | Resilient Horn | Unicorn | 8 | special |  |  | You have an exceptional reserve of magical energy compared to most, magical breakdown is much less common for you. You gain +20 Strain. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth at level 16 and the fifth at level 20.
107 | Wild Cast | Unicorn | 8 |  | VER 4 |  | At the end of your turn, if you have AP remaining but not enough to cast a spell, you may attempt to cast a spell anyway. To do so, you expend your remaining AP and spend the strain of the spell. You then make a Science skill roll at a penalty equal to the remaining amount of AP necessary to cast the spell. If you succeed, you then cast the spell as normal. If you fail, the casting backfires. You still lose the AP and strain, and you take 1d10 stun damage for every ten points (rounded up) of AP you didn't have to cast the spell.
108 | Advanced Alchemy | Zebra | 8 | 1 |  |  | You have dedicated some time to expanding your alchemical skills. Good for you! Embrace your heritage! You can now create advanced alchemical recipes.
109 | “Party” Pony | Base | 9 | 1 | END 5 |  | With this perk, you are much less likely to be addicted to chems (50% less likely, actually) and suffer ½ the withdrawal time as a normal person.
110 | But I want it NOW! | Base | 9 |  |  |  | Instantly gain a level
111 | Karma Beacon | Base | 9 | 1 | CHA 6, |  | Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction.
112 | Sharpshooter | Base | 9 | 2 | PER 7, INT 6, |  | With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat. (that, or halves range penalties)
113 | Bombermare/buck | EP | 9 | 1 | INT 5, LCK 5 | Explosives 60 | Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate – it will be reset, so the Bomber can try again.
114 | Abomination Hunter | Base | 10 | 1 |  | Survival 50 | +2d10 damage against Alicorns, Bloatsprites and other creatures mutated by Taint
115 | And Stay Back | Base | 10 | 1 |  | Firearms 70 | Shotguns have a 10% chance, per pellet, of knocking an enemy back. (rolling a X1 on the skill die)
116 | Blessed by Luna | Base | 10 | 1 | CHA 5 |  | +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M.
117 | Bloody Mess | Base | 10 | 1 |  |  | +D10 overall damage, more violent, explod-ey deaths for some reason
118 | Bookworm's Revenge | Base | 10 | 1 | INT 5 | Science 50 | +8 DT and Strength increased to 10 whenever health is below 40.
119 | Computer Whiz | Base | 10 | 1 | INT 7 | 70 Science | Allows you to re-break into magi-tech terminals after being locked out once
120 | Fight the Power! | Base | 10 | 1 |  |  | +2 DT and +5% Critical chance against factions such as the Enclave, Red Eye, or the Steel Rangers.
121 | Filly Luck | Base | 10 | 1 | LCK 6 |  | May the Force... err, the Ghost be with you! With this perk, you may add +20 to a single skill check, or +2 to a single statistic check, before rolling, twice per session.
122 | Fluttershy’s Apostle | Base | 10 | 2 | CHA 5 | Survival 45 | Mutant animals are no longer aggressive to you, at rank 2 they even help you.
123 | How We Do It Down on the Farm | Base | 10 | 1 | PER 6, LCK 6 |  | In combat, your critical hits are more devastating. Your damage from critical hits, including Sneak Attack Criticals, is increased by 50%. This does not affect the chance to cause a critical hit.
124 | Infiltrator | Base | 10 | 1 | PER 7 | Lockpick 70 | Allows to you un-jam locks for a second attempt at picking
125 | Leader | Base | 10 | 1 | CHA 7 |  | You have some natural leadership abilities and have managed to cultivate them. Any party member within moving distance of you gains +1 to their Agility, up to their racial max, and +2 to their DT. You do not get these benefits – that’s the price of being a leader.
126 | Luna’s Ruse | Base | 10 |  |  | Sneak 60 | You gain +10 Sneak against sleeping targets and gain +1 crit multiplier in your attacks against sleeping targets.
127 | Mysterious Mare-Do-Well | Base | 10 | 1 | LCK 6 |  | A mysterious mare will (or your favourite pink ghost) sometimes aid you in combat (either DM's discrection, or 30% + LCK chance)
128 | PipBuck Training | Base | 10 | 1 | not a Stable Pony |  | You are experienced in using a Pipbuck and may use a PipBuck's advanced functions: S.A.T.S. and E.F.S. (Note: characters with the Stable Pony trait start out able to use all functions of their PipBuck. Any pony without that trait who gains a PipBuck needs to take this perk in order to use all the PipBuck's features.)
129 | Purifier | Base | 10 | 1 |  | Melee / Unarmed 40 | You do +2d10 extra damage with melee and unarmed weapons against mutated creatures
130 | Steady Grip | EP | 10 | 1 | STR 6, |  | Due to your groundedness and stability, burst attacks have no penalty to hit.
131 | Tough Hide (Rank 4) | EP | 10 | 1 |  |  | Earth Ponies can go beyond their peers with their strength allowing them to take Rank 4 in the Tough Hide perk line.
132 | Intimidating Presence | Griffin | 10 | 1 |  |  | You are naturally bigger than all non-mutants and as a race are re-known for violence. Intimidating, coercing or otherwise bullying others around using Speech is noticeably more effective, even when failing the roll itself.
133 | Math Wrath | SATS | 10 | 1 |  | Science 70 | You are able to optimize your PipBuck’s targeting spell logic. S.A.T.S. attacks cost now 5 AP less.
134 | Bringer of Justice | Base | 12 | 1 | CHA 4 |  | +2d10 damage against raiders, slavers, criminals, and other creatures with negative karma (<25).
135 | Cannibal | Base | 12 | 1 |  |  | Consume intelligent races for +25 HP, +2 Rads. Cannibalizing is a heinous moral affront, doing so will incur Karma loss
136 | Celestial Blessing | Base | 12 | 2 | END 5 |  | +30 health
137 | 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.)
138 | Cult of Personality | Base | 12 | 1 | CHA 10, |  | Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the "wrong" kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure.
139 | Fast Metabolism | Base | 12 | 1 |  |  | Healing potions and spells heal for an extra +10+1d10 health.
140 | 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.
141 | Heavyweight | Base | 12 | 1 | STR 7 | Firearms 50 | Weapons with a weight of more than 10 lbs. Effetively weigh half as much. This does not affect weapons modded to under 10 wg.
142 | Hobbler | Base | 12 | 1 | PER 7 |  | Your chance to hit an opponents' grounded limbs is increased by 20%.
143 | Nimble Moves | Base | 12 | 1 |  | Unarmed / Melee 75 | Your chance to parry is increased by 15%
144 | Piercing Hoof / Piercing Strike | Base | 12 | 1 |  | Unarmed / Melee 70 | All your unarmed or melee attacks negate 10 points of DT.
145 | Pyromaniac | Base | 12 | 1 |  |  | When igniting an enemy the burn effect does an extra +d10 damage
146 | Riposte | Base | 12 | 1 |  | Unarmed / Melee 50 | When successfully parrying an opponent you immediately make a counter attack at -25% chance.
147 | Robotics Expert | Base | 12 | 1 |  |  | +2d10 dmg to robots; can disable ministry robots from hidden or if the robot is dormant
148 | Silent Gallop | Base | 12 | 1 | AGI 6 | Sneak 50 | You have mastered silent movement, allowing you to move quickly and still remain quiet. +5 to Sneak, and you can Sneak at full speed with no penalties.
149 | Sniperpony | Base | 12 | 1 |  | AGI 6, PER 6 | Penalties for called ranged shots are halved.
150 | Splash Damage | Base | 12 | 1 |  | Explosives 70 | Explosives have a 25% larger area of effect.
151 | Team Player | Base | 12 | 1 | CHA 4, |  | You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within moving range of your character, he or she gains +5% to all skills.
152 | Weapon Handling | Base | 12 | 1 | AGI 5, |  | This perk adds +3 Strength for the purposes of strength requirements for handling and firing ranged weapons.
153 | Bonsai | Ghoul | 12 | 1 |  | Survival 50, Science 40, | Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit! Only Ghouls can choose this perk.
154 | Flight (Rank 3) | Griffin | 12 | 1 | AGI 8 |  | You’re quite a lot faster than your other kin and those weakling pegasi, in flight you can even dodge incoming fire. -20% for ranged attacks to hit you when you are air-borne. Only the swiftest of hunters catches the prey.
155 | Cooler Under Fire | SATS | 12 | 1 |  |  | You regenerate SATS Action Points faster. How much faster? You guessed it: 20% faster!
156 | Mighty Spell (Rank 2) | Unicorn | 12 | 1 | One Trick Pony, POT 4, Mighty Spell (Rank 1) |  | You have further improved your capacity with your one trick. You may now spend 2x normal Strain to increase Potency to (Potency x 4) for a single casting.
157 | Chemist | Base | 14 | 1 |  | Medicine 60 | Chems last twice as long.
158 | Contract Killer / Lawbringer | Base | 14 | 1 |  |  | Rewards will be handed out for the elimination of selected targets. Details follow when perk taken.
159 | Cybernetic Surgeon | Base | 14 | 1 |  | Medicine 100, Science 75 | You may now upgrade ponies with cybernetics, and reboot them in the field! Have you thought about joining up with Red-Eye?
160 | Eye for Eye | Base | 14 | 1 |  |  | For each crippled limb you have, you do an additional 10 damage.
161 | Jury Rigging | Base | 14 | 1 |  | Mechanics 90 | Repair any item using a roughly similar item.
162 | 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.
163 | Light Trot | Base | 14 | 1 | PER 6, AGI 6 |  | You are agile, lucky and always careful; or maybe you have just mastered the art of self-levitation. Either way, you never set off enemy mines or floor-based traps.
164 | Master Trader | Base | 14 | 1 | CHA 6 | Barter 60 | All items cost 25% less
165 | Power Armor Training - Advanced | Base | 14 | 1 | END 7 | PA Training | Ulterior +1 PER and STR when wearing PA, Armor accounts 100% for its WG.
166 | 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.)
167 | 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.)
168 | Cyberwings | EP | 14 | 1 | Cyberpony (Rank 2) |  | You gain wings and Flight 1.
169 | Countless Prey | Griffin | 14 | 1 |  |  | Whenever you kill something you and your party gain +10 AP for 3 rounds.
170 | Flight (Rank 4) | Pegasus | 14 | 1 | AGI 9 |  | While you quite yet won’t be executing any rainbooms you are incredibly fast, faster than most others. Penalties to hit you while still and while pegasus-fighting with you increase to 50% and 30% respectively Sweet fucking Celestia, soldier! You should have been in the Wonderbolts!
171 | Center of Mass | SATS | 14 | 1 |  | Firearms 70 | In V.A.T.S., you do an additional d10 damage when targeting the torso.
172 | Expert Spells | Unicorn | 14 |  | INT 8 |  | Your ability to cast spells has increased. You may now learn Expert spells your chosen spell set(s) as well as Expert versions of the Advanced spells you possess. You gain (Versatility) Expert spells. At least (Versatility / 2, rounded up) of these spells must be taken in the caster’s primary spell set.
173 | A Little Dash | Base | 16 | 1 |  | Survival 45 | When wearing light or no armour you have an additional move action per turn.
174 | Action Filly/Colt | Base | 16 | 2 |  |  | Gain an additional 15 action points
175 | Chem Resistant | Base | 16 | 1 |  | 60 Medicine | 75% less chance of addiction.
176 | Meltdown | Base | 16 | 1 |  | Magical Energy Weapons 90 | Foes killed by your Magical Energy Weapons emit a corona of harmful energy.
177 | Mental Block | Base | 16 | 1 |  |  | Mental Block is the ability to tune out any outside mental interference. You must have learned this talent from a passing guru, or from a really late night at the bar. When being still, silent and sitting, you gain +2 PER and +1 INT, and an ulterior +5% to all rolls.
178 | Sun's Wrath | Base | 16 | 1 |  |  | Flame throwers ignore 10 Damage Threshold
179 | Tag! | Base | 16 | 1 |  |  | Fourth "tag" skill: +15 points to that skill
180 | Unstoppable Force | Base | 16 | 1 | STR 7, | Melee / Unarmed 90 | Your attacks ignore the first successfull parry against you, once a turn.
181 | Adamantium Bone Lacing | EP | 16 | 1 | Cyperpony (Rank 1) |  | Halves limb damage.
182 | Robotics Expert (Rank 2) | EP | 16 | 1 |  | Science 70 | You can construct from scrap, or modify a captured, Sprite-bot to serve as a companion. Your modifications can either include Enhanced Sensors which will reveal hidden or otherwise invisible targets, Gun Installment, which will wire up a simple single handed weapon for it to fire but it needs to be manually reloaded, and lastly you can simply wire the sprite-bot to remote explode dealing d10 + INT damage
183 | Self-Maintenance | EP | 16 | 1 | Cyberpony (Rank 2) |  | Your crippled limbs automatically repair themselves and will return to working condition within 5 rounds of being crippled.
184 | Action Filly | SATS | 16 | 2 | AGI 6 |  | You know your targeting spell like the back of your hoof, making you about 20% cooler in combat. For each level of this perk, you gain +30 max action points in S.A.T.S.

185

Expert Shamanism

Shaman

16

Advanced Shamanism, CHA 7

Your ability to summon, bind and barter for spirit favors has increased. Buffalo may now barter for a number of favors from a spirit equal to the shaman’s (Spirit Affinity / 2, rounded up). The magical items of zebra shamans are now effectively permanent, lasting until the spirit’s power focus is destroyed. Bindings now last until a specific condition is met, and that condition must be inscribed into the spirit’s prison during the binding process. This inscription takes the form of an Arcane Mark. If the shaman does not set a condition for the binding to end, the binding ends in (Spirit Affinity) years, plus one.

186 | Expert Alchemy | Zebra | 16 | 1 |  |  | The highest echelons of alchemical mastery are yours to toy with! Few, if any, recipes are beyond your ability to recreate. Some brews not seen since before the balefire bombs might return by your hooves.
187 | Paralyzing Hoof | Base | 18 | 1 |  | Unarmed 80 | Using hand to hand you can stun a living opponent for 5 rounds (30% chance)
188 | The Magic of Friendship | Base | 18 | 1 | CHA 6 |  | When your character's health drops to 50 and below, all players in party gain +8 DT. The same happens, for you only, if another teammate is injured in the same way. (This feat doesn't stack with itself)
189 | Walker Instinct | Base | 18 | 1 |  | Survival 50 | +1 Perception and Agility when outside.
190 | Wall of Steeled Hooves / Whirling Blades | Base | 18 | 1 |  | Melee / Unarmed 80 | Allows you to re-roll parry if failed
191 | Adamantium Skeleton | EP | 18 | 1 | Adamantium Bone Lacing |  | Halves limb damage. (This effect stacks with its prerequisite, providing a total of 75% resistance to limb damage.)
192 | Cyberpony (Rank 3) | EP | 18 | 1 |  |  | Your body is now an almost entirely synthetic housing for your mind an (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 potions can aid you now. You also gain permanent nightvision.
193 | Memory Impant | EP | 18 | 1 | Cyberpony (Rank 2) |  | You have a built-in recollector that records all your experiences and allows you to access them. You gain +1 Intelligence. You also gain eidictic memory, allowing you to add a 1d10 bonus to skills for tests so long as you have succeeded at that type of skill test at an equal or greater difficulty before. (For example: a hacking tests for a moderate terminal if you have successfully hacked a hard terminal before.) This roll is made before your skill roll and may raise your effective skill above 100%.
194 | Concentrated Fire | SATS | 18 | 1 |  | Magical Energy Weapons / Firearms 70 | +5% accuracy in S.A.T.S. with every attack queued on the same enemy
195 | Mighty Spell (Rank 3) | Unicorn | 18 | 1 | One Trick Pony, POT 5, Mighty Spell (Rank 2) |  | You have further improved your capacity with your one trick. You may now spend 3x normal Strain to increase Potency to (Potency x 8) for a single casting.
196 | Celestia Powered | Base | 20 | 1 |  |  | Who knows what could happen, should dawn ever break again.
197 | Ninja | Base | 20 | 1 |  | Melee Weapons / Unarmed 80, Sneak 80 | +15% critical chance with melee and unarmed weapons and +20 damage with melee/unarmed sneak attack criticals.
198 | Reaper Pony’s Gallop | Base | 20 | 1 |  |  | If you kill a target, you gain a free attack with the last weapon you used (can be spent later in the turn).
199 | Atomic! | Ghoul | 20 | 1 | END 6 |  | In radiated areas, +25 AP. With excess rad level, +2 DT, +2 ST.
200 | Watching Like a Griffin | Griffin | 20 | 1 | PER 8 |  | Opponents have a -30 to Sneak to hide from you, and you ignore up to -30 worth of penalties for visibility (including reducing penalties for invisible opponents). Acting as a spotter for your party, you may allow each member of your party to ignore -15 worth of penalties for visibility.
201 | Sonic Rainboom | Pegasus | 20 | 1 | Flight (Rank 4), Speed Burst |  | You can perform an aerial Sonic Rainboom!
202 | Amanuensis | Base | 22 | 1 | INT 6, PER 7 |  | Can copy existing magazines into blank or damaged magazines.
203 | Irradiated Beauty | Base | 22 | 1 | END 8 |  | Sleep removes 100 Rads. Beware bystanders.
204 | Wonderbolt Maneuver | Pegasus | 22 | 3 | Sonic Rainboom |  | You can perform one of the rare, signiture moves of the Wonderbolts (such as the Rainboom Strike or the Buccaneer Blaze). Before taking this perk, the exact details of your new maneuver should be determined between you and the GM. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 26, the third at level 30.
205 | Advanced Matrix Casting | Unicorn | 22 | 1 | Matrix Caster | Science 90 | You may weave a spell matrix to allow you to cast up to (Versatility / 2, rounded up) spells simultaneously as a single spell with integrated effects. (For example, you could integrate Flame Strike and Lightning Strike into a single spell with the cumulative damage and effects of both, or cast a spell with an integrated Bypass spell.) Weaving a spell matrix requires twelve turns, and may be used for a number of minutes equal to your Potency rating. (Spells used together are subject of GM approval, and should be restricted to spells which would logically work together in some way.) Spell combinations cast this way cost AP equal to the casting of a single spell and strain equal to the sum of the strain cost for each spell minus five strain for each integrated spell
206 | Calamity's Might | Base | 24 | 1 | AGI 8, PER 8, | Firearms 90 | When using a ranged weapon, your character will do a critical hit with successful roll against Luck and this perk.
207 | Rampage's Wrath | Base | 24 | 1 | AGI 8, STR 8 | Unarmed / Melee 90%, | The slayer walks the earth! In HtH or melee combat, characters with this Perk do a critical hit with a successful roll against Luck.
208 | Ultimate Hunter | Griffin | 24 | 1 | Aerial Supremacist, Natural Predator & Witch Hunter | Sneak 90, Survival 90 | You are the ultimate hunter of ponykind. The bonuses you get from Aerial Supremacist, Natural Predator & Witch Hunter are doubled.
209 | Mighty Spell (Rank 4) | Unicorn | 24 | 1 | One Trick Pony, POT 6, Mighty Spell (Rank 3) |  | You have further improved your capacity with your one trick. You may now spend 4x normal Strain to increase Potency to (Potency x 16) for a single casting.
210 | Broad Daylight | SATS | 26 | 1 |  |  | No Sneak penalty for using Pip-Boy light.
211 | Ain't Like That Now | Base | 30 | 1 |  | Karma less than -25 | Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits, 20% reduction in AP cost for all weapons.
212 | Just Lucky I'm Alive | Base | 30 | 1 |  | Karma between -25 and 25 | +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage.
213 | Thought You Died | Base | 30 | 1 |  | Karma at least 25 | +10 Health per 10 Karma; Karma reset to 0, +10% damage, immunity to critical hits.
214 | Bone-Strengthening Brew | Alchemy |  |  |  |  | With this perk, your limbs only receive 50% of the damage they normally would.
215 | Phoenix Regeneration Elixir | Alchemy |  |  |  |  | Grants the drinker a permanent healing rate of 1 Health Point per in-game minute.
216 | World-Weathering Potion | Alchemy |  |  |  |  | You have allowed your body to be permanently enhanced through zebra alchemy. You gain +20% to your Poison, Elemental and Radiation Resistances and +3 to your damage threshold.
217 | Fillydelphia Survivor | Quest |  |  |  |  | Your vicious fights behind The Wall in the Fillydelphia ruins have left you stronger. Your damage threshold is increased by two and your radiation resistance increases by +3%
218 | My Little Ponies | Quest |  |  |  |  | You have collected one of each of the six Ministry Mares statuettes. Stronger together than they are apart, they have granted you +1 Luck in addition to their normal benefits.
219 | Great and Powerful | Quest |  |  |  |  | You may learn a specific, extremely rare spell approved by the GM.
220 | Pony Sutra | Quest |  |  |  |  | You are experienced in the art of giving and receiving physical pleasure. You are more likely to have sexual encounters with specific characters.
221 | Power Armor Training | Quest |  |  |  |  | You are now trained in the use of Power Armor.
222 | Power Armor Training - Basic | Quest |  | 1 |  |  | +1 [STR, PER], -1 AGL (When wearing PA), Armor accounts 100% for its WG.
223 | Touched by Taint (1) | Quest |  |  |  |  | Exposure to Taint has altered your physiology. When under the effects of Advanced Radiation Poisoning (400+ Rads) any crippled limbs will automatically regenerate.
224 | Touched by Taint (2) | Quest |  |  |  |  | Exposure to Taint has altered your physiology. You do not take immediate damage from radiation. In fact, you gain extra healing while being exposed to it. However, radiation continues to build up in your system as normal.
225 | Touched by Taint (3) | Quest |  |  |  |  | Exposure to Taint has further altered your physiology. You are 20% faster and stronger whenever you’re basking in the warm glow of radiation. Your Action Points regenerate faster and faster the higher your level of radiation sickness becomes. Your natural lifespan has increased dramatically.
226 | Matrix Caster | Unicorn |  | 1 | INT 7, CHA 5 |  | You know how to use spell matrices to cooperatively cast spells. Likewise, you and at least one other Matrix Caster may attempt to cast using an ancient spell matrix structure provided you know the base spell it was designed for. Green Alicorns gain this perk for free, but at a price. They become statuesque and unresponsive (failing all Perception rolls) when weaving or using a matrix.
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