| A | B | C | D | E | F | G | |
|---|---|---|---|---|---|---|---|
1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description |
2 | Brown Muzzle | Base | 2 | 1 | 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 | 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) | ||
4 | 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. | |
5 | 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). | ||
6 | Extra Special | Base | 2 | 10 | You can put a single extra point into any of your SPECIAL attributes. | ||
7 | 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. | |
8 | 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. | |
9 | 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. | ||
10 | 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). |
11 | 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. |
12 | 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). | |
13 | Thief | Base | 2 | 1 | AGI 5 | +10 to Sleight of Hoof when pickpocketing | |
14 | 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. | |
15 | Locksmith | Base | 2 | 3 | INT 4, PER 4 | +5 [Repair & Mechanics, Lockpick] per rank. Mastery: 5 extra points in each of these Skills. | |
16 | First in Class | Base | 2 | 3 | INT 4 | +5 [Medicine, Hacking & Matrix Tech] per rank. Mastery: 5 extra points in each of these Skills. | |
17 | Gun Nut | Base | 2 | 3 | AGI 4, INT 4 | +5 [Firearms, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills. | |
18 | Backstabber | Base | 2 | 3 | STR 4, AGI 4 | +5 [Sneak, Melee OR Unarmed] per rank. Mastery: 5 extra points in each of these Skills. | |
19 | Little Leaguer | Base | 2 | 3 | STR 4, PER 4 | +5 [Thrown, Explosives] per rank. Mastery: 5 extra points in each of these Skills. | |
20 | 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. | |
21 | 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. | |
22 | Smooth Operator | Base | 2 | 3 | AGI 4, PER 4 | +5 [Repair & Mechanics, Pilot] per rank. Mastery: 5 extra points in each of these Skills. | |
23 | 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. | |
24 | Mare-do-Ill | Base | 2 | 3 | AGI 4, PER 4 | +5 [Sneak, Lockpick] per rank. Mastery: 5 extra points in each of these Skills. | |
25 | Magitechnologist | Base | 2 | 3 | INT 4 | +5 [Hacking & Matrix Tech, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills. | |
26 | Velvet Glove | Base | 2 | 3 | END 4, CHA 4 | +5 [Negotiation & Seduction, Unarmed] per rank. Mastery: 5 extra points in each of these Skills. | |
27 | Royal Canterlot Voice | Base | 2 | 3 | CHA 4 | +5 [Negotiation & Seduction, Bluff & Intimidation] per rank. Mastery: 5 extra points in each of these Skills. | |
28 | Nurse | Base | 2 | 3 | INT 4, END 4 | +5 [Medicine, Alchemy & Chemistry] per rank. Mastery: 5 extra points in each of these Skills. | |
29 | Saboteur | Base | 2 | 3 | PER 4, AGI 4 | +5 [Sneak, Explosives] per rank. Mastery: 5 extra points in each of these Skills. | |
30 | Saddle Crafter | Base | 2 | 3 | END 4, INT 4 | +5 [Saddles, Repair & Mechanics] per rank. Mastery: 5 extra points in each of these Skills. | |
31 | 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. | |
32 | Fast Pack Buckles | Base | 3 | 1 | AGI 5 | Accessing your inventory costs half AP. | |
33 | 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. |
34 | 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. | |
35 | 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. | |
36 | 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' | |
37 | 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!' | |
38 | 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 | ||
39 | 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. | |
40 | Brickabrack | Base | 4 | 1 | Random | You may produce 1d10 random items worth 10 or less caps once per game day | |
41 | Big Game Hunter | Base | 4 | 1 | Survivalism & Traps 40 | +2d10 damage to mutant wildlife | |
42 | 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. | |
43 | 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. | |
44 | 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. | |
45 | 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. | |
46 | Iron Hoof (Years of Applebucking) | Base | 4 | 2 | STR 4 | Do +d10 more damage with all Unarmed-type attacks which inflict damage. | |
47 | 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. | |
48 | Like a Bullet | Base | 4 | 1 | AGI 4 | You gain +3 to your Initiative rolls. | |
49 | Lone Wanderer | Base | 4 | 1 | CHA < 5 | 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. |
50 | 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%. |
51 | 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. | |
52 | 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. |
53 | 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 there free starting perk. |
54 | 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. | |
55 | 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. | |
56 | Angel Of Deception | Base | 6 | 1 | Sneak 50, Karma > 49, | Your character's innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to stealing attempts. | |
57 | 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. | |
58 | 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. | |
59 | 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. |
60 | 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 |
61 | 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. |
62 | 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. | |
63 | Falling With Style | Base | 6 | 1 | END 7 or AGI 7 | You ignore the d10s on falling damage. | |
64 | 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. |
65 | 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. | ||
66 | 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. | ||
67 | 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 | |
68 | 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. | |
69 | Ghost | Base | 6 | 1 | Sneak 60 | Characters with this perk gain double the normal bonuses to Sneak for poor light conditions. | |
70 | Gunslinger | Base | 6 | 1 | PER 4 | Firearms 45 | While using a pistol or SMG, you gain a +10 to hit bonus. |
71 | 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. | ||
72 | Pathfinder | Base | 6 | 1 | END 6 | 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. |
73 | Quick Recovery | Base | 6 | 1 | AGI 5, | It only costs you 10 AP to stand up after being knocked down. | |
74 | 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. | |
75 | 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. | |
76 | 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. | |
77 | 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. |
78 | 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. | |
79 | 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). | |
80 | 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.) | |
81 | 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. | |
82 | Explorer | Base | 8 | 1 | PER 6, | Survivalism & Traps 50 | This perk adds +10 to Survivalism & Trapsl. It also grants +2 LCK for purposes of finding special encounters and hidden places. |
83 | 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. | |
84 | 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. | |
85 | Leaf on the Wind | Base | 8 | 2 | Pilot 65 | Reduced the enemy's chance to hit you, your vehicle and anyone in it by 5% while you're driving it. | |
86 | Living Anatomy | Base | 8 | 1 | Medicine 70 | Shows health and Damage Threshold of any target. +d10 bonus to damage against living, nonmutated creatures. | |
87 | 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. | |
88 | 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. | |
89 | Ministry Training | Base | 8 | 1 | +10% to hit when using rifles of any description. | ||
90 | Organizer | Base | 8 | 1 | INT 5 | 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. |
91 | Rad Resistance | Base | 8 | 1 | END 5 | Survivalism & Traps 50 | +25% radiation resistance permanently. |
92 | 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. | |
93 | Snake Eater | Base | 8 | 1 | END 5 | Half chance of being poisoned (or +50% poison resist) | |
94 | Sun and Moon | Base | 8 | 1 | +15 to Bluff & Intimidation and Negotiation & Seduction with neutral karma | ||
95 | 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) |
96 | Tribal Warrior | Base | 8 | 1 | Melee 45, Thrown 45 | +1d10 DAM when using any Clubs, Machetes, Swords, Shovel Spears, Knife Spears, Baseball Bats, War Clubs, Sledgehammers, Fire Axes and any non explosive thrown weapons. Only the first AGI attacks per turn get bonus dice. | |
97 | 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. | |
98 | 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) | |
99 | “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. | |
100 | But I want it NOW! | Base | 9 | Instantly gain a level |