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They never see that comingUnicorn61Adv IllusionYou learn an additional Illusion spell, plus at your discretion, your horn doesn’t glow when cast your spells, nor any aura of any kind appears on manipulated objects.
2
(Alicorn) Hunter Base101Survival 50 +2d10 damage against Alicorns
3
Telekinetic precision: Unicorn2PER 5You’ve got a steady horn on your head for when you need to count sand, thread a needle, or keep a pin in a grenade.
4
Mutate!Base101Picking this perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, eh?
5
Bend the RulesBase221LCK 5With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for race. You rule! (This perk is only available with GM permission.)
6
Break the RulesBase281LCK 7When you choose this perk, you may choose any perk next time you pick one, regardless of either requirements OR race. (This perk is only available with GM permission.)
7
Ready To GallopBase33PER 6, Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character's Sequence by +2.
8
Field MedicBase31AGI 6, Medicine 50You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 30 APs to use bandages.