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TypeLevelRanks Special ReqSkill ReqDescription
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Flight (Rank 1)Pegasus11
(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 NoseBase21INT 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.
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Cherez La Filly / Good as GeldedBase21 +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 CoordinatorBase21CHA 6You 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.
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Dark Mare / Black StallionBase21 +D10 damage to opposite sex, and extra +5 speech for seduction purposes on other-gender individuals (whose barn door swings that way).
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Extra SpecialBase210You can put a single extra point into any of your SPECIAL attributes.
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First in ClassBase23INT 4 +5 [Medicine, Science] per rank. Mastery: 5 extra points in each of these Skills.
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Foal at HeartBase21CHA 4You gain +10 to Speech and Barter when dealing with a child. The disposition of children is one higher for you.
10
Gun Nut / Saddle CrafterBase23AGI 4, INT 4  +5 [Firearms OR Battle Saddles, Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
11
Horse SenseBase23You are a swift learner. You gain an additional +10% whenever experience points are earned.
12
Little LeaguerBase23STR 4 +5 [Melee Weapons OR Unarmed, Explosives]. Mastery: 5 extra points in each of these skills.
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Mare-do-IllBase23AGI 4, PER 4 +5 [Sneak, Lockpick] per rank. Mastery: 5 extra points in each of these skills.
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Rapid Reload Base21AGI 5Firearms 30 All of your weapon reloads cost half AP (so 5 AP less than normal, 10 for bigger weapons).
15
Royal Canterlot VoiceBase23CHA 4  +5 [Speech, Barter] per rank. Mastery: 5 extra points in each of these skills.
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Running TackleBase21STR 6, Unarmed 40 Sprint into enemies to tackle them: +2 to the trip attempt if performed at the end of a move action.
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SaboteurBase23PER 4 +5 [Sneak, Explosives]. Mastery: 5 extra points in each of these skills.
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Tail trickBase21AGI 5Allows you to use your tail as prehensile limb, capable of handling or throwing small items (much like a hand).
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ThiefBase21AGI 5Allows you to use Stealth rolls to pickpocket people
20
Wasteland SurgeonBase21INT 4Medicine 40 Can restore crippled limbs (without needing a Doctor's Bag), +2% Critical Chance bonus on non-deformed creatures.
21
WeatheredBase23END 4+5 [Survival, Poison Resistance and Radiation Resistance] per rank. Mastery: 5 extra points in Survival and both resistances.
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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!EP21Firearms 40Firearms now have a 75% to not jam when jamming would normally occur.
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Contract Killer / LawbringerGriffin21Rewards will be handed out for the elimination of selected targets. Details follow when perk taken.
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Steel ClawGriffin22+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.
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Crash LandPegasus21AGI 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!
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Flight (Rank 2)Pegasus21AGI 5 You can fly at a normal pace, gain proper altitude and execute basic aerial moves.
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Additional Spell CountUnicorn2specialYou 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.
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Additional VocationUnicorn2specialINT 6You 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 WallBase31STR 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 BucklesBase31AGI 5, Accessing the inventory costs half AP.
32
Healing of the Mother EarthEP32
Medicine 40Each 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.
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All Night LongBase41END 4You 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
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Big Game HunterBase41Survival 40 +2d10 damage to mutant wildlife
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BookwormBase41INT 4You pay much closer attention to the smaller details when reading. You gain 50% more skill points when reading books.
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EggheadBase41INT 4They 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-GeeBase43 Explosives 40 +2d10 DMG with Explosives weapons per rank. Also increases Breach Lock success %.
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Hit the Deck!Base41AGI 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)Base42STR 4Do +d10 more damage with all Unarmed-type attacks which inflict damage.
40
Lethal Swordsmare/BuckBase43AGI 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 BulletBase41AGI 4You gain +3 to your Initiative rolls.
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Lone WandererBase41CHA < 5Survival 50You 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.
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Lunar SightBase41PER 6Sneak 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%.
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Tough HideBase43END 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.
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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.
46
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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Death from AboveGriffin41Thanks 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 RunPegasus41AGI 8Spend 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!
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Greater AffinityShaman 4specialShaman or Tribal ShamanYour 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.
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JousterUnicorn41Unarmed 30Unarmed attacks with your horn ignore an additional two points ofyour opponent's armor rating.
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Powerful CasterUnicorn4specialYour 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.
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Versatile CasterUnicorn4specialYour 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 CastingUnicorn4AP 70You 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 Zebra41Survival 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.
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Ammo CrafterBase61Mechanics 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.
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Angel Of DeceptionBase61Sneak 50, Karma > 49, Your character's innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to stealing attempts.
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Armed and DangerousBase62AGI 6, PER 5Thanks 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.
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Buck RodgersBase62AGI 5, PER 6Zap guns are even more dangerous in your hooves. Every ranged attack with weapons which use Magical Energy Weapons skill do +1d10 damage.
59
Demolition ExpertBase61AGI 4Explosives 60Can ‘cook-off’ grenades so they explode on impact
60
Dust in the EyesBase62AGI 6Melee / Unarmed 50When successfully parrying an opponent their attack is reduced by 20% for the next round
61
EmpathyBase61PER 7, INT 5You 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
FinesseBase61  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 FinderBase61LCK 7You discover more caps in stashes hidden in the world. You double your roll for how many caps you find in containers.
64
GhostBase61Sneak 60Characters with this perk gain double the normal bonuses to Sneak for poor light conditions.
65
GunslingerBase61PER 4Firearms 40While using a mouth-held or levitated firearm, your chance to hit increases by 10%.
66
How You Like THEM Apples!?Base63For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
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PathfinderBase61END 6Survival 60Travel 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 RecoveryBase61AGI 5, It only costs you 10 AP to stand up after being knocked down.
69
Shotgun Surgeon Base61Firearms 45 When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
70
Vigilant Recycler Base61Science 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 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.
72
Blazing SaddleEP61STR 6You 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)EP61You 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 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?
75
Lead BellyEP61END 5No longer suffer radiation sickness when drinking irradiated water
76
Aerial SupremacistGriffin61 +2d10 damage when attacking Pegasi
77
Eagle EyeGriffin61+1 PER and all ranged weapons are counted as being Long Ranged.
78
Natural PredatorGriffin61 +2d10 damage when attacking Earth Ponies and Zebra
79
SurplusGriffin61You have ‘just a knack’ for finding griffin mercenary supply drop off points in the world.
80
Witch HunterGriffin61 +2d10 damage when attacking Unicorns
81
Speed BurstPegasus61AGI 6All AP for move actions are halved. The Enclave is never outclassed!
82
Advanced SpellsUnicorn6INT 6Your 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)Unicorn61POT 3You 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 Zebra61LCK 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 FuryBase81Unarmed / Melee 50As 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 MasterBase81CHA 7Speech 70You 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 AidBase81CHA 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 CanterBase83AGI 6Your 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
ExplorerBase81PER 6, Survival 50This perk adds +10 to Survival. It also grants +2 LCK for purposes of finding special encounters and hidden places.
90
Living Anatomy Base81Medicine 70 Shows health and Damage Threshold of any target. +d10 bonus to damage against living, nonmutated creatures.
91
Ministry TrainingBase81 +10% to hit when using rifles of any description.
92
OrganizerBase81INT 5Barter 40You 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 Base81END 5Survival 40 +25% radiation resistance permanently.
94
ScroungerBase81LCK 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 EaterBase81END 5Half chance of being poisoned (or +50% poison resist)
96
Sun and MoonBase81 +15 to Speech with neutral karma
97
Super Slam Base81STR 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 presenceBase81Prepubescent, or Foal at Heart perkYou 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 BackEP82STR 5, END 5 +50 lb. carry weight
100
Wired ReflexesEP81
Cyberpony (Rank 1)
+10 to hit in S.A.T.S.
101
Trophy HunterGriffin81You 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)Pegasus81AGI 7You’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 ShamanismShaman 8Shaman or Tribal Shaman, CHA 5Your 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 JousterUnicorn81JousterUnarmed 50Unarmed 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 AlacrityUnicorn8specialThe 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 HornUnicorn8specialYou 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 CastUnicorn8VER 4At 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 Zebra81You have dedicated some time to expanding your alchemical skills. Good for you! Embrace your heritage! You can now create advanced alchemical recipes.
109
“Party” PonyBase91END 5With 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!Base9Instantly gain a level
111
Karma BeaconBase91CHA 6,Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction.
112
SharpshooterBase92PER 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/buckEP91INT 5, LCK 5Explosives 60Your 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 Base101Survival 50 +2d10 damage against Alicorns, Bloatsprites and other creatures mutated by Taint
115
And Stay Back Base101Firearms 70 Shotguns have a 10% chance, per pellet, of knocking an enemy back. (rolling a X1 on the skill die)
116
Blessed by LunaBase101CHA 5+2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M.
117
Bloody Mess Base101 +D10 overall damage, more violent, explod-ey deaths for some reason
118
Bookworm's RevengeBase101INT 5Science 50 +8 DT and Strength increased to 10 whenever health is below 40.
119
Computer WhizBase101INT 7 70 ScienceAllows you to re-break into magi-tech terminals after being locked out once
120
Fight the Power! Base101 +2 DT and +5% Critical chance against factions such as the Enclave, Red Eye, or the Steel Rangers.
121
Filly LuckBase101LCK 6May 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 ApostleBase102CHA 5Survival 45Mutant animals are no longer aggressive to you, at rank 2 they even help you.
123
How We Do It Down on the FarmBase101PER 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
InfiltratorBase101PER 7 Lockpick 70Allows to you un-jam locks for a second attempt at picking
125
LeaderBase101CHA 7You 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 RuseBase10Sneak 60 You gain +10 Sneak against sleeping targets and gain +1 crit multiplier in your attacks against sleeping targets.
127
Mysterious Mare-Do-WellBase101LCK 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 TrainingBase101
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 Base101Melee / Unarmed 40You do +2d10 extra damage with melee and unarmed weapons against mutated creatures
130
Steady GripEP101STR 6, Due to your groundedness and stability, burst attacks have no penalty to hit.
131
Tough Hide (Rank 4)EP101Earth Ponies can go beyond their peers with their strength allowing them to take Rank 4 in the Tough Hide perk line.
132
Intimidating PresenceGriffin101You 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 WrathSATS101Science 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 JusticeBase121CHA 4 +2d10 damage against raiders, slavers, criminals, and other creatures with negative karma (<25).
135
CannibalBase121Consume intelligent races for +25 HP, +2 Rads. Cannibalizing is a heinous moral affront, doing so will incur Karma loss
136
Celestial BlessingBase122END 5+30 health
137
Clever PrancerBase122AGI 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 PersonalityBase121CHA 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 MetabolismBase121Healing potions and spells heal for an extra +10+1d10 health.
140
Gladiator PonyBase121AGI 6Unarmed / Melee 60Your 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 Base121STR 7 Firearms 50Weapons 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 Base121PER 7 Your chance to hit an opponents' grounded limbs is increased by 20%.
143
Nimble MovesBase121Unarmed / Melee 75Your chance to parry is increased by 15%
144
Piercing Hoof / Piercing StrikeBase121
Unarmed / Melee 70
All your unarmed or melee attacks negate 10 points of DT.
145
PyromaniacBase121When igniting an enemy the burn effect does an extra +d10 damage
146
RiposteBase121Unarmed / Melee 50When successfully parrying an opponent you immediately make a counter attack at -25% chance.
147
Robotics ExpertBase121 +2d10 dmg to robots; can disable ministry robots from hidden or if the robot is dormant
148
Silent GallopBase121AGI 6Sneak 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
SniperponyBase121AGI 6, PER 6Penalties for called ranged shots are halved.
150
Splash Damage Base121Explosives 70 Explosives have a 25% larger area of effect.
151
Team PlayerBase121CHA 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 HandlingBase121AGI 5, This perk adds +3 Strength for the purposes of strength requirements for handling and firing ranged weapons.
153
BonsaiGhoul121Survival 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)Griffin121AGI 8You’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 FireSATS121You regenerate SATS Action Points faster. How much faster? You guessed it: 20% faster!
156
Mighty Spell (Rank 2)Unicorn121One 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 Base141Medicine 60 Chems last twice as long.
158
Contract Killer / LawbringerBase141Rewards will be handed out for the elimination of selected targets. Details follow when perk taken.
159
Cybernetic SurgeonBase141Medicine 100, Science 75You 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 Base141For each crippled limb you have, you do an additional 10 damage.
161
Jury Rigging Base141Mechanics 90 Repair any item using a roughly similar item.
162
Lead RainBase141AGI 7, PER 6, Your trigger finger is a little faster than normal. Each ranged weapon attack costs 5 AP less to perform.
163
Light TrotBase141PER 6, AGI 6You 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 Base141CHA 6Barter 60 All items cost 25% less
165
Power Armor Training - AdvancedBase141END 7PA TrainingUlterior +1 PER and STR when wearing PA, Armor accounts 100% for its WG.
166
Advanced CyberponyEP141
Cyperpony (Rank 1)
Science 60, Medicine 60Large 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)EP141Most 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
CyberwingsEP141
Cyberpony (Rank 2)
You gain wings and Flight 1.
169
Countless PreyGriffin141Whenever you kill something you and your party gain +10 AP for 3 rounds.
170
Flight (Rank 4) Pegasus141AGI 9While 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 SATS141Firearms 70 In V.A.T.S., you do an additional d10 damage when targeting the torso.
172
Expert SpellsUnicorn14INT 8Your 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 DashBase161Survival 45When wearing light or no armour you have an additional move action per turn.
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Action Filly/ColtBase162Gain an additional 15 action points
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Chem ResistantBase161 60 Medicine75% less chance of addiction.
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Meltdown Base161Magical Energy Weapons 90 Foes killed by your Magical Energy Weapons emit a corona of harmful energy.
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Mental BlockBase161Mental 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.
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Sun's WrathBase161Flame throwers ignore 10 Damage Threshold
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Tag! Base161Fourth "tag" skill: +15 points to that skill
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Unstoppable Force Base161STR 7,
Melee / Unarmed 90
Your attacks ignore the first successfull parry against you, once a turn.
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Adamantium Bone LacingEP161
Cyperpony (Rank 1)
Halves limb damage.
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Robotics Expert (Rank 2)EP161Science 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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Self-MaintenanceEP161
Cyberpony (Rank 2)
Your crippled limbs automatically repair themselves and will return to working condition within 5 rounds of being crippled.
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Action FillySATS162AGI 6You 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.
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Expert ShamanismShaman 16Advanced Shamanism, CHA 7Your 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.
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Expert Alchemy Zebra161The 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.
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Paralyzing HoofBase181Unarmed 80Using hand to hand you can stun a living opponent for 5 rounds (30% chance)
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The Magic of FriendshipBase181CHA 6When 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)
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Walker Instinct Base181Survival 50 +1 Perception and Agility when outside.
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Wall of Steeled Hooves / Whirling Blades
Base181Melee / Unarmed 80Allows you to re-roll parry if failed
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Adamantium Skeleton EP181Adamantium Bone LacingHalves limb damage. (This effect stacks with its prerequisite, providing a total of 75% resistance to limb damage.)
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Cyberpony (Rank 3)EP181Your 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.
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Memory ImpantEP181
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%.
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Concentrated Fire SATS181Magical Energy Weapons / Firearms 70 +5% accuracy in S.A.T.S. with every attack queued on the same enemy
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Mighty Spell (Rank 3)Unicorn181One 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.
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Celestia PoweredBase201Who knows what could happen, should dawn ever break again.
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Ninja Base201Melee Weapons / Unarmed 80, Sneak 80 +15% critical chance with melee and unarmed weapons and +20 damage with melee/unarmed sneak attack criticals.
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Reaper Pony’s GallopBase201If you kill a target, you gain a free attack with the last weapon you used (can be spent later in the turn).
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Atomic! Ghoul201END 6 In radiated areas, +25 AP. With excess rad level, +2 DT, +2 ST.
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Watching Like a GriffinGriffin201PER 8Opponents 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.
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Sonic RainboomPegasus201Flight (Rank 4), Speed BurstYou can perform an aerial Sonic Rainboom!
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AmanuensisBase221INT 6, PER 7Can copy existing magazines into blank or damaged magazines.
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Irradiated Beauty Base221END 8 Sleep removes 100 Rads. Beware bystanders.
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Wonderbolt ManeuverPegasus223Sonic RainboomYou 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.
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Advanced Matrix CastingUnicorn221Matrix CasterScience 90You 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
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Calamity's MightBase241AGI 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.
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Rampage's WrathBase241AGI 8, STR 8Unarmed / 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.
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Ultimate HunterGriffin241Aerial Supremacist, Natural Predator & Witch HunterSneak 90, Survival 90You are the ultimate hunter of ponykind. The bonuses you get from Aerial Supremacist, Natural Predator & Witch Hunter are doubled.
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Mighty Spell (Rank 4)Unicorn241One 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.
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Broad Daylight SATS261No Sneak penalty for using Pip-Boy light.
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Ain't Like That Now Base301Karma less than -25Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits, 20% reduction in AP cost for all weapons.
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Just Lucky I'm Alive Base301Karma 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.
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Thought You Died Base301Karma at least 25+10 Health per 10 Karma; Karma reset to 0, +10% damage, immunity to critical hits.
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Bone-Strengthening BrewAlchemyWith this perk, your limbs only receive 50% of the damage they normally would.
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Phoenix Regeneration Elixir AlchemyGrants the drinker a permanent healing rate of 1 Health Point per in-game minute.
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World-Weathering PotionAlchemyYou 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.
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Fillydelphia SurvivorQuestYour 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%
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My Little PoniesQuestYou 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.
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Great and PowerfulQuestYou may learn a specific, extremely rare spell approved by the GM.
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Pony SutraQuestYou are experienced in the art of giving and receiving physical pleasure. You are more likely to have sexual encounters with specific characters.
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Power Armor TrainingQuestYou are now trained in the use of Power Armor.
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Power Armor Training - BasicQuest1+1 [STR, PER], -1 AGL (When wearing PA), Armor accounts 100% for its WG.
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Touched by Taint (1)QuestExposure to Taint has altered your physiology. When under the effects of Advanced Radiation Poisoning (400+ Rads) any crippled limbs will automatically regenerate.
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Touched by Taint (2)QuestExposure 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.
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Touched by Taint (3)QuestExposure 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.
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Matrix CasterUnicorn1INT 7, CHA 5You 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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