| A | B | C | D | E | F | G | |
|---|---|---|---|---|---|---|---|
1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description |
2 | 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. | |
3 | Jus’ buck it an’ it’ll be fine! | EP | 2 | 1 | Guns 40 | Guns take only 15 AP to unjam. | |
4 | Healing of the Mother Earth | EP | 3 | 2 | Medicine 40 | Each rank of this perk will increase the number of Hit Points healed by the use of Medicine skills by 20. | |
5 | 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. Wears off with armor degradation. | |
6 | 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. | |
7 | 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. | ||
8 | Cyberpony (Rank 1) | Cyber | 6 | 1 | NOTE: the EP can apply the perk to anypony with END 7+. but only EP can apply them, and they only need END 5+ | ||
9 | 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? | |
10 | Lead Belly | EP | 6 | 1 | END 5 | No longer suffer radiation sickness when drinking irradiated water | |
11 | Adamantium Bone Lacing | Cyber | 8 | 1 | |||
12 | Robotics Expert (Rank 2) | EP | 8 | 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 | |
13 | Strong Back | EP | 8 | 2 | STR 5, END 5 | +50 lb. carry weight | |
14 | Bombermare/buck | EP | 9 | 1 | INT 5, LCK 5 | Explosives 60 | Your prowess 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. |
15 | Steady Grip | EP | 10 | 1 | STR 6, | Due to your groundedness and stability, burst attacks have no penalty to hit. | |
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17 | Cyberpony (Rank 2) | Cyber | 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 damage reduction, makes you immune to poison. Zebra medicine no longer has any effect on you. [This feat will nullify any perks in Tough Hide] | ||
18 | Self-Maintenance | Cyber | 16 | 1 | Cyberpony 2 | Your crippled limbs automatically repair themselves and will return to working condition within 5 rounds of being crippled. | |
19 | Cyberpony (Rank 3) | Cyber | 18 | 1 | Your entire body is made up of synthetic materials, a blasphemous imitation of something that once had a heart and a soul. Your karma max positive karma is now 10. Adds an additional +4 damage reduction, your body also repairs itself over time at 1 wound every 2 rounds however not even normal medicine or healing potions can aid you now. You also gain permanent nightvision. | ||
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22 | Barter | More inquisitive, can get the trader to show the extra stuff | |||||
23 | Big Guns | +5% to hit for each extra point over the requirement of guns over 6 STR base req (up to 10%) | |||||
24 | Explosives | Splash is deadlier, less power loss. +d10 damage for each range increment beyond the first (so bonus for point blank, + for close range, ++ for medium range, etc.) | |||||
25 | 3 | Explosives | Can effectively craft explosives using ammo or gunpowder, sensor modules, and maybe other stuff (EP only get to the later perks because only them can do so without the expensive machinery) | ||||
26 | Lockpick | ||||||
27 | Magic weapons + Science | Turbo! Make weapons that cost less AP to fire | |||||
28 | Magic weapons | Ammo recover, or ammo efficiency | |||||
29 | Medicine | Overheal! Passes over time, but still | |||||
30 | Science | Create better drugs? careful dosing, and paying attention to details, halve addition chances and double the duration | |||||
31 | Speech | Increased empathy, can catch himself after a single fail and recover in some spectacular way ( extra check at half initial chance, has to be RPed well) | |||||
32 | Survival | ||||||
33 | Pinkie Sense | EP trait | One sixth sense defined instinct (by the player) (if X's happening or about to happen, I feel Y, be specific!), gives a +10% advantage in related checks, plus is left to the mercy of the GM for other stuff, can be debilitating and give up to -20% to skill checks when the GM feels like it (of course, this happens upon activation of another PS). | ||||
34 | Pinkier Sense | EP | 4 | Pinkie Sense | One more player-chosen instinct starting at 5%, the already chosen ones develop in bonuses to 5% more | ||
35 | Pinkiest Sense | EP | 1 | All Pinkie Senses | All player instincts go up to the current maximum (30%), possible penalty grows to a fierce 50% (that's what you get for letting random warnings take control over your body :P ) | ||
36 | Feeling all the gashes | 2 | Melee/unarmed | Going up close the dirty way leaves scars, but since it didn't kill you, it made you stronger instead! +5 to combat skill, and +20 HP. | |||
37 | Immovable object | Brick wall | Cannot be knocked down, has free attempt to knock down if others ever try it on him | ||||
38 | Tougher Hide | EP have a +3 DR variant of the perk. | |||||
39 | Guns | ||||||
40 | Rock Crusher | Unarmed | Can spend double the AP (or +20? +25?) for 1.5 times the damage | ||||
41 | Extreme tolerance | +10 Rad res, +10 Poison res, and halved addiction chance | |||||
42 | PER, CHA | Speech | Can fake voice to resemble about anypony they heard before, check to impersonate | ||||
43 | Science | ||||||
44 | Mechanic | Oh boy here we go | |||||
45 | Stealth | ||||||
46 | Guns | +10% to hit and +d10 damage against airborne targets. Yes, you hate them with a passion. | |||||
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