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1 |  | Type | Level | Requirements | Description
2 | If 6 perks is to much in your opinion you might try changing the Master's level perk to a quest perk, earned after an appropriate battle or quest that uses the fighting style in a particulary difficult situation.
3 | Fallen Caesar Style (2.0) |  |  |  | A Hard Martial Art that has a focus in stealth and Armor Piercing Strikes
4 | Trained By a Master | *Quest* or Trait | 1 |  | You have been trained by a master in the Fallen Caesar Style; Zebras may start with this as a trait (as a trait it grants +3 Sneak and Unarmed); the benefits of this style may only be gained while using bare hooves or a hoof to hoof weapon with an AP cost of 15 or less. This style can only be used when wearing light armor or less.
5 | Fallen Caesar I | base | 2 | Trained By a Master | +6 to Sneak, +6 to unarmed
6 | Fallen Caesar II | base | 6 | Fallen Caesar I | +9 to Sneak, +9 to unarmed, +3 Damage in Hoof to Hoof (Hoof Damage: 1d10+STR+3)
7 | Fallen Caesar III | base | 10 | Fallen Caesar II; Unarmed 60 | +5% to critical on sneak attacks; +7 Damage in Hoof to Hoof (Hoof Damage: 1d10+STR+10)
8 | Fallen Caesar IV | base | 14 | Fallen Caesar III; Unarmed 80 | +5% to critical on sneak attacks; Add Agility to Hoof to Hoof Damage (Hoof Damage: 1d10+STR+AGI+10)
9 | Fallen Caesar V | base | 18 | Fallen Caesar IV; Unarmed 100 | Hoof to Hoof Damage Increases to STR+AGI x2 (Hoof Damage: 1d10+(STR*2+AG*2)+10); attack negates 5 DT
10 | Master of Fallen Caesar | base | 22 | Fallen Caesar V | Unarmed attacks now gain the weapon special 'Crippling'; Criticals do an extra 50% damage. (Ie *1.5 becomes *2); may now train other ponies in Fallen Caesar

11

Note that Fallen Caesar applies to all natural weapons a character may have, IE: a griffons claws, a minotaurs horns and so on, not just pony hooves. Hoof to Hoof Damage listed assumes no other perks pertaining to your attack. To clarify this style is meant to be used only with weapons such as brass shoes or spiked shoes. If a perk of trait reduces the AP of an unarmed weapon to 15 or less it does not make the weapon usable with this style.

12 | Doom Bunny Style |  |  |  | A Hard Martial Art that focuses on the use of drugs in combat
13 | Trained By a Master | *Quest Perk* or Trait | 1 |  | You have been trained by a master in the Doom Bunny Style; Ponies may start with this as a trait (as a trait it adds +3 to unarmed, melee and -5% chance of addiction)
14 | Doom Bunny Style I | base | 2 | Trained By a Master | +6 to unarmed and melee; -1% chance of addiction
15 | Doom Bunny Style II | base | 6 | Doom Bunny Style I | +9 to unarmed and melee; -2% chance of addiction
16 | Doom Bunny Style III | base | 10 | Doom Bunny Style II | +6 unarmed and melee damage; -3% chance of addiction
17 | Doom Bunny Style IV | base | 14 | Doom Bunny Style III | +9 unarmed and melee damage; -3% chance of addiction. Drugs now last x2 times as long.
18 | Doom Bunny Style V | base | 18 | Doom Bunny Style IV | Drugs now provide 150% effects. [except DR related boosts, which only go up by a +5] -3% addiction chance (If in your game drugs do not normaly allow one to exceed base SPECIAL caps characters with this perk can now do so By 1 [IE: up to 11])
19 | Master of Doom Bunny Style | base | 22 | Doom Bunny Style V | Drugs now last 3 times as long. Addiction chance reduced by 10% (there is always a 1 percent chance to become addicted). Your drug fueled fury alows you to fight for END/2 turns after you have dropped to 0 HP. (as long as your pumped up on combat drugs)
20 | Note: the -#% chance to addiction stacks. With all perks gained you should have a -19% adiction chance. The bonus to damage is always there even when not on drugs. Note that while below 0 HP, a pony takes a -1 to all SPECIAL checks and a -10 to skill checks.
21 | Titan Slayer Style |  |  |  | A Hard Martial Art focused on inflicting damage on large beings
22 | Trained by a Master | *Quest Perk* or Trait | 1 |  | You have been trained by a master in the Titan Slayer Style; Zebra's may start off with this as a trait. (As a trait it grants +2d10 damage to targets size level 1 and up.)
23 | Titan Slayer Style I | base | 2 | Trained by a Master | +6 to unarmed and melee; -6% to be hit by enemies at size level 1 and up
24 | Titan Slayer Style II | base | 6 | Titan Slayer Style I | +9 to unarmed and melee; -9% to be hit by enemies at size level 1 and up
25 | Titan Slayer Style III | base | 10 | Titan Slayer Style II | +2d10 damage vs enemies at least 2 size levels larger than you; +5 to lore checks (survival) in regard to monsters
26 | Titan Slayer Style IV | base | 14 | Titan Slayer Style III | +2d10 damage vs enemies at least 2 size levels larger than you; +10 to lore checks (survival) in regard to monsters
27 | Titan Slayer Style V | base | 18 | Titan Slayer Style IV | Against an enemy at least size level 1 and up, you may once per combat round use unspent AP to make a move action to get out of range an AOE based attack made by an eneimy at least 2 size levels larger than you; This abilty can only be used when wearing meduim armor or less (if you do not have enough ap to move clear, you may not get clear of the attack). On a successful Survival check you may bypass the DT of a monster that is at least 2 size levels larger than you.
28 | Master of Titan Slayer Style | base | 22 | Titan Slayer Style V | Against an enemy at least 2 size levels larger than you, your attacks inflict 200% more damage on a critical and you are +20% to crit.; You gain an adtional -10% to be hit by enemies who are at least size level 1 and up and a +2d10 addtional damage.
29 | Note that Titan Slayer Style damage mods work with all weapons so long as conditions are met. Also Remember that for each size level below your opponent you are he suffers a -15% to hit you.
30 | Reed in the Wind Style |  |  |  | A soft martial art that teaches advoidance and redirection
31 | Trained by a Master | *Quest Perk* or Trait | 1 |  | You have been trained by a master in the Reed in the Wind Style; Zebra's may start off with this as a trait. (As a trait it grants +3 unarmed and melee.) This style can only be used when wearing light armor or less and you must be free to move, pinned, grappled or other imoblization effects will nullify this style.
32 | Reed in the Wind Style I | base | 2 | Trained By A Master | +6 to unarmed and melee; -5% to be hit.
33 | Reed in the Wind Style II | base | 6 | Reed in the Wind Style I | +9 to unarmed and melee; -5% to be hit.
34 | Reed in the Wind Style III | base | 10 | Reed in the Wind Style II | +6 to parry; -5% to be hit
35 | Reed in the Wind Style IV | base | 14 | Reed in the Wind Style III | +9 to parry; -5% to be hit
36 | Reed in the Wind Style V | base | 18 | Reed in the Wind Style IV | +10 to parry; on a successful parry may attempt an AGI check -2 to redirect a parried attack into the area next to the attack, if the space is ocupied by another you may direct the attack to hit them. You may once per combat round use unspent AP to make a move action to get out range of an AOE based attack (if you do not have enough ap to move clear, you may not get clear of the attack).
37 | Master of Reed in the Wind Style | base | 22 | Reed in the Wind Style V | +10 to parry;on a successful parry may attempt an AGI check to redirect a parried attack into an oponent next to the attacker. You gain +10 DR. You gain an aditional -5% to be hit. You may now use this style even when pinned or grappled.
38 | Note: Remember parry is a contest of skills. All penalties to be hit over the levels stack.
39 | Iron Hoof Style |  |  |  | A Combination Hard and Soft Martial Art that focuses on powerful strikes and building amazing durabilty.
40 | Trained by a Master | *Quest Perk* or Trait | 1 | Earth Pony; STR and END 4 | You have been trained by a master in the Iron Hoof Style; Earth Ponies may start off with this as a trait. (As a trait it grants +3 unarmed +2 Damage and DT.) This style can only be used when wearing light armor or less. Any EP who studies this style past Ironhoof Style II may not take any perk that outwardly expresses EP magic. IE: Gears of Harmony, Raise That Barn, Healing of Mother Earth and so on; may not become a cyber pony (or you do you loose the effects past Iron Hoof Style II)
41 | Iron Hoof Style I | base | 2 | Trained by a Master | +6 Unarmed +6 unarmed damage
42 | Iron Hoof Style II | base | 6 | Iron Hoof Style I | +9 Unarmed +9 unarmed damage +4 DT
43 | Iron Hoof Style III | base | 10 | Iron Hoof Style II; END and STR 6 | +5 DT and +4 DR
44 | Iron Hoof Style IV | base | 14 | Iron Hoof Style III | +6 DT and +6 DR
45 | Iron Hoof Style V | base | 18 | Iron Hoof Style IV | Basic Hoof attack damage increased to (Str*2)+2d10; Attack has STR*3 chance to knock down the target. (IE prone)
46 | Master of Iron Hoof Style | base | 22 | Iron Hoof Style V; END and STR 8 | Basic Hoof attack damage increased to (Str*3)+4d10; +5 DT and DR; Slam Attacks are treated as if your STR was 3 higher; STR and END +1 (max END and STR now 13); your body has become so tough that aging has slowed, a master of this style can easly live an extra hundred years.
47 | This style reprenests an EP turning his slow natural magic in on himself to enhance his body. This style was developed (mostly by farm ponies) before the 3 pony tribes united to found Equestria, to fight off the aggression of Unicorn and Pegasi tribes. After the founding of Equestria however the style was all but lost as it is dificult and grueling style to master. Masters of the Iron hoof are *very rare*. There is likely no more than 2 in the world after the bombs fell. It is rumored amongst the practitioners of the style that Big Mac was a student of the style. Unarmed, unarmed damage, DT, DR affects all stack. Basic Hoof damage does not.
48 | Way of the Blade Style |  |  |  | A Combination Hard and Soft Martial Art that focuses on the use of bladed weapons.
49 | Trained by a Master | *Quest Perk* or Trait | 1 |  | You have been trained by a master in the Way of the Blade Style; Anyone may start off with this as a trait.. (As a trait it adds +3 damage and +3 Melee Skill)
50 | Way of the Blade Style I | base | 2 | Trained by a Master | +6 Melee +3 Damage with bladed weapons.
51 | Way of the Blade Style II | base | 6 | Way of the Blade Style I | +9 Melee +6 Damage with bladed weapons. +5 Disarm
52 | Way of the Blade Style III | base | 10 | Way of the Blade Style II | +10 to Parry with bladed weapons; may riposte with bladed weapons (as per the perk). +5 disarm.
53 | Way of the Blade Style IV | base | 14 | Way of the Blade Style III | +2d10 Damage with Bladed weapons. +10 parry with bladed weapons. +10 to riposte with bladed weapons. +5 Disarm
54 | Way of the Blade Style V | base | 18 | Way of the Blade Style IV | Where a bladed weapon reads STR or AGI you may use your choice of STR or AGI to determine damage. +5 Disarm. May make an agi check on a disarm to catch the weapon and make use of it.
55 | Master of the Way of the Blade Style | base | 22 | Way of the Blade Style V | +2d10 Damage with Bladed weapons. +10 to Disarm. +10 to riposte and parry with bladed weapons. Bladed weapons now cost 5 less AP to use. (minumum 15 ap) Sundering Blow, with a bladed weapon your damage is doubled agaist inanimate objects.
56 | Note: all bonues stack.