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NameTypeLevelRanks Special ReqSkill ReqDescription
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Brown MuzzleBase22INT 5, You’ve learned how to suck up to your superiors. You get +1 Charisma and another +10 Negotiation & Seduction for reaction roles when dealing with authority figures for each rank of this perk.
3
Brilliant PlanningBase21INT 6You plan ahead! You may use INT instead of AGI to determine initiative. If caught by surprise take -10 to all skill rolls for 3 turns
4
Cherez La Filly / Barndoor BanditBase21+D10 damage to the same sex, and extra +5 Negotiation & Seduction for seduction purposes on same-gender individuals (whose barn door swings that way)
5
Cutie Mark CrusaderBase21Foal, Blank Flank TraitFoals Only. Player can be taught skills from other party members(not Npcs). Player can gain +5 skill points to any skill that is tagged by another party member through tutelage. Duplicate tags do not stack.
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Combat CoordinatorBase21CHA 6You gain a +1 bonus to your initiative roll. At the start of each round, you may exchange your initiative with that of one other party member. This is temporary and the order is reset each round.
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Dark Mare / Black StallionBase21+D10 damage to opposite sex, and extra +5 Negotiation & Seduction 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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Flail MasterBase22Melee/Unarmed <40You are the master of flailing about! You receive +2d10 damage on all your normal melee OR unarmed attacks (choose when the perk is taken). But if your unarmed OR melee skill ever goes above 40 you loose this ability.
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Foal at HeartBase21CHA 4You gain +10 to Negotiation & Sedu... Cuteness when dealing with a child. The disposition of children is one higher for you.
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Lack of FucksBase2specialYou gain the ability to ignore 10 points of penalties to skill rolls from a chosen source for a turn. For every rank of Lack of Fucks you take, you may use this ability three times during a session. Each use must be on a different turn. This perk has an unlimited number of ranks -- you can lack as many fucks as you want to spend perks on.
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Rapid Reload Base21AGI 5Firearms or MEW 30All of your weapon reloads cost half AP (so 5 AP less than normal, 10 for bigger weapons).
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Running TackleBase21STR 6, Unarmed 40Sprint into enemies to tackle them: +2 to the trip attempt if performed at the end of a move action.
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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 5+10 to Sleight of Hoof when pickpocketing
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LittlePip's ViceBase23INT 4, PER 4+5 [Hacking & Matrix Tech, Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
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LocksmithBase23INT 4, PER 4+5 [Repair & Mechanics, Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
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First in ClassBase23INT 4 +5 [Medicine, Hacking & Matrix Tech] per rank. Mastery: 5 extra points in each of these Skills.
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Gun NutBase23AGI 4, INT 4 +5 [Firearms, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
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BackstabberBase23STR 4, AGI 4+5 [Sneak, Melee OR Unarmed] per rank. Mastery: 5 extra points in each of these Skills.
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Little LeaguerBase23STR 4, PER 4 +5 [Thrown, Explosives] per rank. Mastery: 5 extra points in each of these Skills.
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Hunter-KillerBase23AGI 4, STR 4+5 [Melee OR Unarmed, Firearms] per rank. Mastery: 5 extra points in each of these Skills.
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ArcanistBase23INT 4+5 [Hacking & Matrix Tech, Academics & Lore OR Magic] per rank. Mastery: 5 extra points in each of these Skills.
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Smooth OperatorBase23AGI 4, PER 4 +5 [Repair & Mechanics, Pilot] per rank. Mastery: 5 extra points in each of these Skills.
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WeatheredBase23END 4+5 [Survivalism & Traps, Poison Resistance and Radiation Resistance] per rank. Mastery: 5 extra points in each of these Skills.
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Mare-do-IllBase23AGI 4, PER 4 +5 [Sneak, Sleight of Hoof OR Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
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MagitechnologistBase23INT 4+5 [Hacking & Matrix Tech, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
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Velvet GloveBase23END 4, CHA 4 +5 [Negotiation & Seduction, Unarmed] per rank. Mastery: 5 extra points in each of these Skills.
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Royal Canterlot VoiceBase23CHA 4 +5 [Negotiation & Seduction, Bluff & Intimidation] per rank. Mastery: 5 extra points in each of these Skills.
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NurseBase23INT 4, END 4 +5 [Medicine, Alchemy & Chemistry] per rank. Mastery: 5 extra points in each of these Skills.
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SaboteurBase23PER 4, AGI 4+5 [Sneak, Explosives] per rank. Mastery: 5 extra points in each of these Skills.
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Saddle CrafterBase23END 4, INT 4+5 [Saddles, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
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Zap AppleBase23INT 4, PER 4+5 [MEW, Hacking & Matrix Tech] per rank. Mastery: 5 extra points in each of these Skills.
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Fast Pack BucklesBase31AGI 5Accessing your inventory costs half AP.
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Field MedicBase31AGI 6Medicine 45You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 20 APs to use bandages. Previously 60AP.
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Stalliongrad RouletteBase31LCK 6Nothing beats a little luck in a gunfight. Your critical chance is increased by 1 for each empty chamber in a revolver, but your chances of a misfire likewise increase.
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Sunny and SmilingBase33CHA 5Your bright attitude during the day makes others happy. With this perk, your Negotiation & Seduction skill increase by 5 from sunrise to sunset.
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Pistol WhipBase31Unarmed 35Pistols can be used for more than shooting things. You may use any 'Pistol' or 'SMG' as a unarmed weapon with the same stats as a 'Lead Pipe'
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Rifle FightingBase31Melee 35You have learned how to fight in hoof to hoof combat using a rifle. You may use any 'Rifle' or 'Automatic Rifle' as a melee weapon with the same stats as a 'Baseball Bat'. Re-name 'Homerun' to 'Butt Stroke!'
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Your Mother Was a Hamster!Base31Through some great insult or rude gesture you draw an enemies atention to you. Once per turn, you may make a CHA test to force a single enemy to attack you instead of another party member. May only be done on CHA/2 enemies per combat and only against 'inteligent' enemies
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Caffiene AddictBase31 +1 initiative roll for 1 hour , after consuming food item.
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All Night LongBase41END 4You ignore END loss for sleep deprivation. Your END is considered to be 2 points higher for resisting exhaustion, and you gain +4 on associated Survivalism & Traps rolls.
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BrickabrackBase41RandomYou may produce 1d10 random items worth 10 or less caps once per game day
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Multi-Weapon StyleBase41At least one relevant weapon skill at 75
Years of training allow the character to use multiple weapons at the same time when needed. Character may now attack with two weapons at the same time (AP cost of higher AP weapon) with only a -20% penalty to accuracy if both are aimed at the same target, or -40% penalty if aiming at different targets. Character must be able to reasonably wield both weapons at the same time, such as possessing a free hand, free mouth, telekinesis, tail trick, or a battle saddle.
When using four-pronged battle saddles, the Multi-Weapon Fighting perk reduces the penalty to fire all four weapons as the same action to -40%, down from -60%

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Big Game HunterBase41Alchemy/Survivalism & Traps 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.
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Explodey Mc-GeeBase42 Explosives 45+2d10 DMG with Explosive weapons per rank. Also increases Breach Lock success 10% per rank, as well as reducing the chance of destroying valuables inside a locked container by 10% per rank.
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Hit the Deck!Base41AGI 6You 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.
50
Years of ApplebuckingBase42STR 4Do +d10 more damage with all Unarmed-type attacks which inflict damage.
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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.
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Like a BulletBase41AGI 4You gain +3 to your Initiative rolls.
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Lone WandererBase41CHA < 5Alchemy/Survivalism & Traps 60You 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 30Your 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 your Natural Damage Threshold and +4 to your DT against Stun Damage for each level of this perk you take.
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Wasteland SurgeonBase41INT 4Medicine 60You can restore crippled limbs with Healing Potions, Super Restoration Potions or the 'Heal' spell, spells will cost double strain to restore a crippled limb. NO hp is gained from items or spells used in this way, limbs healed in this way will have 1 hp.
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Where are my Pants!?Base41LCK 7No bomb collarYou woke up with bags of money and caps in the middle of nowhere..... naked. You will wakeup a short distance away from your party the next time you go to sleep. You will have a sack filled with 100*LCK/2 caps and/or other ascorted items. You don't loose any item you had on you when you went to sleep. This may have... interesting repercussions. An earth pony may NOT take this as their free starting perk.
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Ammo CrafterBase61Repair & Mechanics 75When 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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And Your Father Smelt of Elderberries!Base61Your Mother Was a Hamster!Through some great insult or rude gesture you can draw even a monsters atention to you. Once per turn, you may make a CHA test to force a single enemy to attack you instead of another party member. May only be done on CHA enemies per combat. May be used on monsters and animals, non 'inteligent' robots still don't care.
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Angel Of DeceptionBase61Sleight of Hoof 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 DangerousBase63AGI 6, PER 5Thanks to plenty of practice, you know just where to hit to make it hurt more with your weapon of choice. The first AGI/2 attacks per round with weapons which use Firearms skill do +1d10 damage. Mastery: First AGI attacks.
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Buck RodgersBase63AGI 5, PER 6Zap guns are even more dangerous in your hooves. The First AGI/2 attacks per round with weapons which use Magical Energy Weapons skill do +1d10 damage. Mastery: First AGI attacks.
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Demolition ExpertBase61AGI 4Explosives 60You know how to ‘cook-off’ grenades so they explode instantly upon impact or when triggered as part of a trap. In addition, you can modify explosives to reduce their AoE increment by up to 5' (minimum 1'). The second ability of this perk requires a workbench and may not be used in combat.
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Dust in the EyesBase62AGI 6Melee / Unarmed 50When successfully parrying an opponent their attack is reduced by 20% for the next round
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Eagle eyeBase61Per 650 Firearms or MEWAll those clifftop shootouts have taught you how to spot. You gain +5 to guns and energy weapons when above your opponent.
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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.
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Falling With StyleBase61END 7 or AGI 7You ignore the d10s on falling damage.
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You Feeling Lucky... Punk?Base61LCK 6Firearms 45Your crit chance with revolvers increases by 6 if the weapon only has a single round left.
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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.
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Flesh WoundBase61  When an opponent attacks you and scores a critical success, you gain a bonus to your DT against that attack. If you are wearing Light Armor, the bonus is +5 DT. If you are wearing Medium Armor, the bonus is +10 DT. If wearing Heavy Armor, the bonus is +15 DT.
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Focus FireBase61Combat CoordinatorFor 20AP you may designate a target. All other nearby members of the party have a +10% increased chance to hit the target
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Fortune FinderBase61LCK 7You discover more caps in stashes hidden in the world. You double your roll for how many caps you find in containers.
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GhostBase61Sneak 60Characters with this perk gain double the normal bonuses to Sneak for poor light conditions.
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GunslingerBase61PER 4Firearms 45While using a pistol or SMG, you gain a +10 to hit bonus.
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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 6Alchemy/Survivalism & Traps 60Travel time to remote locations in the Equestrian Wasteland is reduced by 25% and you gain +1 movement speed while outdoors as well as +5 Survival.
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Quick RecoveryBase61AGI 5, It only costs you 10 AP to stand up after being knocked down.
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Shotgun Surgeon Base61Firearms 50When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
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Vigilant Recycler Base61Hacking & Matrix Tech 70When using Magical Energy Weapons, you are twice as likely to recover drained ammunition. You also have more efficient recycling recipes available at workbenches.
80
Fearsome LiarBase61STR 6For every point of STR you have over your targets STR, you gain a +5 to Bluff and intimidation rolls.
81
Strong LoverBase61STR 6For every point of STR you have over your targets STR, you gain a +5 to Negotiation and seduction rolls.
82
DominatrixBase61Cherez La Filly / Barndoor Bandit or Dark Mare / Black Stallion
,7 CHA
+10 to intimidate rolls vs. members of the opposite sex. +1d10 damage
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Money TalksBase61CHA 7You receive a bonus to your +1 Charisma, Disposition and 10 Speech skills for every 1500 caps, you have in your procession
84
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.
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Bluff MasterBase81CHA 7Bluff & Intimidation 70You are the king or queen of smooth talking. Whenever you are caught stealing, your character always has a chance to talk his or her way out of the situation.
86
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.
87
Combat VeteranBase83no SPECIAL below 4All attacks which directly target you and that deal normal damage, magical energy damage or stun damage have their damage dice reduced by -1d10 per rank (minimum 1d10).
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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.)
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CowboyBase81Firearms 45, Melee 45+1d10 DAM when using Dynamite, Hatchets, Knives, Combat Knives, Bowie Knives, Pickaxes and all weapons with the 'Revolver' or 'Lever-Action' rules. Only the first AGI attacks/shots per turn get bonus dice.
90
ExplorerBase81PER 6, Alchemy/Survivalism & Traps 50This perk adds +10 to Survivalism & Trapsl. It also grants +2 LCK for purposes of finding special encounters and hidden places.
91
Future SoldierBase81MEW 45, Unarmed 45+1d10 DAM when using Plasma Grenades, Magic Energy Pistols and Rifles, Plasma Pistols and Rifles, Tri Prism Rifles, Multiplas Rifles, Gauss Weapons, Gatling Casters, Plasma Casters and any Unarmer weapon with the 'Powered' special rule. Only the first AGI attacks/shots per turn get bonus dice.
92
GruntBase81Firearms 45, Explosives 45+1d10 when using Combat Knives, 9mm Pistols and SMGs, .45 Pistols and SMGs, Service Rifles, Assault Rifles, Assault and Marksman Carbines, Light Machine Guns, .308 Machine Gun, Frag Grenades, Grenade Rifles and Launchers. Only the first AGI attacks/shots per turn get bonus dice.
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Leaf on the WindBase82Pilot 65Reduced the enemy's chance to hit you, your vehicle and anyone in it by 10% while you're driving it.
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Living Anatomy Base81Medicine 70Shows health and Damage Threshold of any target. +d10 bonus to damage against living, nonmutated creatures.
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Knight in Shining ArmorBase83STR 6, END 6When wearing heavy armor, you gain +4 DT per rank. Mastery grants an additional +3 DT.
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Mambo ItalianoBase81AGI 7 If you gonna be a square, you ain't-a gonna go nowhere. If you only move during your combat turn, enemies take a -10 penatly to hit you.
97
Ministry TrainingBase81 +10% to hit when using rifles of any description.
98
OrganizerBase81INT 5Alchemy/Survivalism & Traps 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.
99
Rad Resistance Base81END 5Alchemy/Survivalism & Traps 50+25% radiation resistance permanently.
100
ScroungerBase81LCK 4 You find more items in stashes in the world. You gain an extra roll for items on loot tables when searching containers.
101
Snake EaterBase81END 5Half chance of being poisoned (or +50% poison resist)
102
Sun and MoonBase81+15 to Bluff & Intimidation and Negotiation & Seduction with neutral karma
103
Super Slam Base81STR 6, Melee / Unarmed 50All 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)
104
Tribal WarriorBase81Melee 45, Thrown 45+1d10 DAM with Melee/Unarmed weapons and Thrown weapons Only the first AGI attacks per turn get bonus dice.
105
Whining presenceBase81Blank Flank or Foal at Heart
You 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 Negotiation & Seduction 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.
106
Poker FaceBase81You have a face that is totally unreadable and as such people who listen to you cannot figure you out. You gain a +10 to speech and +1 luck at casinos.
107
Duck HuntBase93+10% to hit and +d10 damage against airborne targets. Yes, you hate them with a passion.
108
MeditationBase91You have learned the old techinique of Centering your self. When meditating your natural healing rate is trippled.
109
Gun fuBase91AGI 5 You've watched one too many old action movies. Half of your melee OR unarmed skill can now be substiuted for your firearms OR MEW skill when using one 'handed' weapons. (Choose when perk is taken)
110
“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.
111
But I want it NOW!Base91Instantly gain a level
112
Karma BeaconBase91CHA 6,Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction.
113
SharpshooterBase92PER 7, INT 6, Halves the range penalties for firing at 'Med', 'Long' and 'Extreme' range.
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Tag! Base91Gain another tag skill
115
Chaos ChildBase101LCK 6
Random.
Something about the randomness of chance and the craziness of happenstance just makes sense to you. Once per day per 3 points of Luck you have (rounded down), you may ‘flip’ the result of a d100 dice roll. A roll of 93 becomes a roll of 39, a roll of 75 becomes a roll of 57, etc. This cannot eliminate a critical failure nor cause a critical success, but it CAN turn failure into victory or sweeten a success. The player must choose to use this perk immediately after rolling but before hearing the results of the roll.
116
Abomination Hunter Base101Alchemy/Survivalism & Traps 50 +2d10 damage against Alicorns, Bloatsprites and other creatures mutated by Taint
117
And Stay Back Base101Firearms 70If firing within Point Blank range, your shotgun attacks can send your target flying. This effect is treated as per a Slam attack using the Strength requirement of the weapon as its effective strength and with the direction specified as away from you.
118
Blessed by LunaBase101CHA 5Cannot Take Blessed by Celestia+2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. (Or 4:00 P.M. to 4:00 A.M. using the 8 hour clock.) These bonuses can temporarily raise a your Intelligence and Perception above 10. This perk does not stack with the Touched By Luna trait. (Does not effect skill points earned)
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Blessed by CelestiaBase101CHA 5Cannot Take Blessed by Luna+2 Intelligence and +2 Perception between 6:00 A.M. and 6:00 P.M. (Or 4:00 A.M. to 4:00 P.M. using the 8 hour clock.) These bonuses can temporarily raise a your Intelligence and Perception above 10. This perk does not stack with the Touched By Celestia trait. (Does not effect skill points earned)
120
Blind LuckBase101PER no greater than 3Your are blind but not doomed. During combat, your luck is boosted to 10.
121
Bloody Mess Base101+D10 overall damage and more violent, explod-ey deaths for some reason
122
Bookworm's RevengeBase101INT 5Academics & Lore 50 Grants +8 DT and Strength increased to 10 whenever health is below 20%.
123
Crazy Pone!Base101AGI 6, LCK 6Once per session, you may roll LCK to have one attack that hits you, miss you, or turn a critical hit into a normal hit. You must be aware of the attack and have AP for one movement action available.
124
Computer WhizBase101INT 7 Hacking & Matrix Tech75Allows you to re-break into magi-tech terminals after being locked out once
125
Not Enough Fun for You?Base101Explosives 75 Once in a while, enough isn't enough. On a crit Explosives double their AoE radius... with all the risk that entails.
126
Fight the Power! Base101 +2 DT and +5% Critical chance against factions such as the Enclave, Red Eye, or the Steel Rangers.
127
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.
128
Fluttershy’s ApostleBase102CHA 5Alchemy/Survivalism & Traps 45Mutant animals are no longer aggressive to you, at rank 2 they even help you.
129
"Friendly" FireBase101CHA 6Fireamrs/MEW 50Whenever you accidentally injure your allies reduce the damage by 50%. Has no effect on emotional damage.
130
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.
131
InfiltratorBase101PER 7 Lockpick 70Allows to you un-jam locks for a second attempt at picking
132
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.
133
Luna’s RuseBase10Sneak 60 You gain +10 Sneak against sleeping targets and gain +1 crit multiplier in your attacks against sleeping targets.
134
Mysterious Mare-Do-WellBase101LCK 6 A mysterious mare will (or your favourite pink ghost) sometimes aid you in combat (either DM's discrection, or 15% + LCK chance)
135
Shotgun DiplomacyBase101Shotgun SurgeonA fully loaded shotgun is an answer to anything. +3% crit chance with any shotgun.
136
Purifier Base101Melee / Unarmed 40You do +2d10 extra damage with melee and unarmed weapons against mutated creatures
137
Wasteland GuruBase103Alchemy/Survivalism & Traps 75You wrote the law of the sands and as a result you are regarded as The Master. The first rank of this perk increases your radiation resistance by 10, the second increases your poison resistance by 5 and allows you to carry 20 more pounds of equipment and the third rank increases your sneak by 10 and your damage resistance by 10.
138
RejectedBase10CHA <4 Karma less than -25Nobody loves you, as a result your health has increased by 50 and your damage resistance has increased by 5.
139
Bringer of AnarchyBase121CHA 4 +2d10 damage against lawponies, traders, law abinding citizens , and other creatures with karma above 25.
140
Bringer of JusticeBase121CHA 4 +2d10 damage against raiders, slavers, criminals, and other creatures with karma below -25.
141
CannibalBase121Consume intelligent races for +25 HP, +2 Rads. Cannibalizing is a heinous moral affront, doing so will incur Karma loss
142
Celestial BlessingBase122END 5+30 health
143
Clever PrancerBase121AGI 6, Through agility and reflexes, you have become deft at striking where it hurts while preventing your enemies from doing the same. You gain +2% to your critical success chance for attacks, and reduce your opponent's chance to score critical hits by 2%. If wearing light armor or no armor, these bonuses are doubled.
144
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.
145
Cybernetic EngineerBase121INT 5, Mechanics 75, Matrix Tech 75 You can build and repair cybernetics
146
Cybernetic Surgeon Mk 1Base121INT 5 Medicine 75, Matrix Tech 30 You have been trained and can implant cybernetics into ponies
147
Fast MetabolismBase121Healing potions and spells heal you for an extra +10+1d10 health.
148
Gladiator PonyBase121AGI 6Unarmed / Melee 60Your character has probably read of Fancy Hoofwork or Unstoppable Buck and managed to learn a thing or two. Choose a combat style: Unarmed or Melee. This perk reduces the AP cost of each attack using your chosen style by 5 AP, up to a maximum savings of 25 AP.
149
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.
150
Hobbler Base121PER 7 Your chance to hit an opponents' grounded limbs is increased by 20%.
151
Nimble MovesBase121 Unarmed / Melee 75Your chance to parry is increased by 15%
152
Piercing Hoof / Piercing StrikeBase121Unarmed / Melee 70 All your unarmed or melee attacks negate 10 points of DT.
153
PyromaniacBase121When igniting an enemy the burn effect does an extra +d10 damage
154
RAWR!Base121Blank Flank or Foal at HeartOnce per game week you may make a mighty 'RAWR!'. Roll CHA, on a pass everyone with line of sight and who can hear you must make a END check or keel over from 'HNNGGG!'. This may not effect everyone.
155
RiposteBase121Unarmed / Melee 50When successfully parrying an opponent you immediately make a counter attack at -25% chance.
156
Robotics ExpertBase121 +2d10 dmg to robots and Cyberponies; can disable ministry robots from hidden or if the robot is dormant
157
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 running speed with no penalties.
158
SniperponyBase121AGI 6, PER 6Penalties for called ranged shots are halved.
159
Splash Damage Base121Explosives 70 When you use explosives, the area which takes full damage is double the AoE value for the explosive.
160
Furious FlankBase121CHA 7Your companions strike with +1d10 damage to whoever that attacks you. In addition, that target will explode into a red, gut-ridden, eyeball-strewn paste upon death.
161
Team PlayerBase121CHA 4You 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, you gains +5% to all skills.
162
Team LeaderBase121Team Player CHA 6You have learned the basic skills of team management, Good for you! Whenever all members of the party are within moving range of your character, they gain +5% to all skills.
163
Pressure CookerBase121Explosives 90Splash 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.)
164
Too Drunk to DieBase121While you are drunk there is absolutely nothing that can stop you. You gain a +5 to your Damage Threshold while under the effects of alcohol.
165
Weapon HandlingBase121AGI 5This perk reduces the STR requirement of weapons by 3.
166
Hammer Space!Base121RandomWhere the hell did that come from? You count as having a Tactical Vest that you can store any item in and you seemingly pull these items out of thin air.....
167
Squad LeaderBase143Leader, Focus Fire
INT 5
Under your excellent leadership, your companions fight more efficiently. Each rank of this perk provides +5 additional damage and accuracy. You do not get these benefits – that’s the price of being a leader.
168
Natural AntidoteBase141MeditationYour body has changed with your training. Poisons now deal half damage.
169
MimicryBase141PER 7, CHA 7 Bluff and Intimidation 100Can fake voice to resemble about anypony they heard before, check to impersonate rolled at a -35%
170
Chemist Base141Medicine 60 Chems last twice as long.
171
Cybernetic Surgeon Mk 2Base141Medicine 100, Hacking & Matrix Tech 75You may now upgrade ponies with cybernetics, and reboot them in the field! Have you thought about joining up with Red-Eye?
172
Eye for Eye Base141For each crippled limb you have, you do an additional 10 damage.
173
Jury Rigging Base141Mechanics 90 Repair any item using a roughly similar item. (For example: weapons may be repaired using any other weapon that has the same type -- eg. rifle, pistol, unarmed (bladed) -- and use the same skill.)
174
Death DealerBase141STR 6Battle Saddles / Firearms / Magical Energy Weapons / Magic 50When firing full-auto, you take penalties as if your Rate of Fire is two less (minimum 1). This perk benefits you when using a Rate of Fire weapon with which you have a skill of 50 or higher (or, in the case of spells with a ROF, Magic 50).
175
Lead RainBase141AGI 6, PER 6Battle Saddles / Firearms / Magical Energy Weapons 60Your character has probably read of Big Iron or Shootout at Cherry Hill Ranch and managed to learn a thing or two. Choose a combat style: Battle Saddles, Firearms or Magical Energy Weapons. This perk reduces the AP cost of each attack using your chosen style by 5 AP, up to a maximum savings of 35 AP.
176
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.
177
Master Trader Base141CHA 6Barter 60 All purchased items have their base price (before Persuade & Negotiate) reduced by 25%.
178
Road RageBase141PER 6Pilot 75When you are piloting a vehicle, all sentient occupants of the vehicle (friend or foe, and not yourself) deal an extra 2d10 DAM.
179
Two FaceBase141You are a different person by day than you are at night. During the day, your medicine and repair skills gain a +10 bonus. While at night sneak and lockpick skills gain a +10 bonus instead.
180
Falling from HeavenBase141Wild WastelandWhen you're in a combat and losing it, a random object (a spoon, a table, etc.) might fall from the sky and hit your enemy, causing damage (the amount of damage is relevant to the mass of the object). This perk naturally only works outdoors
181
Inspiring LeaderBase161Leader, Combat CoordinatorYou know how to distinguish between companions and slaves. When in moving distance allies action points increase +5 and carry weights increase by 15 -You do not get these benefits – that’s the price of being a leader.
182
A Little DashBase161Alchemy/Survivalism & Traps 45When wearing light or no armor, you can make one move action per turn for free.
183
Action Filly/ColtBase162Gain an additional 15 action points
184
Meltdown Base161Magical Energy Weapons 90 Foes killed by your Magical Energy Weapons emit a corona of harmful energy. This is an AoE (5) attack with a base damage equal to half that of the original attack.
185
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 +10% to all rolls.
186
Sun's WrathBase161Flame weapons ignore 10 Damage Threshold. Flame Pistol, Incinerator, Flamer, Fire Bomb, Incendiary Grenade, Shishkebab and Solaris Hoof with the 'Solaris Hoof Superheated Hoof' mod
187
Unstoppable Force Base161STR 7, Melee / Unarmed 90 Your attacks ignore the first successfull parry against you, once a turn.
188
Financial AdvisorBase181Master Trader
CHA 8
Negotiation & Seduction 100You are California's top advisor for sales and as such any penilities for speech is reduced by 15 and your discount on all Purchases increases by 5%
189
Paralyzing HoofBase181Unarmed 80Your unarmed strikes have a (AGI * 3) chance to paralyze a target for 5 rounds.
not with weapons, hoof, paws, claws only
190
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)
191
Walker Instinct Base181Alchemy/Survivalism & Traps 50 May take a single free standard move action a turn if outdoors.
192
Wall of Steeled Hooves / Whirling BladesBase181Melee / Unarmed 80Allows you to re-roll parry if failed must take the results of the second roll
193
Celestia PoweredBase201You gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health at a rate of 1 HP every second"
194
Ninja Base201Melee / Unarmed 80, Sneak 80 The Ninja perk grants you the power of the fabled shadow warriors. When attacking, you gain a +15% critical chance on all Melee and Unarmed attacks. Additionally, Sneak attack criticals do 25% more damage than normal.
195
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).
196
Say hello to my Little Friend!Base201RandomYou want a peice of me! Once per game day you may pull a random, fully loaded weapon weapon from nowhere! Choose a weapon (GM aproved) when this perk is taken, you may use it for the duration of combat. But once combat is over the weapon mysteriously disapears and you have no idea what anyone is talking about when they mention it.
197
AmanuensisBase221INT 6, PER 7Can copy existing magazines into blank or damaged magazines/books.
198
Giving 120%Base221LCK 9Once per game session, before rolling, you can declare you are giving 120%, treating all d10s on the roll as having rolled 10. This is only useful for magnitude result rolls (such as damage and healing), not for skill or SPECIAL rolls.
199
Irradiated Beauty Base221END 8 Sleep removes 100 Rads. Beware bystanders.
200
Laser CommanderBase 221MEW 90You have become an expert at lighting things up with magical energy. All Laser type MEWs gain +2d10 DAM and have +5% Crit Chance
201
Plasma SpazBase221MEW 90AP costs for all plasma weapons (including grenades) are reduced by 5 and have +5% Crit Chance.
202
Calamity's StrikeBase241AGI 8, PER 8,two at 90: Battle Saddles, Firearms and/or Magical Energy WeaponsWhen using a ranged weapon, your character will do a crippling hit on any part of the body if able once per battle.
203
Rampage's StrikeBase241AGI 8, STR 8Melee 90, Unarmed 90 The slayer walks the earth! In HtH or melee combat, your character will do a massive bleeding effect on target once per battle. 5d10 damage for bleed effect untill healed.
204
Brothers in ArmsBase30Squad Leader, Inspiring Leader, Magic of FriendshipStay together and there is nothing your squad can't overcome. With this perk, you and your companions gain 5 DR per person in squad, (max of 25)
205
If You Can't Beat 'EmBase301END 9Alchemy/Survivalism & Traps 100War. Radiation. Raiders. Mutants. Harsh life in the Equestrian Wasteland has battered and bruised both your body and soul, but you're not going to take it anymore! You have adapted ; you have survived. Mercy to anyone - or anything - that stands in your way now. (you can remake your character as a monster. but must keep this perk at lv 30
206
Ain't Like That Now Base301Karma less than -255 reduction in AP cost for all weapons, +5% Crit-Chance, 1 free move action per turn regardless of armour type.
207
Just Lucky I'm Alive Base301Karma between -25 and 25+4 Luck for 24 hours upon finishing a battle with less than 25% health,+50% critical damage. ,+25 AP, +3 initiative
208
Thought You Died Base301Karma at least 25+65 Health, +10% DR, +1d10 overall damage
209
Math WrathSATS101Hacking & Matrix 70 You are able to optimize your PipBuck’s targeting spell logic. S.A.T.S. attacks cost now 5 AP less.
210
Cooler Under FireSATS121You may activate S.A.T.S. multiple times in a turn.
211
Center of Mass SATS141Firearms 70 In S.A.T.S., you do an additional d10 damage when targeting the torso.
212
SATS 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.
213
Concentrated Fire SATS181Magical Energy Weapons / Firearms 70 +5% accuracy in S.A.T.S. with every attack queued on the same enemy
214
Broad Daylight SATS261No Sneak penalty for using Pip-Boy light.
215
Greater AffinityShaman 4specialShaman or Tribal ShamanspecialYour 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.
216
Advanced ShamanismShaman 8Shaman or Tribal Shaman, CHA 5Shamanism 50Your 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.  
217
Expert ShamanismShaman 16Advanced Shamanism, CHA 7Shamanism 80Your 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.