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NameTypeLevelRanks Special ReqSkill ReqDescription
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Don’t touch that!EP21Explosives 45Allows 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.
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Jus’ buck it an’ it’ll be fine!EP21Guns 40Guns take only 15 AP to unjam.
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Healing of the Mother EarthEP32
Medicine 40Each rank of this perk will increase the number of Hit Points healed by the use of Medicine skills by 20.
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Ah’ fixed it!EP41Mechanics 30Can 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.
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Strong BuckEP41Unarmed 50When striking a target with Unarmed there is a 25% chance you’ll daze them, preventing them from moving on their next turn.
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Adrenaline RushEP61
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.
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Cyberpony (Rank 1)Cyber61NOTE: the EP can apply the perk to anypony with END 7+. but only EP can apply them, and they only need END 5+
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Gears of HarmonyEP61Science 30, Mechanics 30Little 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?
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Lead BellyEP61END 5No longer suffer radiation sickness when drinking irradiated water
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Adamantium Bone LacingCyber81
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Robotics Expert (Rank 2)EP81Science 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
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Strong BackEP82STR 5, END 5 +50 lb. carry weight
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Bombermare/buckEP91INT 5, LCK 5Explosives 60Your 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.
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Steady GripEP101STR 6, Due to your groundedness and stability, burst attacks have no penalty to hit.
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Cyberpony (Rank 2)Cyber141Most 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]
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Self-MaintenanceCyber161Cyberpony 2Your crippled limbs automatically repair themselves and will return to working condition within 5 rounds of being crippled.
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Cyberpony (Rank 3)Cyber181Your 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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BarterMore inquisitive, can get the trader to show the extra stuff
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Big Guns+5% to hit for each extra point over the requirement of guns over 6 STR base req (up to 10%)
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ExplosivesSplash 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.)
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3ExplosivesCan 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)
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Lockpick
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Magic weapons + ScienceTurbo! Make weapons that cost less AP to fire
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Magic weaponsAmmo recover, or ammo efficiency
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MedicineOverheal! Passes over time, but still
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ScienceCreate better drugs? careful dosing, and paying attention to details, halve addition chances and double the duration
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SpeechIncreased 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)
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Survival
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Pinkie SenseEP traitOne 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).
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Pinkier SenseEP4Pinkie SenseOne more player-chosen instinct starting at 5%, the already chosen ones develop in bonuses to 5% more
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Pinkiest SenseEP1All Pinkie SensesAll 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 )
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Feeling all the gashes2Melee/unarmedGoing 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.
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Immovable objectBrick wallCannot be knocked down, has free attempt to knock down if others ever try it on him
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Tougher HideEP have a +3 DR variant of the perk.
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Guns
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Rock CrusherUnarmedCan spend double the AP (or +20? +25?) for 1.5 times the damage
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Extreme tolerance+10 Rad res, +10 Poison res, and halved addiction chance
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PER, CHASpeechCan fake voice to resemble about anypony they heard before, check to impersonate
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Science
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MechanicOh boy here we go
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Stealth
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Guns+10% to hit and +d10 damage against airborne targets. Yes, you hate them with a passion.
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