| A | B | C | D | E | F | G | |
|---|---|---|---|---|---|---|---|
1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description |
2 | Trained Perks | ||||||
3 | Power Armour Training | Trained | - | 1 | You can now use Power Armour | ||
4 | Basic Power Armour Training | Trained | - | 1 | Power Armour Training | +1 PER, AGl Pealty reduced by 1 (When wearing PA), Armor accounts 100% for its WG. | |
5 | Advanded Power Armour Training | Trained | - | 1 | Basic Power Armour Training | +1 PER when wearing PA, Armor accounts 100% for its WG. | |
6 | Power Armor Mastery | Trained | 1 | Advanced Power Armour Training | 1 PER and AGl penalty reduced by 1 when wearing Power armor, +5% DR; you have learned how to get the utmost out of your armor's systems. | ||
7 | Advanced Alchemy | Trained | 8 | 1 | Alchemy | You have dedicated some time to expanding your alchemical skills. Good for you! Embrace your heritage! You can now create advanced alchemical recipes. | |
8 | Expert Alchemy | Trained | 16 | 1 | Advanced Alchemy | The 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. | |
9 | Bone-Strengthening Brew | Trained | - | 1 | Expert Alchemy | With this perk, your limbs only receive 50% of the damage they normally would. | |
10 | Phoenix Regeneration Elixir | Trained | - | 1 | Expert Alchemy | Grants the drinker a permanent healing rate of 1 Health Point per in-game minute. | |
11 | World-Weathering Potion | Trained | - | 1 | Expert Alchemy | You have allowed your body to be permanently enhanced through zebra alchemy. You gain +20% to all Resistances and +3 to your damage threshold. | |
12 | Fallen Ceaser Style | Trained | - | 1 | AGI instead of STR for Unarmed damage and +1d10 DAM to all Unarmed attacks | ||
13 | PipBuck Training | Trained | 10 | 1 | not a Stable Dweller, INT 5 | 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.) | |
14 | Fillydelphia Survivor | Quest | 1 | Your 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% | |||
15 | Of Mare and Machine | Quest | Quest perk. You have attained cybernetic rank three and are as close to an alicorn as you can be without becoming an alicorn. after a while, the question pops into your mind, "Am I more pony or machine?" Every three days you go without sleep, you must succeed on an int check. On a pass nothing happens, but on a fail you gain a demenation. On a crit fail or ever 3 demenations you lose a point of int. Once your int reaches zero, your character becomes a feral force of destruction and can no longer be played. | ||||
16 | Robogriffin | Quest | 1 | availability of cybernetics | Sometimes the hunter gets in an accident and looses an arm. Now science provides the solution. Large parts of your body are now entirely robotic, giving you 5DT and metal claws that ignore 5DT on unarmed attacks. You are now considered an android, or robogriffin as it were. | ||
17 | Cyberfetish | Quest | 1 | Cyberpony | You have had an experimental piece of shaman-enchanted war-era proto-cyberwear. Cyberfetishes are extremely rare and usually unique with properties beyond those of normal cyberwear. (See note for example.) | ||
18 | Integrated Targeting System | Quest | 1 | availability of cybernetics | A cyberpony with this perk gains the benefits of E.F.S. and S.A.T.S. (as per a PipBuck or Magically Powered Armor). The cyberpony may take S.A.T.S. perks. If the cyberpony is a Stable Dweller or has PipBuck Training, the cost to activate E.F.S. is reduced to 15 AP and the cost to activate S.A.T.S. is reduced to 0 AP. | ||
19 | Advanced Cyberpony | Quest | 2 / 3 | availability of cybernetics | Your enemies' base critical hit chance against you is reduced by 3, to a minimum of 1. This perk requires that you have a cyberpony suite. The third rank of this perk is only available to Earth Ponies with the Soldier Suite. | ||
20 | Cyberpony Hide | Quest | 1 | availability of cybernetics | Most of your coat is now entirely synthetic, giving you a +5 DT. (This perk nullifies any previous Tough Hide perks.) | ||
21 | Cyberwings | Quest | 1 | availability of cybernetics | You gain wings and Flight 1. | ||
22 | Flight (Rank 2) | Quest | 1 | Cyberwings | You gain Flight 2. | ||
23 | Adamantium Bone Lacing | Quest | 1 | availability of cybernetics | Halves limb damage. | ||
24 | Self-Maintenance | Quest | 1 | availability of cybernetics | Your crippled limbs automatically repair themselves and will return to working condition within 5 rounds of being crippled. | ||
25 | Adamantium Skeleton | Quest | 1 | Adamantium Bone Lacing | Halves limb damage. (This effect stacks with its prerequisite, providing a total of 75% resistance to limb damage.) | ||
26 | Memory Impant | Quest | 1 | availability of cybernetics | 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%. | ||