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1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description
2 | Brown Muzzle | Base | 2 | 2 | INT 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 Planning | Base | 2 | 1 | INT 6 |  | You 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 Bandit | Base | 2 | 1 |  |  | +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 Crusader | Base | 2 | 1 | Foal, Blank Flank Trait |  | Foals 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.
6 | Combat Coordinator | Base | 2 | 1 | CHA 6 |  | You 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.
7 | Dark Mare / Black Stallion | Base | 2 | 1 |  |  | +D10 damage to opposite sex, and extra +5 Negotiation & Seduction for seduction purposes on other-gender individuals (whose barn door swings that way).
8 | Extra Special | Base | 2 | 10 |  |  | You can put a single extra point into any of your SPECIAL attributes.
9 | Flail Master | Base | 2 | 2 |  | Melee/Unarmed <40 | You 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.
10 | Foal at Heart | Base | 2 | 1 | CHA 4 |  | You gain +10 to Negotiation & Sedu... Cuteness when dealing with a child. The disposition of children is one higher for you.
11 | Lack of Fucks | Base | 2 | special |  |  | You 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.
12 | Rapid Reload | Base | 2 | 1 | AGI 5 | Firearms or MEW 30 | All of your weapon reloads cost half AP (so 5 AP less than normal, 10 for bigger weapons).
13 | Running Tackle | Base | 2 | 1 | STR 6, | Unarmed 40 | Sprint into enemies to tackle them: +2 to the trip attempt if performed at the end of a move action.
14 | Tail trick | Base | 2 | 1 | AGI 5 |  | Allows you to use your tail as prehensile limb, capable of handling or throwing small items (much like a hand).
15 | Thief | Base | 2 | 1 | AGI 5 |  | +10 to Sleight of Hoof when pickpocketing
16 | LittlePip's Vice | Base | 2 | 3 | INT 4, PER 4 |  | +5 [Hacking & Matrix Tech, Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
17 | Locksmith | Base | 2 | 3 | INT 4, PER 4 |  | +5 [Repair & Mechanics, Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
18 | First in Class | Base | 2 | 3 | INT 4 |  | +5 [Medicine, Hacking & Matrix Tech] per rank. Mastery: 5 extra points in each of these Skills.
19 | Gun Nut | Base | 2 | 3 | AGI 4, INT 4 |  | +5 [Firearms, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
20 | Backstabber | Base | 2 | 3 | STR 4, AGI 4 |  | +5 [Sneak, Melee OR Unarmed] per rank. Mastery: 5 extra points in each of these Skills.
21 | Little Leaguer | Base | 2 | 3 | STR 4, PER 4 |  | +5 [Thrown, Explosives] per rank. Mastery: 5 extra points in each of these Skills.
22 | Hunter-Killer | Base | 2 | 3 | AGI 4, STR 4 |  | +5 [Melee OR Unarmed, Firearms] per rank. Mastery: 5 extra points in each of these Skills.
23 | Arcanist | Base | 2 | 3 | INT 4 |  | +5 [Hacking & Matrix Tech, Academics & Lore OR Magic] per rank. Mastery: 5 extra points in each of these Skills.
24 | Smooth Operator | Base | 2 | 3 | AGI 4, PER 4 |  | +5 [Repair & Mechanics, Pilot] per rank. Mastery: 5 extra points in each of these Skills.
25 | Weathered | Base | 2 | 3 | END 4 |  | +5 [Survivalism & Traps, Poison Resistance and Radiation Resistance] per rank. Mastery: 5 extra points in each of these Skills.
26 | Mare-do-Ill | Base | 2 | 3 | AGI 4, PER 4 |  | +5 [Sneak, Sleight of Hoof OR Lockpick] per rank. Mastery: 5 extra points in each of these Skills.
27 | Magitechnologist | Base | 2 | 3 | INT 4 |  | +5 [Hacking & Matrix Tech, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
28 | Velvet Glove | Base | 2 | 3 | END 4, CHA 4 |  | +5 [Negotiation & Seduction, Unarmed] per rank. Mastery: 5 extra points in each of these Skills.
29 | Royal Canterlot Voice | Base | 2 | 3 | CHA 4 |  | +5 [Negotiation & Seduction, Bluff & Intimidation] per rank. Mastery: 5 extra points in each of these Skills.
30 | Nurse | Base | 2 | 3 | INT 4, END 4 |  | +5 [Medicine, Alchemy & Chemistry] per rank. Mastery: 5 extra points in each of these Skills.
31 | Saboteur | Base | 2 | 3 | PER 4, AGI 4 |  | +5 [Sneak, Explosives] per rank. Mastery: 5 extra points in each of these Skills.
32 | Saddle Crafter | Base | 2 | 3 | END 4, INT 4 |  | +5 [Saddles, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills.
33 | Zap Apple | Base | 2 | 3 | INT 4, PER 4 |  | +5 [MEW, Hacking & Matrix Tech] per rank. Mastery: 5 extra points in each of these Skills.
34 | Fast Pack Buckles | Base | 3 | 1 | AGI 5 |  | Accessing your inventory costs half AP.
35 | Field Medic | Base | 3 | 1 | AGI 6 | Medicine 45 | You 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.
36 | Stalliongrad Roulette | Base | 3 | 1 | LCK 6 |  | Nothing 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.
37 | Sunny and Smiling | Base | 3 | 3 | CHA 5 |  | Your bright attitude during the day makes others happy. With this perk, your Negotiation & Seduction skill increase by 5 from sunrise to sunset.
38 | Pistol Whip | Base | 3 | 1 |  | Unarmed 35 | Pistols 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'
39 | Rifle Fighting | Base | 3 | 1 |  | Melee 35 | You 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!'
40 | Your Mother Was a Hamster! | Base | 3 | 1 |  |  | Through 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
41 | Caffiene Addict | Base | 3 | 1 |  |  | +1 initiative roll for 1 hour , after consuming food item.
42 | All Night Long | Base | 4 | 1 | END 4 |  | You 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.
43 | Brickabrack | Base | 4 | 1 | Random |  | You may produce 1d10 random items worth 10 or less caps once per game day

44

Multi-Weapon Style

Base

4

1

At 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%

45 | Big Game Hunter | Base | 4 | 1 |  | Alchemy/Survivalism & Traps 40 | +2d10 damage to mutant wildlife
46 | Bookworm | Base | 4 | 1 | INT 4 |  | You pay much closer attention to the smaller details when reading. You gain 50% more skill points when reading books.
47 | Egghead | Base | 4 | 1 | INT 4 |  | They just can't manage to peel you off those books! You add +2 skill points each time you gain a new experience level.
48 | Explodey Mc-Gee | Base | 4 | 2 |  | 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.
49 | Hit the Deck! | Base | 4 | 1 | AGI 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.
50 | Years of Applebucking | Base | 4 | 2 | STR 4 |  | Do +d10 more damage with all Unarmed-type attacks which inflict damage.
51 | Lethal Swordsmare/Buck | Base | 4 | 3 | AGI 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.
52 | Like a Bullet | Base | 4 | 1 | AGI 4 |  | You gain +3 to your Initiative rolls.
53 | Lone Wanderer | Base | 4 | 1 | CHA < 5 | Alchemy/Survivalism & Traps 60 | You 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.
54 | Lunar Sight | Base | 4 | 1 | PER 6 | Sneak 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%.
55 | Tough Hide | Base | 4 | 3 | END 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.
56 | Wasteland Surgeon | Base | 4 | 1 | INT 4 | Medicine 60 | You 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.
57 | Where are my Pants!? | Base | 4 | 1 | LCK 7 | No bomb collar | You 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.
58 | Ammo Crafter | Base | 6 | 1 |  | Repair & Mechanics 75 | 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.
59 | And Your Father Smelt of Elderberries! | Base | 6 | 1 | Your 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.
60 | Angel Of Deception | Base | 6 | 1 |  | Sleight 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.
61 | Armed and Dangerous | Base | 6 | 3 | AGI 6, PER 5 |  | Thanks 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.
62 | Buck Rodgers | Base | 6 | 3 | AGI 5, PER 6 |  | Zap 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.
63 | Demolition Expert | Base | 6 | 1 | AGI 4 | Explosives 60 | You 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.
64 | Dust in the Eyes | Base | 6 | 2 | AGI 6 | Melee / Unarmed 50 | When successfully parrying an opponent their attack is reduced by 20% for the next round
65 | Eagle eye | Base | 6 | 1 | Per 6 | 50 Firearms or MEW | All those clifftop shootouts have taught you how to spot. You gain +5 to guns and energy weapons when above your opponent.
66 | Empathy | Base | 6 | 1 | PER 7, INT 5 |  | You 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.
67 | Falling With Style | Base | 6 | 1 | END 7 or AGI 7 |  | You ignore the d10s on falling damage.
68 | You Feeling Lucky... Punk? | Base | 6 | 1 | LCK 6 | Firearms 45 | Your crit chance with revolvers increases by 6 if the weapon only has a single round left.
69 | Finesse | Base | 6 | 1 |  |  | 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.
70 | Flesh Wound | Base | 6 | 1 |  |  | 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.
71 | Focus Fire | Base | 6 | 1 | Combat Coordinator |  | For 20AP you may designate a target. All other nearby members of the party have a +10% increased chance to hit the target
72 | Fortune Finder | Base | 6 | 1 | LCK 7 |  | You discover more caps in stashes hidden in the world. You double your roll for how many caps you find in containers.
73 | Ghost | Base | 6 | 1 |  | Sneak 60 | Characters with this perk gain double the normal bonuses to Sneak for poor light conditions.
74 | Gunslinger | Base | 6 | 1 | PER 4 | Firearms 45 | While using a pistol or SMG, you gain a +10 to hit bonus.
75 | How You Like THEM Apples!? | Base | 6 | 3 |  |  | For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
76 | Pathfinder | Base | 6 | 1 | END 6 | Alchemy/Survivalism & Traps 60 | Travel 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.
77 | Quick Recovery | Base | 6 | 1 | AGI 5, |  | It only costs you 10 AP to stand up after being knocked down.
78 | Shotgun Surgeon | Base | 6 | 1 |  | Firearms 50 | When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
79 | Vigilant Recycler | Base | 6 | 1 |  | Hacking & Matrix Tech 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.
80 | Fearsome Liar | Base | 6 | 1 | STR 6 |  | For every point of STR you have over your targets STR, you gain a +5 to Bluff and intimidation rolls.
81 | Strong Lover | Base | 6 | 1 | STR 6 |  | For every point of STR you have over your targets STR, you gain a +5 to Negotiation and seduction rolls.
82 | Dominatrix | Base | 6 | 1 | Cherez La Filly / Barndoor Bandit or Dark Mare / Black Stallion ,7 CHA |  | +10 to intimidate rolls vs. members of the opposite sex. +1d10 damage
83 | Money Talks | Base | 6 | 1 | CHA 7 |  | You receive a bonus to your +1 Charisma, Disposition and 10 Speech skills for every 1500 caps, you have in your procession
84 | Blackjack’s Fury | Base | 8 | 1 |  | Unarmed / Melee 50 | As 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.
85 | Bluff Master | Base | 8 | 1 | CHA 7 | Bluff & Intimidation 70 | You 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 Aid | Base | 8 | 1 | CHA 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 Veteran | Base | 8 | 3 | no SPECIAL below 4 |  | All 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).
88 | Counter Canter | Base | 8 | 3 | AGI 6 |  | Your 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 | Cowboy | Base | 8 | 1 |  | Firearms 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 | Explorer | Base | 8 | 1 | PER 6, | Alchemy/Survivalism & Traps 50 | This perk adds +10 to Survivalism & Trapsl. It also grants +2 LCK for purposes of finding special encounters and hidden places.
91 | Future Soldier | Base | 8 | 1 |  | MEW 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 | Grunt | Base | 8 | 1 |  | Firearms 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.
93 | Leaf on the Wind | Base | 8 | 2 |  | Pilot 65 | Reduced the enemy's chance to hit you, your vehicle and anyone in it by 10% while you're driving it.
94 | Living Anatomy | Base | 8 | 1 |  | Medicine 70 | Shows health and Damage Threshold of any target. +d10 bonus to damage against living, nonmutated creatures.
95 | Knight in Shining Armor | Base | 8 | 3 | STR 6, END 6 |  | When wearing heavy armor, you gain +4 DT per rank. Mastery grants an additional +3 DT.
96 | Mambo Italiano | Base | 8 | 1 | AGI 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 Training | Base | 8 | 1 |  |  | +10% to hit when using rifles of any description.
98 | Organizer | Base | 8 | 1 | INT 5 | Alchemy/Survivalism & Traps 40 | You 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 | Base | 8 | 1 | END 5 | Alchemy/Survivalism & Traps 50 | +25% radiation resistance permanently.
100 | Scrounger | Base | 8 | 1 | LCK 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 Eater | Base | 8 | 1 | END 5 |  | Half chance of being poisoned (or +50% poison resist)
102 | Sun and Moon | Base | 8 | 1 |  |  | +15 to Bluff & Intimidation and Negotiation & Seduction with neutral karma
103 | Super Slam | Base | 8 | 1 | STR 6, | Melee / Unarmed 50 | 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)
104 | Tribal Warrior | Base | 8 | 1 |  | Melee 45, Thrown 45 | +1d10 DAM with Melee/Unarmed weapons and Thrown weapons Only the first AGI attacks per turn get bonus dice.
105 | Whining presence | Base | 8 | 1 | Blank 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 Face | Base | 8 | 1 |  |  | You 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 Hunt | Base | 9 | 3 |  |  | +10% to hit and +d10 damage against airborne targets. Yes, you hate them with a passion.
108 | Meditation | Base | 9 | 1 |  |  | You have learned the old techinique of Centering your self. When meditating your natural healing rate is trippled.
109 | Gun fu | Base | 9 | 1 | AGI 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” Pony | Base | 9 | 1 | END 5 |  | With 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! | Base | 9 | 1 |  |  | Instantly gain a level
112 | Karma Beacon | Base | 9 | 1 | CHA 6, |  | Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction.
113 | Sharpshooter | Base | 9 | 2 | PER 7, INT 6, |  | Halves the range penalties for firing at 'Med', 'Long' and 'Extreme' range.
114 | Tag! | Base | 9 | 1 |  |  | Gain another tag skill

115

Chaos Child

Base

10

1

LCK 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 | Base | 10 | 1 |  | Alchemy/Survivalism & Traps 50 | +2d10 damage against Alicorns, Bloatsprites and other creatures mutated by Taint
117 | And Stay Back | Base | 10 | 1 |  | Firearms 70 | If 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 Luna | Base | 10 | 1 | CHA 5 | Cannot 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)
119 | Blessed by Celestia | Base | 10 | 1 | CHA 5 | Cannot 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 Luck | Base | 10 | 1 | PER no greater than 3 |  | Your are blind but not doomed. During combat, your luck is boosted to 10.
121 | Bloody Mess | Base | 10 | 1 |  |  | +D10 overall damage and more violent, explod-ey deaths for some reason
122 | Bookworm's Revenge | Base | 10 | 1 | INT 5 | Academics & Lore 50 | Grants +8 DT and Strength increased to 10 whenever health is below 20%.
123 | Crazy Pone! | Base | 10 | 1 | AGI 6, LCK 6 |  | Once 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 Whiz | Base | 10 | 1 | INT 7 | Hacking & Matrix Tech75 | Allows you to re-break into magi-tech terminals after being locked out once
125 | Not Enough Fun for You? | Base | 10 | 1 |  | Explosives 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! | Base | 10 | 1 |  |  | +2 DT and +5% Critical chance against factions such as the Enclave, Red Eye, or the Steel Rangers.
127 | Filly Luck | Base | 10 | 1 | LCK 6 |  | May 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 Apostle | Base | 10 | 2 | CHA 5 | Alchemy/Survivalism & Traps 45 | Mutant animals are no longer aggressive to you, at rank 2 they even help you.
129 | "Friendly" Fire | Base | 10 | 1 | CHA 6 | Fireamrs/MEW 50 | Whenever you accidentally injure your allies reduce the damage by 50%. Has no effect on emotional damage.
130 | How We Do It Down on the Farm | Base | 10 | 1 | PER 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 | Infiltrator | Base | 10 | 1 | PER 7 | Lockpick 70 | Allows to you un-jam locks for a second attempt at picking
132 | Leader | Base | 10 | 1 | CHA 7 |  | You 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 Ruse | Base | 10 |  |  | Sneak 60 | You gain +10 Sneak against sleeping targets and gain +1 crit multiplier in your attacks against sleeping targets.
134 | Mysterious Mare-Do-Well | Base | 10 | 1 | LCK 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 Diplomacy | Base | 10 | 1 | Shotgun Surgeon |  | A fully loaded shotgun is an answer to anything. +3% crit chance with any shotgun.
136 | Purifier | Base | 10 | 1 |  | Melee / Unarmed 40 | You do +2d10 extra damage with melee and unarmed weapons against mutated creatures
137 | Wasteland Guru | Base | 10 | 3 |  | Alchemy/Survivalism & Traps 75 | You 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 | Rejected | Base | 10 |  | CHA <4 | Karma less than -25 | Nobody loves you, as a result your health has increased by 50 and your damage resistance has increased by 5.
139 | Bringer of Anarchy | Base | 12 | 1 | CHA 4 |  | +2d10 damage against lawponies, traders, law abinding citizens , and other creatures with karma above 25.
140 | Bringer of Justice | Base | 12 | 1 | CHA 4 |  | +2d10 damage against raiders, slavers, criminals, and other creatures with karma below -25.
141 | Cannibal | Base | 12 | 1 |  |  | Consume intelligent races for +25 HP, +2 Rads. Cannibalizing is a heinous moral affront, doing so will incur Karma loss
142 | Celestial Blessing | Base | 12 | 2 | END 5 |  | +30 health
143 | Clever Prancer | Base | 12 | 1 | AGI 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 Personality | Base | 12 | 1 | CHA 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 Engineer | Base | 12 | 1 | INT 5 | , Mechanics 75, Matrix Tech 75 | You can build and repair cybernetics
146 | Cybernetic Surgeon Mk 1 | Base | 12 | 1 | INT 5 | Medicine 75, Matrix Tech 30 | You have been trained and can implant cybernetics into ponies
147 | Fast Metabolism | Base | 12 | 1 |  |  | Healing potions and spells heal you for an extra +10+1d10 health.
148 | Gladiator Pony | Base | 12 | 1 | AGI 6 | Unarmed / Melee 60 | Your 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 | Base | 12 | 1 | STR 7 | Firearms 50 | Weapons 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 | Base | 12 | 1 | PER 7 |  | Your chance to hit an opponents' grounded limbs is increased by 20%.
151 | Nimble Moves | Base | 12 | 1 |  | Unarmed / Melee 75 | Your chance to parry is increased by 15%
152 | Piercing Hoof / Piercing Strike | Base | 12 | 1 |  | Unarmed / Melee 70 | All your unarmed or melee attacks negate 10 points of DT.
153 | Pyromaniac | Base | 12 | 1 |  |  | When igniting an enemy the burn effect does an extra +d10 damage
154 | RAWR! | Base | 12 | 1 | Blank Flank or Foal at Heart |  | Once 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 | Riposte | Base | 12 | 1 |  | Unarmed / Melee 50 | When successfully parrying an opponent you immediately make a counter attack at -25% chance.
156 | Robotics Expert | Base | 12 | 1 |  |  | +2d10 dmg to robots and Cyberponies; can disable ministry robots from hidden or if the robot is dormant
157 | Silent Gallop | Base | 12 | 1 | AGI 6 | Sneak 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 | Sniperpony | Base | 12 | 1 |  | AGI 6, PER 6 | Penalties for called ranged shots are halved.
159 | Splash Damage | Base | 12 | 1 |  | Explosives 70 | When you use explosives, the area which takes full damage is double the AoE value for the explosive.
160 | Furious Flank | Base | 12 | 1 | CHA 7 |  | Your 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 Player | Base | 12 | 1 | CHA 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, you gains +5% to all skills.
162 | Team Leader | Base | 12 | 1 | Team Player CHA 6 |  | You 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 Cooker | Base | 12 | 1 |  | Explosives 90 | Splash 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 Die | Base | 12 | 1 |  |  | While 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 Handling | Base | 12 | 1 | AGI 5 |  | This perk reduces the STR requirement of weapons by 3.
166 | Hammer Space! | Base | 12 | 1 | Random |  | Where 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 Leader | Base | 14 | 3 | Leader, 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 Antidote | Base | 14 | 1 | Meditation |  | Your body has changed with your training. Poisons now deal half damage.
169 | Mimicry | Base | 14 | 1 | PER 7, CHA 7 | Bluff and Intimidation 100 | Can fake voice to resemble about anypony they heard before, check to impersonate rolled at a -35%
170 | Chemist | Base | 14 | 1 |  | Medicine 60 | Chems last twice as long.
171 | Cybernetic Surgeon Mk 2 | Base | 14 | 1 |  | Medicine 100, Hacking & Matrix Tech 75 | You 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 | Base | 14 | 1 |  |  | For each crippled limb you have, you do an additional 10 damage.
173 | Jury Rigging | Base | 14 | 1 |  | Mechanics 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 Dealer | Base | 14 | 1 | STR 6 | Battle Saddles / Firearms / Magical Energy Weapons / Magic 50 | When 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 Rain | Base | 14 | 1 | AGI 6, PER 6 | Battle Saddles / Firearms / Magical Energy Weapons 60 | Your 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 Trot | Base | 14 | 1 | PER 6, AGI 6 |  | You 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 | Base | 14 | 1 | CHA 6 | Barter 60 | All purchased items have their base price (before Persuade & Negotiate) reduced by 25%.
178 | Road Rage | Base | 14 | 1 | PER 6 | Pilot 75 | When you are piloting a vehicle, all sentient occupants of the vehicle (friend or foe, and not yourself) deal an extra 2d10 DAM.
179 | Two Face | Base | 14 | 1 |  |  | You 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 Heaven | Base | 14 | 1 | Wild Wasteland |  | When 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 Leader | Base | 16 | 1 | Leader, Combat Coordinator |  | You 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 Dash | Base | 16 | 1 |  | Alchemy/Survivalism & Traps 45 | When wearing light or no armor, you can make one move action per turn for free.
183 | Action Filly/Colt | Base | 16 | 2 |  |  | Gain an additional 15 action points
184 | Meltdown | Base | 16 | 1 |  | Magical 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 Block | Base | 16 | 1 |  |  | Mental 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 Wrath | Base | 16 | 1 |  |  | Flame 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 | Base | 16 | 1 | STR 7, | Melee / Unarmed 90 | Your attacks ignore the first successfull parry against you, once a turn.
188 | Financial Advisor | Base | 18 | 1 | Master Trader CHA 8 | Negotiation & Seduction 100 | You 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 Hoof | Base | 18 | 1 |  | Unarmed 80 | Your 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 Friendship | Base | 18 | 1 | CHA 6 |  | When 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 | Base | 18 | 1 |  | Alchemy/Survivalism & Traps 50 | May take a single free standard move action a turn if outdoors.
192 | Wall of Steeled Hooves / Whirling Blades | Base | 18 | 1 |  | Melee / Unarmed 80 | Allows you to re-roll parry if failed must take the results of the second roll
193 | Celestia Powered | Base | 20 | 1 |  |  | You 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 | Base | 20 | 1 |  | Melee / 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 Gallop | Base | 20 | 1 |  |  | If 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! | Base | 20 | 1 | Random |  | You 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 | Amanuensis | Base | 22 | 1 | INT 6, PER 7 |  | Can copy existing magazines into blank or damaged magazines/books.
198 | Giving 120% | Base | 22 | 1 | LCK 9 |  | Once 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 | Base | 22 | 1 | END 8 |  | Sleep removes 100 Rads. Beware bystanders.
200 | Laser Commander | Base | 22 | 1 |  | MEW 90 | You 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 Spaz | Base | 22 | 1 |  | MEW 90 | AP costs for all plasma weapons (including grenades) are reduced by 5 and have +5% Crit Chance.
202 | Calamity's Strike | Base | 24 | 1 | AGI 8, PER 8, | two at 90: Battle Saddles, Firearms and/or Magical Energy Weapons | When 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 Strike | Base | 24 | 1 | AGI 8, STR 8 | Melee 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 Arms | Base | 30 |  | Squad Leader, Inspiring Leader, Magic of Friendship |  | Stay 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 'Em | Base | 30 | 1 | END 9 | Alchemy/Survivalism & Traps 100 | War. 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 | Base | 30 | 1 |  | Karma less than -25 | 5 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 | Base | 30 | 1 |  | Karma 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 | Base | 30 | 1 |  | Karma at least 25 | +65 Health, +10% DR, +1d10 overall damage
209 | Math Wrath | SATS | 10 | 1 |  | Hacking & 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 Fire | SATS | 12 | 1 |  |  | You may activate S.A.T.S. multiple times in a turn.
211 | Center of Mass | SATS | 14 | 1 |  | Firearms 70 | In S.A.T.S., you do an additional d10 damage when targeting the torso.
212 | SATS Action Filly | SATS | 16 | 2 | AGI 6 |  | You 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 | SATS | 18 | 1 |  | Magical Energy Weapons / Firearms 70 | +5% accuracy in S.A.T.S. with every attack queued on the same enemy
214 | Broad Daylight | SATS | 26 | 1 |  |  | No Sneak penalty for using Pip-Boy light.

215

Greater Affinity

Shaman

4

special

Shaman or Tribal Shaman

special

Your 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 Shamanism

Shaman

8

Shaman or Tribal Shaman, CHA 5

Shamanism 50

Your 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 Shamanism

Shaman

16

Advanced Shamanism, CHA 7

Shamanism 80

Your 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.