| A | B | C | D | E | F | G
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1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description
2 | Earth Pony
3 | Jus’ buck it an’ it’ll be fine! | EP | 2 | 1 |  | Any Wpn Skill 40 | Unjamming/Unglitching a gun only costs 10AP and jamming/glitching only reduces the weapons condition by 5%. You can modify jambusters to only take 10AP.
4 | Mad Bomber! | EP | 2 | 1 |  | Explosives 50 | Unlocks all Explosives Crafting.
5 | Rooted | EP | 3 | 3 | not Random |  | A little bit of Earth Pony magic keeps you rooted to the ground. You gain a +2 on opposed rolls against telekinesis and advanced combat actions which cause you to move. (You cannot take this perk if you have the trait Random.)
6 | Earth Pony Magic (Artisan) | EP | 3 | 3 | CHA 4, not Random |  | You really do put a bit of yourself in your work, and with amazing results. For every rank of this perk, items you personally craft have a 15% chance of ignoring degradation due to critical failures or damage, and a 30% chance of ignoring degradation due to wear & tear or environmental conditions. Mastery: +10% (You cannot take this perk if you have the trait Random.)
7 | 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.
8 | Raise That Barn | EP | 3 | 3 | CHA 5 |  | When Earth Ponies work together, they accomplish amazing work in record time. When working cooperatively with at least one other Earth Pony, the amount of time required for the completion of a project is reduced as if there was an additional Earth Pony assisting for every rank of this perk possessed by the cooperating ponies. (For example: if two Earth Ponies, each with two ranks of Raise This Barn, work together on a six-hour project, that project will be completed in one hour.)
9 | (Years of Applebucking) Rank 3 | Base | 4 | 1 | STR 4 (Years of Applebucking) Rank 2 |  | Do +d10 more damage with all Unarmed-type attacks which inflict damage.
10 | Strong Buck | EP | 4 | 1 |  | Unarmed 50 | When striking a target with Unarmed there is a 30% chance you’ll get a free knockdown attempt.
11 | Ah’ fixed it! | EP | 4 | 1 |  | Repair 30 | Can improve the general condition of weapons and armour giving them +2 base damage or +2 DT and +5 single skill enhancement by combining with another of the same item.
12 | Jack of all Apples | EP | 6 | 3 | INT 4 |  | You're good at a little bit of everything. +2 skill points in 6 skills of your choice per rank taken MUST be same skills each time the perk is taken. Mastery: 1 extra skill point in every skill
13 | Lead Belly | EP | 6 | 1 | END 5 |  | No longer suffer radiation sickness when drinking irradiated water. +10% Radiation Resistance.
14 | Gears of Harmony | EP | 6 | 1 |  | Lore 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?
15 | 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 50% of their maximum, your character gains a +2 Strength and Agility bonus, but cannot go above the racial maximum by more than 1.
16 | Way of the Fruit | EP | 6 | 1 | CHA 6, INT 4 |  | You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains +1 to Perception and Agility.
17 | 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.
18 | Move like Water | EP | 8 | 2 | AGI 7 |  | -5% to be hit. +10% chance to avoid crits.
19 | Strong Back | EP | 8 | 2 | STR 5, END 5 |  | +35 lb. carry weight
20 | Cybernetic Surgeon | EP | 8 | 1 |  | Medicine 60, Hacking & Matrix Tech 60 | You may now upgrade ponies with cybernetics, and reboot them in the field! Have you thought about joining up with Red-Eye?
21 | Extreme Tollerance | EP | 8 | 1 |  |  | +20% to Poison and RAD resistance, +5% DR
22 | Robotics Expert (Rank 2) | EP | 8 | 1 |  | Hacking & Matrix Tech 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 (INT)d10 damage
23 | 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.
24 | Steady Grip | EP | 10 | 1 | STR 6 |  | Due to your groundedness and stability, burst and full-auto attacks have half the penalty to hit.
25 | Duck Hunter | EP | 10 | 1 | Duck Hunt (Rk 3) |  | +10% to hit and +d10 damage against airborne targets. Yes, you hate them with a passion.
26 | Tremendous Strength | EP | 10 | 3 | STR 6 |  | You may double your effective STR once per day.
27 | 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.
28 | Bringing out the Big Guns | EP | 12 | 1 | STR 6 |  | +5% Hit for every point of effective STR you are above a heavy weapon's STR requirement. Max. +20%
29 | Combat Specialist | EP | 12 | 1 |  |  | You gain a Mastery bonus of +1d10 for the any of the following perks if you have all three ranks in that perk: Iron Hoof, Lethal Swordsmare, Explodee McGee, Armed & Dangerous or Buck Rodgers.
30 | Toughest Hide | EP | 14 | 1 | Extreme Tollerance & Tough Hide (Rank 4) |  | You have been though enough Bar fights, battles, and Bunlders. thats your hide is rumored to rival dragon scales.Gains, +3 DR
31 | Rock Crusher | EP | 14 | 3 | STR 7 END 7 |  | You Enter an Enhanced state. You can spend 15 AP for *2 times the damage per attack once per battle.
32 | Juggerpony | EP | 14 | 1 | END 6 |  | +50 Max HP
33 | Turbo! | EP | 16 | 1 |  | MEW 90 Hacking & Matrix 90 | Make MEW weapons that cost 5 less AP to fire
34 | Unstoppable Force | EP | 20 | 1 | STR 8 |  | While charging, you may attempt to charge through solid objects, rolling four times your bare-hoofed damage versus its DT. (This Skill deals your base unarmed damage, including armor-modifiers to enemies and knocks them back at 2xSTR on your roll.)
35 | Immovable Object | EP | 24 | 1 | STR 6, END 6 | Rooted (Rank 2) | You cannot be knocked down or back, unless you let yourself be. Period.
36 | Pegasus Pony
37 | 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!
38 | 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!
39 | Flight (Rank 2) | Pegasus | 2 | 1 | AGI 5 |  | You can fly at a normal pace, gain proper altitude and execute basic aerial moves.
40 | Insulated | Pegasus | 2 | 3 |  |  | You gain +5 to Survival and +5 to Electrical and Cold damage resistances. Mastery: you gain an additional +5 to Survival and an additional +5 to Lightning and Cold damage resistances.
41 | Evasion | Pegasus | 4 | 3 | AGI 6, Flight (Rank 2) |  | A little pegasus magic helps you remain where you want to be in the air. You gain a +2 on opposed rolls against telekinesis and advanced combat actions which cause you to move.
42 | Speed Burst | Pegasus | 6 | 1 | AGI 6 Enclave/Ex Enclave | Flight magic 50 | All AP for move actions are halved. The Enclave is never outclassed!
43 | Strafing Run | Pegasus | 8 | 1 | AGI 7 |  | Spend all of your AP to do a flyby of the field shooting at up to your Luck or Perception opponents. You may use burst attacks if they cost 30 or less AP instead and may not use thrown explosives.
44 | 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!
45 | Combat Coordinator | Pegasus | 8 | 1 | CHA 6 |  | You gain a +2 bonus to your initiative roll. Other members of your party who roll a lower Initiative than you may act on your initiative instead.
46 | Fancy Flying | Pegasus | 12 | 1 | AGI 7 |  | Do a barrel roll! Or something else. Either way, your maneuverability in the air makes you a difficult target. While Airborne, enemies suffer -10% chance to hit you with ranged weapons.

47

Maelstrom Mare / Storm Stallion

Pegasus

14

2

Flight (Rank 3)

Flight Magic 75

When you kick a bolt of lightning out of a cloud, if it hits your target it may then strike one different secondary target within point blank range of the first. Roll a second attack roll at a penalty of -20. If the secondary target is hit, they take full damage. In addition, all your damaging weather effects cause +2d10 damage per rank. At rank two, the lightning bolt may strike a tertiary target within point blank of the secondary target. This requires a third attack roll at a penalty of -30, and may not be used to retarget the initial target.

48 | 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 moving and while pegasus-fighting with you increase to 50% and 30% respectively Sweet fucking Celestia, soldier! You should have been in the Wonderbolts!
49 | Catnap | Pegasus Trick | 2 |  |  |  | You regain a TP when you take a quick 15 minute nap.
50 | Extra Tricks | Pegasus Trick | 2 | special | AGI 5, Pegasus only |  | You gain +3 Trick Points. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 6, the third at level 10, the fourth at level 14 and the fifth at level 18.
51 | Advanced Pegasus Tricks | Pegasus Trick | 4 | 1 | CHA 5, Pegasus Only |  | You may perform all the listed advanced Pegasus Tricks, and may learn unique advanced Pegasus Tricks.
52 | Panache | Pegasus Trick | 6 | 1 | CHA 6 |  | After successfully performing a Pegasus Trick with a cost of 3 TP or higher, you may make a Charisma check. If successful, regain one TP.
53 | Flash Sculpting | Pegasus Trick | 8 | 1 | AGI 8, Pegasus Only |  | When using Cloud Sculpting, you can perform the trick in turns rather than minutes. You reduce the performance time of Cloud Architecture and Storm Cloud Architecture by half.

54

Ten Seconds Flat

Pegasus Trick

8

1

AGI 8, Pegasus Only

When performing weather control, you can make minor adjustments (such as clearing the sky of small, normal clouds) in turns rather than hours. When acting as a Weather Team Captain, your team performs large-scale weather manipulation in half the normal time, a quarter of it with a successful Survival skill roll. You reduce the AP cost of weather-controlling Tricks such as Whirlwind and Fog Bank by 10.

55 | Expert Pegasus Tricks | Pegasus Trick | 10 | 2 | CHA 7, Advanced Pegasus Tricks |  | You may perform all the listed expert Pegasus Tricks, and may learn unique expert Pegasus Tricks.

56

Wonderbolt Maneuver

Pegasus Trick

20

special

Expert Pegasus Tricks, Flight (Rank 4)

Flight Magic 100

You may perform a single Wonderbolt Maneuver. (Note: Enclave Pegasi always learn Sonic Rainboom as their first Wonderbolt Maneuver.) This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 24, the third at level 26, the fourth at level 28, and the fifth at level 30.

57 | Unicorn Pony
58 | Thaumaturgist | Unicorn | 2 | 5 | INT 4, PER 4 |  | +5 [Alchemy & Chemestry, Magic] per rank. Mastery: 5 extra points in each of these Skills.
59 | Student of the Followers | Unicorn | 2 | 3 |  |  | +5 [Magic, Academics & Lore] per rank. Mastery: 5 extra points in each of these Skills.

60

Matrix Caster

Unicorn

2

1

INT 7, CHA 5

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. "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. Finally, you may cast from any spell matrix recovered using the strain cost of the spell and your Potency and Versatility. The art of inscribing a spell into a gems was lost when the bombs fell. However, these gems, called Spell Matrixes, can be found in robots and in factories, waiting to be used. Most often a ‘Come to Life’ spell is found in a spell matrix so a robot can be brought to life. However, sometimes spell matrixes are found containing another spell. Some contain multiple spells, though those are rare.
To identify a spell matrix, a successful Science check must be made. This check has a difficulty of -10 for a Novice Spell, -20 for an Advanced Spell, and -30 for an Expert Spell. An Pony can install a spell matrix into a robot, should they have the perk Robotic’s Expert. This will allow the robot to energize the Spell Matrix, firing the spell (or the spell of its choice) once per round. Should it be installed with a spell matrix with multiple spells, each spell may be fired for 45 AP. A robot fires the spells with a Potency and Versatility of 1.
A Unicorn can energize a spell matrix (assuming they are holding it by hoof, mouth, or with a spell) for twice the strain of the spell inscribed inside the matrix. It costs the same amount of AP as any other spell the unicorn can cast (A One-Trick (Telekinesis or Light) Unicorn must spend the normal AP cost to cast a spell (45 AP)), and such spells can be stored inside a Spell Closet. The spell is cast with a Potency and Versatility of 1.
A Unicorn with the Matrix Caster perk may energize a spell matrix (assuming they are holding it by hoof, mouth, or with a spell) for its normal strain cost. That spell is cast with the Unicorns full Potency and Versatility.
"

61 | Telekinetic Precision | Unicorn | 2 | 1 | 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. Alows up to 1/2 versitility objects to be finely manipulated (round up). You need this perk to use more than one weapon or to effectivly use a number of skills with TK.
62 | Jouster | Unicorn | 4 | 1 |  | Unarmed 30 | You've learned to hit with your horn where it truly hurts! Your horn's damage is now 2xSTR+5+1d10 (2xSTR+10+1d10 if your an Alicorn). In addition, when performing a Potent/Majestic Strike, you deal an additional [2xPOT Damage] for POT strain and has Armor Pierce, the potent strike no longer costs extra AP; in addtion all your charge attacks do +2 damage per charge action made in that turn.
63 | 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.
64 | 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.

65

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, the AP cost of the spell is increased by 25, but you get a bonus of +10 to all skill rolls involved with casting the spell, and the strain is reduced by -10 (to a minimum of half the spell's strain cost). GMs may determine a situation is too distracting to allow zen casting (such as being subject to the effects of an Amplify spell, being at under half health or being on fire). You cannot Wild Cast and Zen Cast in the same turn.

66 | Advanced Spells | Unicorn | 6 |  | INT 6 |  | Your ability to cast spells has increased. You may now learn 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.

67

Mighty Spell (Rank 1)

Unicorn

6

special

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.

68 | Energizer Horn | Unicorn | 6 | special |  |  | You have an exceptional reserve of magical energy compared to most, magical breakdown is much less common for you. You gain +40 Strain. This Perk may be taken up to five times with the following restrictions: the second rank of the perk becomes available at level 10, the third at level 14, the fourth at level 18 and the fifth at level 22.
69 | Resilient Horn | Unicorn | 6 | special |  |  | Your magic regenerates faster and you are more resistant to burn-out. You gain +3 strain when ever you regenerate strain and a +1 to Endurance checks to resist burn out. Rank 2 may be taken at level 10, Rank 3 at level 14 Mastery: An additional point of strain when ever you regenerate strain and an additional +2 to Endurance checks to resist burn out.
70 | Royal Jouster | Unicorn | 8 | 1 | Jouster | Unarmed 50 | Royal Jouster: You've learned to use your horn with devastating effects! Your horn is now considered Armor Piercing and deals an extra 5 damage. In addition, when perform a Potent/Majestic Strike, you deal an additional [3xPOT Damage] for POT strain, as well as getting Armor Piercing (Heavy); in addtion all your charge attacks do +2 damage per charge action made in that turn.
71 | 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.

72

Wild Cast

Unicorn

8

1

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 Magic 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. You cannot Wild Cast and Zen Cast in the same turn.

73 | 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.
74 | 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.
75 | 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.
76 | Master Spellcaster | Unicorn | 20 |  |  | Arcane Magic 100 | You as a master at casting spells in a school that you know. You gain (Versatility/2) spells in that spell set. Spells in that set are cast at +1VER and +1POT. You have 'Great and Powerful' for spells of that set.(GM discretion)
77 | Advanced Matrix Casting | Unicorn | 22 | 1 | Matrix Caster | Hacking & Matrix 90 | When matrix casting, 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
78 | 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.
79 | Ghouls
80 | Hibernation | Ghoul | 4 | 1 | END 6, | Survival 30 | When at 0 rads, you may hibernate and sustain no degradation for the duration of your sleep but you may not move, or perform any actions other than to cease hibernating. You are only vaguely aware of your sourandings during this time an PER checks at negitive 4 must be made to be aware of whats happening around you.
81 | Cancerous Growth | Ghoul | 6 | 1 | STR < 7 |  | The magical radiation has mutated you so badly that you can thrive in the waste. The amount of hp healed from the 'Radiation Child' trait is doubled.
82 | Like a Buck to the Face (With Radishes!) | Ghoul | 6 | 2 |  |  | You really like Sparkle~Cola Rad. In addition, the radiation within is beneficial to your ghoulish physiology. With the first rank of this perk, consumption of a Sparkle~Cola RAD provides a temporary +1 to Agility. With the second rank, consumption restores Heals 10 + ((Medicine / 10, rounded down)/2) hp
83 | Spiritual Strength | Ghoul | 6 | 1 | CHA 4, Karma > 0 |  | So long as you maintain a Karma greater than 0, you gain +2 to all Endurance rolls to avoid ghoul deterioration.
84 | Reaver | Ghoul | 9 | 3 | END 6 |  | You have gained the ability to form a blob of radioactive bile that you may launch at your opponents. This acts as the spell Arcain Blast, except it is cast from your rad pool instead of strain and inflicts double its damage in RADs. This attack uses the Thrown skill. Basic at rank one of this perk, Advanced at two and Expert at third.
85 | Braiiiiiins | Ghoul | 12 | 1 |  |  | You have gained a special affinity for the consumption of brains. If you eat a sentient foe's brain, it counts as taking mint-alls, including addiction chance.
86 | Bonsai | Ghoul | 12 | 1 |  | Survivalism & Traps 50, Alchemy/Survival & Traps 40, | Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit!
87 | Eternal | Ghoul | 16 | 1 | CHA 6 | Survivalism & Traps 50 | When at 0 rads, you make rolls for ghoul deterioration once every (Charisma) weeks rather than (Charisma) days.
88 | RADboom! | Ghoul | 18 | 1 | END 6 |  | For 30AP, you can send out a blast of radiation, expelling 100 RADs from yourself into the surrounding area and gaining half the healing benefit of the RADs used. You may use this as six movement actions in a straight line, or stay stationary. When airborne, you may pay 35AP for eight movement actions in a straight line.
89 | RAD-Tastic! | Ghoul | 20 | 1 | END 6 |  | In radiated areas, +15 AP. With excess rad level, +2 DT, +2 STR.
90 | Gota Shoot 'em In The Head | Ghoul | 20 | 1 | END 7 |  | You may only be killed by destroying your head. You are by no means indestructible, and will not heal on your own. If reduced to zero health you fall immoble until you have at least one hit point and your other limbs may be destroyed as normal.
91 | Derpy's Gift | Ghoul | 24 | 1 | CHA 8, Eternal | Survivalism & Traps 75 | When at 0 rads, you make rolls for ghoul deterioration once every (Charisma) years rather than (Charisma) days.
92 | Griffin
93 | Contract Killer / Lawbringer | Griffin | 2 | 1 |  |  | Rewards will be handed out for the elimination of selected targets. Details follow when perk taken.
94 | Bounty Hunter | Griffin | 2 | 1 |  |  | You gain +2d10 damage (normal or stun) against targets you are contracted against or have taken a bounty on.
95 | Insulated | Griffin | 2 | 3 |  |  | You gain +5 to Survival and +5 to Electrical and Cold damage resistances. Mastery: you gain an additional +5 to Survival and an additional +5 to Lightning and Cold damage resistances.
96 | Steel Claw | Griffin | 2 | 2 |  |  | +D10 damage when using unarmed. At rank two will cause huge rends in flesh that bleed for an additional 1d10 damage a turn until victim is healed. To get the bleeding effect, the griffin must be using claws or a bladed unarmed weapon. Bleeding effects from the same attacker do not stack; but bleeding effects from multiple attackers will stack.
97 | 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. +20 Sneak if flying outside.
98 | Eagle Eye | Griffin | 6 | 1 |  |  | +1 PER and all ranged weapons are counted as being Long Ranged.
99 | Evasion | Griffin | 6 | 2 | AGI 6 | Unarmed 30 | Through advanced training, you gain a +2 on opposed rolls against telekinesis and advanced combat actions which cause you to move.

100

Junior Speedster

Griffin

6

1

AGI 5, CHA 5

You can take Extra Trick perks and gain the ability to perform one individual advanced Pegasus Trick. You may learn more individual advanced Pegasus Tricks from any pegasus willing to teach you, to a maximum of your Agility rating. (Note: this ability does not allow you to qualify for the Expert Pegasus Tricks perk.)

101

Roar

Griffin

6

1

CHA 5

Persuade & Negotiate 25

You can make a Bluff & Intimidation test for 45 AP. If successful, opponents cannot act in regards to you except to dodge, run, hide or take cover. This effect lasts until after your actions next turn. Roar only affects targets within short range. If you roar at the same individual more than once, that individual may make an Endurance or Charisma roll (whichever is higher) to resist the effects each time after the first. Each time after the second, the target gains a cumulative +1 bonus (max +3).

102 | Owl Eye | Griffin | 6 | 2 |  |  | Ignore half low-light penalties per rank.
103 | Aerial Supremacist | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Pegasi
104 | Natural Predator | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Earth Ponies
105 | Exotic Taste | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Zebra
106 | Witch Hunter | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Unicorns
107 | Indignant Vulture | Griffin | 6 | 1 |  |  | +2d10 damage when attacking Ghouls or other Undead
108 | Surplus | Griffin | 6 | 1 |  |  | You have ‘just a knack’ for finding griffin mercenary supply drop off points in the world.
109 | 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.
110 | Feeling all the gashes | Griffin | 10 | 2 |  | Any combat skill 70 | Going up close the dirty way leaves scars, but since it didn't kill you, it made you stronger instead! +5 to any combat skill, and +20 HP.
111 | 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 Persuade & Negotiate is noticeably more effective, even when failing the roll itself.
112 | Hawk Eye | Griffin | 10 | 2 |  |  | +1 Perception and ignore 5% of range penalties per rank.
113 | Flight (Rank 3) | Griffin | 12 | 1 | AGI 8 |  | You’re quite a lot faster than other Griffin and in flight you can even dodge incoming fire. Enemies not dog-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).
114 | Countless Prey | Griffin | 14 | 1 |  |  | Whenever you kill something you and your party gain +10 AP for 3 rounds. (Maximum bonus +30.)
115 | 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.
116 | Ultimate Hunter | Griffin | 24 | 1 | Aerial Supremacist, Natural Predator & Witch Hunter | Sneak 90, Survivalism & Traps 90 | You are the ultimate hunter of ponykind. The bonuses you get from Aerial Supremacist, Natural Predator & Witch Hunter are doubled.
117 | Zebra
118 | Blending with the Herd | Zebra | 1 | 1 |  |  | You blend in unusaly well. In a group of 5 or more zebra for every zebra in the group you receive a +1% (max 30%) to remain hidden in the group.
119 | Stipus Incognitus | Zebra | 2 | 3 | AGI 4, END 4 |  | +5 [Sneak, Survivalism & Traps] per rank. Mastery: 5 extra points in each of these Skills.
120 | Tribal Traditionalist | Zebra | 2 | 3 | END 4, INT 4 |  | +5 [Survivalism & Traps, Alchemy & Chemistry] per rank. Mastery: 5 extra points in each of these Skills.
121 | Story Teller | Zebra | 2 | 3 | CHA 4, INT 4 |  | +5 [Academics & Lore, Shamanism OR Alchemy & Chemistry] per rank. Mastery: 5 extra points in each of these Skills.

122

Greater Affinity

Shaman

4

special

Shaman or Tribal Shaman

special

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.

123 | Tribal Wisdom | Zebra | 4 | 1 |  | Survival 30 | -50% limb damage from animals, mutated animals, and mutated insects, +25% to Poison resistance, ability to cook mutated insects into clean, rads-free meals.
124 | Which Way Round Are They | Zebra | 4 | 1 |  |  | You've discovered the best way to utilize your stripes, and that's around more stripes! For every zebra you are with, you gain -5 to hit, up to a maximum of -15.
125 | (Years of Applebucking) Rank 3 | Base | 4 | 1 | STR 4 (Years of Applebucking) Rank 2 |  | Do +d10 more damage with all Unarmed-type attacks which inflict damage.
126 | Evasion | Zebra | 6 | 2 | AGI 6 | Unarmed 30 | Through advanced training, you gain a +2 on opposed rolls against telekinesis and advanced combat actions which cause you to move.
127 | Pressure Points | Zebra | 6 | 3 |  | Melee/Unarmed 40 | You have learned the art of devastating your opponents in martial combat. When you target and hit the body part of an opponent, you deal an additional 2d10 damage to that body part (not to the total HP of the person).
128 | Unwavering | Zebra | 6 | 1 | CHA 5 |  | You are at peace with yourself and can tap into that peace to keep moving toward your goals. Whenever you would be subjected to a mental or emotional affect that would hinder you, you gain +2 (or +20) to the SPECIAL (or skill) check to resist. In addition, you may roll to resist the effect, even if the effect does not normally allow for it.
129 | Green Hoof | Zebra | 6 | 1 | LCK 6 | Alchemy 50 | 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.
130 | Penetrating Strike | Zebra | 8 | 1 |  | melee/Unarmed 60 | All melee or unarmed attacks you make ignore 5 DT. This stacks with Piercing Hoof/Piercing Strike.
131 | Perfect Dosage | Zebra | 8 | 1 |  | Alchemy 50 | Chems you create and take have half addiction chance(or double). When creating a consumable in bulk, you create one for free for every 10 you create.
132 | Potent Poisons | Zebra | 8 | 1 |  | Alchemy 50 | Whenever you brew a poison, you know how to make it effect even the most resistant of Wastelanders. The poisons brewed by you reduce poison resistance of your opponent by (Survival/10, round up)*2.
133 | Move like Water | Zebra | 8 | 1 | AGI 7 |  | -5% to be hit. +10% chance to avoid crits.
134 | Striped Pariah | Zebra | 8 | 1 | CHA 6 |  | You have a knack for playing your status as a zebra sympathetically. You gain +5 points in Negotiation & Seduction, and a +15 situational modifier to Negotiation & Seduction checks for diffusing hostilities against zebras (yourself or others)

135

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 / 2, 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.

136 | Propoli Expertise | Zebra | 8 | 1 |  | Hacking and Matrix 80 | The clever Propoli, the famous designers of Roam, have many lessons and teachings to spare. If you know where to look, much will you learn. You can reprogramme turned-off robots to fight for you with a succesful Science check. The robot remains for on for 1+1d5 minutes before it malfunctions and breaks down.
137 | Zebra Yoga | Zebra | 10 | 1 | AGI 6 |  | -10% to be hit. Them poses you can take are just unnatural
138 | Elemental Alchemist | Zebra | 10 | 1 | Advanced Alchemy | Alchemy 60 | Potions you brew which grant elemental resistance grant an additional 5% elemental resistance.
139 | Strong Buck | Zebra | 10 | 1 |  | Unarmed 50 | When striking a target with Unarmed there is a 30% chance you’ll get a free knockdown attempt.
140 | Second Helping | Zebra | 10 | 1 |  | Alchemy 60 | Every time you brew a potion, you have (Alchemy/10 (Rounded down) + Luck)% chance you gain anouther batch of the brew, simply becuase you're that good of an alchemist.
141 | Potent Brew | Zebra | 10 | 1 | Advanced Alchemy | Alchemy 60 | Poisons you brew which deal HP damage (rather than SPECIAL damage) deal an additional +5 damage per turn. Sleeping Powders you concoct inflict an additional +5% penalty to actions after premature awakening.
142 | Blessed by Nature | Zebra | 12 | 1 |  | Alchemy 60 | You find yourself being able to make do with less. Any alchemical creation you make requires 1 less of each component (minimum 1) and any talismans you enchant cost 25% less beauty to create.
143 | Zencori Tongue | Zebra | 12 | 1 |  | Negotion and seduction 60 | Just like the Zencori, a travelling tribe which travels far and wide in search of stories, you see everything with humour and have no shortage of "funny" stories. And ponies certainly seem to like them! (Usually) You can tell a story as a Speech check and, if the roll is successful, or the GM approves of it, your speech checks with all those who heard the story is increased by 5. A critical roll raises it by +10 (Or if the GM really, really likes it)
144 | Exotic Charm | Zebra | 14 | 1 | CHA 8, | Negotion and seduction 75 | One way or the other, you've figured out that being a Zebra comes with naturally exotic looks, and you've learned to wield your bodacious backside or sharp facial features as a weapon in conversations. +5 to a speech check against characters attracted to you when actively trying to seduce them, +3 speech check against characters attracted to you otherwise. All Npc Disposition is raised by 1
145 | Hoof of the Ancestors | Zebra | 16 | 1 | Pressure Points, Strong Buck | Unarmed 80 | You have learned where to hit your opponents to lock there limbs and prevent them from fighting back. When ever you hit an opponent with the unarmed skill, you have a 33% chance of paralyzing your opponent for 5 rounds. (Does not stack with Paralyzing Hoof)

146

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. 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.

147 | `Tis no joke | Zebra | 18 | 1 |  | Survival 100 | You can use killing joke as a poison, causing ironic death within a day. (Cannot be used against unwilling PC's)
148 | Astral Projection | Zebra | 18 | 1 | Shaman or Tribal Shaman | Shamanism 100 | he ability to eject the soul from the body and wander as a spirit. In this form, one is invisible, inaudible, and able to fly, pass through walls, and enter a person's dreams (where one can be seen and heard).
149 | Alicorn
150 | Student of the Followers | Alicorn | 2 | 3 |  |  | +5 [Magic, Academics & Lore] per rank. Mastery: 5 extra points in each of these Skills.
151 | Random Memory | Alicorn | 4 | 5 |  |  | You suddenly remember some random spell. Randomly choose a spell set, you may learn a single basic spell from that spell set.
152 | Resilient Horn | Alicorn | 6 | special |  |  | You have an exceptional reserve of magical energy compared to most, magical breakdown is much less common for you. You gain +30 Strain and +5 DR to your horn. This Perk may be taken up to five times (gaining +30 Strain each time and an additional +5 DR on the third and fifth time taken) with the following restrictions: the second rank of the perk becomes available at level 10, the third at level 14, the fourth at level 18 and the fifth at level 22.
153 | Elegant | Alicorn | 6 | 1 | CHA 6 |  | You move with poise and grace. You no longer suffer from the penalties of the 'Large Frame' trait.
154 | Nightkin | Alicorn | 10 | 1 | PER 6 | Sneak 30 | Your senses are very well developed. You gain a +2 bonus to Perception in the dark, and penalties for light levels are reduced by 50%. You also gain a 25% bonus to detecting enemies who are sneaking around.
155 | Good With the Thundery Ones | Alicorn | 10 | 1 | Spells: Energy Strike (Lightining), Storm Cloud |  | You can chose to have your spells which deal electrial damage deal electrical Stun damage instead. Electrical Stun damage is resisted by Stun DT and reduced by Lightning Resistance. You gain +10 Lightning Resistance.
156 | Ghost of One | Alicorn | 20 | 1 | INT 8, CHA 6 |  | You remember some of your time in Unity. Gain the quest perk 'Great and Powerful'.
157 | Natural Born Alicorn
158 | Student of the Followers | Alicorn | 2 | 3 |  |  | +5 [Magic, Academics & Lore] per rank. Mastery: 5 extra points in each of these Skills.
159 | "How many points do I receive?" | Alicorn | 2 | 1 |  |  | Gain karma each time you intimidate or frighten ponies into doing something that benefits them in the long run.
160 | Child of two | Alicorn | 3 | 1 |  |  | You may have access to a second spell line. and (Ver/2 round down) basic spells from that spell line.
161 | Alluring | Alicorn | 4 | 1 |  |  | Your a Becon of beauty, making it much easier to "negotiate" with others. +10 to Negotiation & Seduction.
162 | Resilient Horn | Alicorn | 6 | special |  |  | You have an exceptional reserve of magical energy compared to most, magical breakdown is much less common for you. You gain +30 Strain and +5 DR to your horn. This Perk may be taken up to five times (gaining +30 Strain each time and an additional +5 DR on the third and fifth time taken) with the following restrictions: the second rank of the perk becomes available at level 10, the third at level 14, the fourth at level 18 and the fifth at level 22.
163 | Tough Hide (Rank 4) | Alicorn | 10 | 1 |  |  | Alicorns can go beyond their peers with their strength allowing them to take Rank 4 in the Tough Hide perk line.
164 | True CanterLock | Alicorn | 12 | 1 |  |  | Your Commanding Voice is now your weapon, when shouting at a foe your voice acts as a bare body slam(CHA+1d10). Which can be used END times a day. If the alicorn has ranks in royal canterlot voice for each rank add 4 damage and at mastery add 10.
165 | Tale of Two Sisters | Alicorn | 20 | 1 | Karma <50 or >50 |  | You seem to follow one of the paths of the princess, you have +1 disposition with your karma side, and plus 2d10 damage vs the other.
166 | Hellhound
167 | Burrow (rank 1) | Hellhound | 1 | 1 |  |  | You may dig at half walking speed through soft sand or dirt.
168 | Death Sense | Hellhound | 4 | 1 | Int 5 |  | Your senses are very well developed. You gain a +2 bonus to Perception in the dark, and penalties for light levels are reduced by half. Your enemies also suffer a -10 Sneak against you and you alone.
169 | Burrow (rank 2) | Hellhound | 4 | 1 | STR 6 |  | You mmay now dig through hard packed sand and dirt as well as gravel at half walking speed.
170 | Steel Claws (rank 1) | Hellhound | 4 | 1 |  |  | Your unarmed attacks now have the 'Armour Peircing' special rule and deal an extra +1d10 DAM when using bare paws.
171 | Rapid Burrower | Hellhound | 6 | 1 | Burrow (rank 2) |  | You may dig through sand, dirt and gravel at normal movement speed.
172 | Gem Hunter | Hellhound | 6 | 1 |  |  | You gain +1 LCK and can find gem caches underground.
173 | Death From Below | Hellhound | 8 | 1 | PER 6 |  | If you attack from hiding underground, you get +10 to hit and deal +2d10 damage.
174 | Intimidating presence | Hellhound | 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 Bluff & Intimidation is noticeably more effective, even when failing the roll itself.
175 | Pack Hunter | Hellhound | 10 | 1 | CHA 6 |  | Allies get +10 to hit a target you attacked in your previous turn.
176 | Burrow (rank 3) | Hellhound | 12 | 1 | STR 7 |  | You may dig through concrete and rock at half walking speed.
177 | Steel Claws (rank 2) | Hellhound | 12 | 1 | Steel Claws (rank 1) |  | Your unarmed attacks now have the 'Armour Peircing (Heavy)' special rule and deal an extra +1d10 DAM when using bare paws.
178 | Howl of the hunt | Hellhound | 18 | 1 | Pack Hunter |  | CHA times per day, you may give all allies that can hear you +10 AP and DT (CHA/2) for 5 rounds for 40AP. This does not stack.
179 | Young Dragon
180 | Iron Claws | Dragon | 2 | 2 |  |  | Your unarmed attacks deal an extra +1d10 DAM with unarmed attacks. With rank two your attacks gain the 'Armour Piercing (light)' special rule.
181 | Draconic Synergy | Dragon | 2 | 1 |  |  | Similar to Empathy. The player may gain special insight on enemy or NPC dragons or those with draconic nature, based upon cultural knowledge or body language cues invisible to other species. GM's discretion as to when and how this applies.
182 | Magic Sense | Dragon | 4 | 1 | PER 5 |  | Gain the ability to detect magical energy at 30 feet and magical items at 30 feet
183 | Burrow (rank 1) | Dragon | 4 | 1 | STR 4 |  | You may dig at half walking speed through soft sand or dirt.
184 | Tough Scales | Dragon | 4 | 3 |  |  | +2 Natural DT and +15% DR against fire based damage.
185 | Burrow (Rank 2) | Dragon | 6 | 1 | STR 6 |  | You mmay now dig through hard packed sand and dirt as well as gravel at half walking speed.
186 | Gem Hunter | Dragon | 6 | 1 |  |  | You gain +1 LCK and can find gem caches underground.
187 | Where there's Fire there's Smoke | Dragon | 6 | 1 | END 5 |  | You gain the ability to exhale smoke in an area upto the size of your flame breath cone, this uses up 1/2 of a fire breath attack, Effects are as if Nighttime within the cone. Duration END/2 turns.
188 | Hotter Flame | Dragon | 6 | 1 |  |  | Your flame breath deals and extra +1d10 DAM.
189 | Flight (rank 1) | Dragon | 8 | 1 | AGI 5 |  | You have matured enough that your wings have grown in! Allowing you to lift yourself off the ground and drift by at a slow pace.
190 | Greedy Guts (rank 1) | Dragon | 8 | 1 | "Total gear value of personal belongings equal to 1000+ caps (10.000 Quest) " | Your new stuff has had an extra effect on you, you've grown a bit. You're now between the size of a foal and an adult pony. You gain +1 STR OR +1 END.
191 | Draconic Hoarding | Dragon | 10 | 3 | Scrounger & Greedy Guts (rank 1), LCK 6 | Gain 30% more caps(rounded up) from all sources and will always a roll for caps when looting.
192 |  |  | 10 | 1 |  |  | May breath fire END times per day.
193 | Dragon Duelist | Dragon | 10 | Special | AGI 6 | Unarmed 70 | When attacked by an armour piercing weapon (-DT), 5 points of the piercing effect are removed, +5 if all 3 levels are taken. Each take the next rank at lv 15 and 20
194 | Greedy Guts (rank 2) | Dragon | 12 | 1 | "Total gear value of personal belongings equal to 2500+ caps (25.000c Quest) " | Your greed has given you a growth spurt, making you about the size of the average pony. You are no longer considered 'Small Frame' and you receive +1 STR and +1 END.
195 | Tail Sweep | Dragon | 12 | 1 | Greedy Guts (rank 2) |  | The dragon hatchling learns to make a special unarmed attack with their tail for 35 AP. Any opponent within melee range of the dragon who expends at least 15 AP is automatically attacked once. Each individual opponent may only be attacked once.
196 | Iron Hide | Dragon | 12 | 1 | Tough Scales (rank 3) |  | +4 Natural DT and +25% DR against fire based attacks.
197 | Searing Flame | Dragon | 12 | 1 | Hotter Flame |  | Your flame breath deals and extra +1d10 DAM and target suffers -5 DT.
198 | Dragon Rage | Dragon | 12 | 3 | STR 7 END 7 |  | You Enter an Enhanced state. You can spend 15 for *2 times the damage per attack once per battle.
199 | Flight (rank 2) | Dragon | 14 | 1 | AGI 6 |  | You can fly at a normal pace, gain proper altitude and execute basic aerial moves.
200 | Fully Matured Flame Gland | Dragon | 14 | 1 | Matured Flame Gland |  | You are one step closer to adulthood. May breath fire END*2 times per day.
201 | Greedy Guts (rank 3) | Dragon | 16 | 1 | "Total gear value of personal belongings equal to 5000+ caps (50.000 Quest) " | Your wealth has caused you to grow more! You are now 'Large Frame' and gain +1 END. Your maximum STR and END are also increased by 1 (ie. to max of 11 instead of 10).
202 | Wing Buffet no Food Included | Dragon | 18 | 1 | STR 6 | Greedy Guts rank 1, Unarmed 50 | Hurricane force winds! You gain the ability to make a trip attack using your firebreath cone as the target area, all targets size 0.5 or smaller in this beaten zone must succeed an AGI/2 or STR/2 or be knocked prone.
203 | Flight (rank 3) | Dragon | 20 | 1 | AGI 8 |  | You are quite a bit faster than normal 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).
204 | Dragon Breath | Dragon | 22 | 2 | Cha 7 Fully Matured Flame Gland |  | This monster has a special attack which deals (END x Y) + 45 + 8d10 damage, where Y is based on size (see note). Monsters may take up to two ranks in this perk -- for each rank, the attack may have up to two special qualities. This attack costs 50 AP and the monster may not perform any other attack in the same turn (but may take other actions). Monsters must make a successful Charisma check at a -3 penalty to use this attack again.
205 | Greedy Guts (rank4) | Dragon | 24 | 1 | Total gear value of personal belongings equal to 10000+ caps (100.000c Quest) | The size of your horde has helpped you grow to even larger proportions. You're still young and have more growing to do. You're now Size 1! Not big enough to have trouble moving about inside but still pretty big. Any gear you use, weapons and armour, must be specially modified for your use. Any armour you wear will have it's DT halved from being spread around your quite large frame You now have the 'Bruiser' trait and gain +1 END. Your maximum STR and END are also increased by 1 (ie. to max of 12 instead of 11).
206 | Dragonic Scales | Dragon | 24 | 1 | Iron Hide |  | This Grants base DT of 25. this perk replaces the Iron Hide and Tough Scales
207 | Young Adult | Dragon | 30 | 1 | "Greedy Guts (rank 4), Total gear value of personal belongings equal to 15000+ caps (150.000c Quest) " | Your horde has reached almost legendary status, allowing you to have reached adulthood. Not full grown but still considered an adult by other draons. You are now size 2 and are unable to fit into small places (small buildings and caves or some buildings) as you are bigger than a sky wagon. +1 STR, +1 END, +4 DT and +100 carry weight. You are now so big no weapon or armour can be used by you. Your maximum STR and END are also increased by 1 (ie. to max of 13 instead of 12).
208 | Sand-Dog
209 | Digging (Rank 1) | Sand-Dog | 1 | 1 | STR 3 |  | Digging is in your DNA, You can dig your way through terrains at 1d10 + (END*2 + STR*2) yds. However you can only dig through dirt and less tougher material. It costs 20 AP to enter and exit a dug tunnel. Tunnels will collapse once you leave the hole.
210 | Diamond Paw | Sand-Dog | 2 | 3 | STR 4 |  | Additional10 damage with all Unarmed attacks.
211 | Cybernetic Lore | Sand-Dog | 2 | 3 |  | Medicine 50 | You're trained in the installation and construction of cybernetics and gain +5 to medicine skill when preforming the instilation surgery and a +5 to mecanics to constuct the components.
212 | Tail Flail | Sand-Dog | 3 | 1 | Tail Trick |  | Your tail is now hardened to the point where it can be used as a weapons (Dealing Tail flail damage)
213 | Gnaw to the Bone | Sand-Dog | 4 | 1 | END 6, | Sneak 30 | You are just crazy enough to do it too!, immediately reduce your limb HP to cripple one of your limbs to escape being bound, this does not help when grappled by an alert or active opponent.
214 | Dawg under the Porch | Sand-Dog | 6 | 1 |  | Survival 30 Mechanics 30 | Years of persecution have made you better able to survive on your own. +10 to Survival and Mechanics
215 | Uncivil Engineering | Sand-Dog | 6 | 1 |  | Mechanics 40 | You may dig a cover for your allies, at the cost of 10AP per place to take cover for. The cover provides +10 bonus to passive evade while stayed in. Example would be a foxhole, trench or a low earthen wall.
216 | Cybernetic Engineering is for the Dogs! | Sand-Dog | 8 | 1 | INT5, | Mechanics 50 | You can build and repair cybernetics
217 | Cybernetic Surgery is for the Dogs! | Sand-Dog | 9 | 1 | INT5 |  | You have been trained and can implant cybernetics into ponies
218 | Digging (Rank 2) | Sand-Dog | 10 | 1 | STR 6 |  | You are a master of excavation! You can now dig through harder material, such as concrete or rock. Well build reinforced concrete, or a slab of steel will still stop him, though. (can try other materials at GW discretion) Digging distance is 2d10 + (END*2 + STR*2) yds. It costs 10 AP to enter and exit a dug tunnel.
219 | Special Delivery | Sand-Dog | 10 | 1 |  | Explosives 50 | The best kind of present is a SURPRISE! You can choose to, instead of emerging from underground, plant an explosive under your enemy. This takes up all your AP, and you do not emerge afterwards. You will need to have an explosive device in your inventory. The explosion has a guaranteed hit, unless your opponents are flying, crits must still be naturally rolled however. Tunnels will last (LCK*2) minutes once you exit it.
220 | Gem Hound | Sand-Dog | 10 | 1 | PER 7 |  | You gain +1 LCK and can find gem caches underground. and can detect a magical device by scent at upto 15 feet
221 | Digging (Rank 3) | Sand-Dog | 14 | 1 | STR 7 |  | You can dig so efficiently that the tunnel does not collapse behind you, if you choose to. You can create a permanent tunnel your allies or enemies may use. Entering and Exiting your tunnel cost 0 AP. Digging distance is now 3d10+ (END*2 + STR*2).
222 |