| 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.