TOMAGOMB Modern AAs 1st Tier

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Barrage of Bullets
Prerequisites:
 * 10 or more levels of Gunslinger

Once per day, the gunslinger may unleash a spectacular combat round of dual-wielded pistols, dealing +3 damage with every shot made that round and ignoring all recoil. If the gunslinger uses this ability to lay down cover fire, the opposition will duck for cover for a full round, guaranteed. The downside is that the gunslinger must fire as many bullets as he can during the round, holding nothing back.

Beautiful / Handsome
No, your character doesn't suddenly change appearance, this mostly represents a change of attitude and perhaps clothing / makeup. You may have always been attractive, but now you have the desire and know-how to use it! The character gains +20% on seduction and +10% on diplomacy, and gains an additional use for seduction: distraction. Rather than directly seduce the target, you flirt with them enough to distract them using the same rules for normal seduction. If you succeed, the target takes a -1 to perception for every 20% you succeed by (minimum -1), and it lasts for as long as you flirt with the target. For multiple targets, you take penalties: 2-4 people, -1/5th skill; 5-10 people, -2/5ths skill; 11-20 people, -3/5ths skill; and for crowds of 21+, -4/5ths skill. Your skill is always vs. the highest M.A. of any member of the crowd, since you're trying to distract ALL of them. If you only need a brief distraction, you can use partial nudity to remove a -1/5th penalty and gain +20% skill, but it only distracts the crowd reliably for 2 rounds, after that point they can make M.A. saves to come back to their senses - your friends had better work fast!

Unfortunately, now that you're flaunting it, people start recognizing you, and you get -10% skill with disguise attempts.

Beneficial Paranoia
Prerequisites:
 * M.A. 13+
 * Roleplay paranoia

You are constantly on the lookout for potential hazards and don't trust any situation. Your paranoia grants you a +2 bonus to M.A. for perception, +2 initiative, and you may use M.A. in place of Dex for your base Dodge if it would be beneficial.

Block Block (optional)
Prerequisite:
 * 10 or more levels of Block (optionally, 10 or more levels in any class with a d20 or larger hit die)

This uncreative AA is for that most uncreative of classes, the block, granting +70 HP.

Blood Mantra (optional)
Prerequisite:
 * 10 or more levels of Blood Cultist

The blood cultist has perfected their connection to their magic, healing +1 extra HP whenever they would gain HP with a blood college spell. In addition, this AA grants +5 HP and +1 damage with daggers and knives.

Bullets Hurt
Prerequisites:
 * Proficiency with at least one type of firearm

You gain +1 damage with all firearms.

Bullet-Tooth
Prerequisites:
 * Fortitude 13+
 * Must have been shot multiple times in the same fight

You gain +1 AC vs. bullets, and the first time each day you would go to 0 or less HP from a bullet wound, you instead drop to exactly 1 HP. The second ability does not apply to critical shots.

Cage Match
Prerequisites:
 * 10 or more levels of UFC Fighter

You're mean when you get cornered. Once per day for one round of combat, you gain +10 ft. speed, +1 damage with unarmed attacks, an extra attack and you critical two numbers higher than normal (so crits on a 1 would crit up to a roll of 3). During that round, the first blow you land on each opponent prompts a Fortitude save with -1 for every 10 damage you dealt. If they fail, they go unconscious for 2d4 rounds. If they succeed, subsequent blows have normal effect.

Critical Thinker
Prerequisites:
 * Luck 15+
 * M.A. 13+

You're not just lucky, you're smart, and your success drives you to greater efforts. When you get a critical hit in combat, your next skill check gets a +20% bonus as long as it happens within the next hour. This bonus does not stack with itself. Whenever you get a critical (or mini-crit) skill success, you earn a free +1% bonus to that skill permanently.

Cruiser Training
Prerequisites:
 * Drive: Automobile 60% or more
 * Skill Specialization: Drive
 * Background as a highway patrolman (State Trooper, etc.), or a stuntman

You have been trained for many unusual actions while driving, especially during car chases. First, you gain +10% to Drive: Automobile skill. Second, you remove a 1/5th penalty for speed, meaning you can drive over 100 MPH with no penalty, 150 MPH at -1/5th, etc. When you attempt to ram a car in a chase, if you fail the faceoff you don't take a -2/5ths penalty on the subsequent check to avoid wrecking. If you attempt to brake in front of another car to stop it, the opposing driver doesn't get a 20% bonus to avoid you in the faceoff. If they avoid your controlled wreck, you only lose 1 length in the chase. If you succeed but they break away the next round, you only lose 1 length in the chase.

Deadeye
Prerequisites:
 * Marksman 15+

Once per encounter, you may make a ranged attack as if you had been aiming for a full round. For guns, this means you get the full aim bonus on the shot, and for other ranged weapons you get the standard +3 aiming bonus. When you use Deadeye with a gun, you reset all your recoil penalties as if you had taken a main action not firing. When you use Deadeye with any other ranged weapon, you add +10 ft. to its range increment for that shot and remove any backstab penalties it may possess.

Diehard
Prerequisites:
 * Fort 15+

When you reach negative HP, you don't fall unconscious. You may still only make one action per round (as if you were at 0 HP), and you still must roll stabilization checks until you are healed or stabilized. You roll at Fort -3 instead of Fort -4 to stabilize. Finally, you don't die until you reach your Fortitude x2 expressed as a negative number (so, at Fort 15 you don't die until -30 HP).

Dirty Fighting (reprint)
Prerequisites:
 * Backstab class ability

You gain +3 damage when performing a backstab.

Don't Mind Him, He's New Here
Prerequisites:
 * 10 or more levels of Protagonist

While people may sometimes give you a hard time, they tend to like you (or perhaps pity you). Anytime an enemy would land a disabling blow on you or otherwise take very harsh action against you, they must make a M.A. save with a -2 penalty or be inclined to mercy, knocking you out if they were going to kill you, or giving you a ticket instead of taking away your license. This also applies if the NPC would take you hostage, unless the GM was using it as a plot device - you're the protagonist! Of course, if they succeed the save, you may still be S.O.L. In addition, you gain +4 HP and a +1% bonus to all skills.

Dual Prowess (reprint)
Prerequisites:
 * M.D. 15+

You gain an extra attack, but only with your dual-wielded offhand weapon.

Special: You may take this AA multiple times, but the second rank requires either 18+ M.D. or Dex, and every rank after that requires 2 more in either stat (20+, 22+, etc.). Also, this AA cannot give you more offhand attacks than you have regular mainhand attacks.

Educated
Prerequisites:
 * M.A. 13+

You get a +3% bonus to any skills you have put skill points in. In addition, once per session when you are using a skill that requires time and thought you may gain a +20% bonus to that skill for the duration of that use of it.

Endurance (reprint)
You gain +1 HP / level, which advances with level and works retroactively just like a Fortitude bonus would.

Energy Resistance
Prerequisites:
 * Fort 13+

You have developed a resistance to a form of energy. You may choose one of fire, cold, electricity, acid, force, light, shadow, aether, holy or unholy energy damage (in a mundane campaign, reduce this to fire, cold, electricity and acid). You have 4 resistance to that form of energy, reducing damage taken.

Get Off My Property
Prerequisites:
 * Shotgun Proficiency
 * Be an ornery cuss

You get +1 damage to shot loads (but not slugs). In addition, whenever you level a shotgun at someone, you have a palpable aura of intimidation, causing the target to make a M.A. save with a -2 penalty or flee in fear. Others standing next to the target make the same save, but with no penalty.

Gifted and Talented
Prerequisites:
 * 10 or more levels of Specialist

You gain a +10% bonus to the 3 skills you have Skill Specialist in. Once per day, you may treat a single skill roll as if you had Skill Specialist in it, rolling twice and taking the better of the two results. If you do this with a skill you have Skill Specialist in, make 3 rolls and take the best of the 3.

Go Postal!
Prerequisites:
 * Full-Auto gun proficiency
 * Marksman 14+, or character must be or have been a postal worker
 * Character level 10 or higher

Once per day, you can go postal, entering a suicidal rage and channelling it through your fully automatic firearm for 3 rounds. You can make an additional attack each round with a fully automatic firearm, and you deal +1 damage per bullet with fully automatic fire during that time. The downside is that you neglect your own safety for VENGEANCE, SWEET VENGEANCE! This means you lose -10% dodge during the same duration. You may choose to end the duration sooner if you wish.

God Favors the Average
Prerequisites:
 * No stat above 12
 * No skill above 50%
 * Cannot possess Piety or L.S.
 * No Special Abilities

For reasons unknown, things seem to work out for you. Whenever a fight breaks out, as long as you aren't attacking or trying to go somewhere which is guarded, you are completely ignored for the first two rounds (if there was a surprise round, that round counts against your two). The first attack that would hit you each fight, you automatically dodge. Further attacks affect you normally. The first critical failure you roll each session is downgraded to a regular failure. The first dangerous critical that happens rolled by any other character or NPC against you each session is downgraded; a critical hit turns into a normal hit, or a critical Knowledge: Medical failure turns into a normal failure. If multiple of these abilities would occur from the same action (for instance, the first attack that would hit you in a fight is a critical), use them in the most beneficial manner.

Gun Nut
Prerequisites:
 * Proficiency with at least 2 types of firearms
 * Gunsmithing 40% or better

Whenever you attempt ammo or gun modifications using Gunsmithing, you gain +20% skill for that action. In addition, you lower the Strength requirement on all guns you wield by 1 point, and whenever you take a full round to aim you get an additional +1 bonus to accuracy.

Hacker
Prerequisites:
 * Knowledge: Computers 70% or more
 * Skill Specialist: Knowledge: Computers

When attempting computer hacking, you reduce the penalty by 1/5th (-1/5th becomes no penalty, while -3/5ths would be -2/5ths). To a character with very high skill, this may be more beneficial than taking the Talented AA (see TOMAGOMB AAs). In addition, you gain a +20% skill bonus in faceoffs against administrators, unless the administrator also possesses the Hacker talent (hacking hackers is very difficult).

Hard Knocks (reprint)
You gain +2 to all physical damage. This bonus does not apply to crossbows, guns, or other artificially powered attacks.

Haul Off and Hit 'Em
Prerequisites:
 * Str 13+
 * Proficiency with some form of melee weapon or unarmed

You can ready a formidable strike in melee - if it hits. As the first main action of a round, you may rear back to gain extra power and momentum with your next attack. When you follow up with an attack in your second main action, if your first attack lands you double your Str modifier to damage for one-handed weapons, or triple it for two-handed weapons on that attack only (this replaces your normal Str modifiers, i.e., it is the final Str bonus). You can combine this attempt with a Crushing Blow, still using just one main action (see Attacking under Combat in TOMAGOMB). If you do, you multiply your Str mod by 3 for a one-handed melee weapon or by 5 for a two-handed weapon. Doing so will advance you 1 round closer to combat fatigue, as usual for attempting a Crushing Blow.

The first opponent in each fight that you successfully strike with this attack must make a Fort -2 save or be addled, taking -2 Dex and M.A. for the next 2 rounds.

Historic Accuracy
Prerequisites:
 * 10 or more levels of SCA Nut

When using any archaic weapon (not fists), the SCA Nut gets +1 to Dex for making attack rolls. They also get +1 damage with archaic weapons and a bonus proficiency.

I Know How to Hurt You
Prerequisites:
 * Knowledge: Medical 60% or more

You're apparently ignoring the Hippocratic Oath, because you've turned your knowledge of anatomy into a deadly weapon. You get +1 damage with all attacks against biological creatures, plus an additional 1 per full 100% of Knowledge: Medical. In addition, whenever you score a critical hit the target suffers debilitating pain if it fails a Fort -2 save (unless it is a being immune to pain, such as a robot), giving it -1 Strength and Dexterity for the next hour.

Improved Fatiguing Strike
Prerequisites:
 * Str 13+, OR M.D. 13+

When you make a fatiguing strike (see special attacks in TOMAGOMB), you advance the target two rounds closer to combat fatigue instead of one. In addition, whenever you land a critical hit in combat, your target advances one round closer to combat fatigue (so if the attack was a fatiguing strike, they advance 3 rounds closer on a critical hit).

Infiltrator
Prerequisites:
 * M.A. 13+
 * Stealth 40% or more
 * Breaking and Entering 60% or more
 * Skill Specialization: Breaking and Entering

You are comfortable being where you shouldn't be. You reduce all security system penalties by 1/5th for Breaking and Entering, and you gain +10% Breaking and Entering, +10% Stealth, and +10% Bluff when you're caught off-guard ("What are you doing down here?" "I'm the new night janitor."  "Oh... well you'd better remember your uniform tomorrow, or Traci will chew you out.").

Investigator's Tenacity (optional)
Prerequisite:
 * 10 or more levels of Paranormal Investigator

The paranormal investigator has a knack for figuring out things in a way that don't make sense to other people. Whenever the character is stuck in a bad situation and doesn't know what to do, the GM rolls against their M.A., and if successful gives them a good hint. On a critical success, the GM gives them a great hint, but on a critical failure, he gives them a BAD hint. Even so, if the M.A. check fails, the investigator gets one more check in a horrific life-and-death situation, a Luck check. If successful, then the investigator gains some edge by happenstance, though this doesn't necessarily save their life, it just increases their odds of survival.

Jack of All Trades (reprint)
Prerequisites:
 * 13+ M.A. or Bard
 * Knowledge of 4 or more trained skills 5% higher than default

You can use all skills you don't know as if they were trained up to 5% higher than default. Further, you also gain a +5% bonus to every skill you've trained above 20%.

Just a Flesh Wound
Prerequisites:
 * Fort 15+

You are exceptionally resilient and can shrug off punishment that would be crippling or deadly to another. Once per encounter, you may reduce the damage that any one attack deals to you after all other modifiers, taking only 1/2 rounded up. For example, if a warrior with 8 AC is struck for 30 damage by a critical hit, the remaining actual damage would be 22. Using this AA, the 22 damage would be cut in half to 11.

In addition, if the GM is playing the called shot rules, you may ignore the first two strikes each day to any given location on your body. The third strike in the same spot has the usual effect. The only additional exception is that deadly strikes are less deadly to you: you make the Fortitude save at -1 per 20 damage dealt (and your opponents still have to land 3 attacks in the same spot to achieve this).

Keep On Rollin'
Prerequisite:
 * Luck 13+

You gain 2 additional Luck rerolls each session. In addition, once per session you can make a second Luck reroll if you don't like your second result. Whatever the third result is, you're stuck with it!

Laborer
Prerequisite:
 * Str 13+
 * Background in physical labor

You have had to be tough for your job, and it shows. You gain max. HP equal to your Str score, and you increase your maximum carrying capacity by a number of pounds equal to your Str score (which gives retroactive bonuses as your Str increases). You also add a skill bonus to any one physical skill (or, by GM discretion, one that uses Strength) equal to your Str score.

Latent Specialty
Prerequisite:
 * Any skill at 60% or higher

You gain a latent skill specialization, but only in a skill you know at 60% or higher. This works just like the class ability (i.e., you roll the skill twice and take the better of the two results anytime you make the skill check).

Latent Talent (reprint)
Choose a stat (legal to the campaign type) that your character doesn't possess, i.e., Marksman or M.D. You gain that stat, and have a score of 8 in it.

Leadfoot
Prerequisites:
 * Drive: (any vehicle type) 70% or more
 * Skill Specialist: Drive

You are practiced at unusual actions with driving at high speeds. Reduce penalties for speed by 1/5th, and in addition you gain +20% skill to Drive when shadowing, and +30% for car chases.

Let Sleeping Dogs Lie (reprint)
Prerequisites:
 * Dex 15+, or M.D. 15+

You have trained to fight from the prone position, suffering none of the normal combat penalties associated with prone. Additionally, you can rise from prone as a free action once per round and travel up to 10 ft. as part of rising. If you fall prone multiple times during your action, each subsequent time requires a main action, although you may still travel up to 10 ft. as part of rising. Finally, if you get grappled into a prone position (pinned), you don't face the normal penalties (only the grappling penalties) and in fact can make an escape attempt for each attack you could normally make (or once per main action, whichever is more) to return to a standing grapple. This AA will allow you to take your enemies by surprise as they'll be expecting you to be at some disadvantage.

Light-footed Stride (reprint)
Prerequisites:
 * Dex 15+

You gain a +20 ft. speed bonus, and can perform the following special action: Run for Dear Life. When in an all-out run, you may make a Dexterity check to run even faster. If you succeed, your jogging speed increases by 5 ft. + 5 ft. / amount your roll was under your Dex. If you fail, you stumble and lose that much speed. A critical success doubles the amount you would’ve gained, and a critical failure means you trip and fall.

Linguist (reprint)
You learn 5 new languages, or have the capacity to pick them up quickly.

Longshot
Prerequisites:
 * Marksman 15+

You have spent a lot of time shooting at distant targets, which has improved your accuracy. You treat all range increments as if they were 1 increment closer, so you have no penalty in the 2nd increment, -2 in the 3rd, -4 in the 4th, etc. In addition, once per encounter for one shot you can exchange some or all of your Marksman damage bonus for an equal amount of Dex bonus to accuracy, landing a shot most others would call impossible.

Lucky Shot
Prerequisites:
 * Luck 13+
 * Proficiency with some form of firearm

Whenever your gun jams, you may spend a Luck reroll as a free action to unjam it instantly. Also, anytime you would normally be all out of ammunition, you still have one bullet left. Once the "one bullet" has been used, you're actually out of bullets.

Medic!
Prerequisite:
 * Knowledge: Medical 70% or more
 * Skill Specialist: Knowledge: Medical

You are a master of first aid. You can perform first aid as a main action instead of a full-round action, allowing you to apply two bandages per round or move and then bandage, although you and your target must still remain stationary. You heal an additional 1 HP + 1 / 5 levels when performing basic first aid (no roll), while on successful extensive first aid you heal an additional 1 HP + 1 / 3 levels (doubled on critical success and mini-crits).

Mental Giant
Prerequisite:
 * Mental Aptitude 13+

You gain a +1 M.A. bonus for making any check that requires thinking (not for perception or saving throws), and +2% to any skills that have M.A. as a governing stat. In addition, once per day for the duration of 1 round you may add an amount of damage to any damaging effect you create equal to your skill/language bonus for M.A. (i.e., if you have 15 M.A. and use this effect then for 1 round all damage effects you cause deal +4 damage).

Mighty
Prerequisite:
 * Strength 13+

You gain a +2 bonus on all Strength checks, including grapple checks and saving throws (although Strength saves are rare).

Nimble (reprint)
You gain +4% dodge.

No Weak Point (optional, reprint)
When a foe makes a called shot against the character, that foe has an additional -2 Dex penalty. If an AA called critical is used on the character, they may still dodge (at the normal 1/2 dodge rounded down). Ignore this AA if the GM is not using the optional Called Shot rules.

Old School Warrior
Prerequisites:
 * M.D. 15+, or 10+ levels of SCA Nut

Despite the changes of time, you've kept your mind and body a honed weapon of war. As an homage to the classic TOMAGOMB Warrior, you may choose one of the level 1 God of War abilities (Strong, Quick, Avoid, Buff or Trained). In addition, you gain an extra proficiency with any archaic weapon or armor type, and at level 60 you gain a bonus AA, but it must be a combat-themed one.

Packmule (reprint)
Prerequisites:
 * Str 11+

You can carry 100 lbs. more gear than normal, including the amount at which you become encumbered. This effectively also means you can run with no penalty in any grade of armor, regardless of Strength score.

Perceptive (reprint)
You gain a +3 bonus to M.A. for purposes of perception checks.

Pistol Whip
Prerequisites:
 * Proficiency with pistols, plus any one other type of firearm

You are proficient at hitting people with guns, and not just using bullets. In melee, you can pistol whip for 1d4+1 crushing damage using any pistol, and for larger guns you can strike with the butt for 1d6 crushing damage, plus Strength damage x 1.5 since you're using it two-handed. You are not in danger of breaking the gun when you do so, since you are familiar with a gun's weak points (the GM could be especially cruel though on critical failures, as with any weapon). If you also have Improvised Weapons proficiency (which would allow you to attack as above normally, and even throw your guns effectively!), upgrade the damage dice to 1d6 for pistol whips, and 1d8 for other guns. In addition, once per combat you can make one free pistol whip attack at something that gets too close.

Plan A
Prerequisite:
 * 10 or more levels of Hitman

When making a backstab attempt, if you attempt a grapple, after a successful attack roll you automatically win the attempt to start the grapple, and you get a +2 bonus in subsequent grapple checks, such as an attempt to pin. If you are using a garrote, you may use Dexterity instead of Strength or Martial Discipline to maintain the grapple and attempt pins. You also get +1 damage on all backstab attempts (including damage done with a garrote after a stealth attack) and a +10% bonus to the skill you have Skill Specialization with.

Plan B
Prerequisite:
 * 10 or more levels of Hitman

You gain +10% Stealth, +2% Dodge and +10 ft. of speed.

Poison Use (reprint)
You can use poisons on your weapons without risk of poisoning yourself, and gain +1 to damage when using a poisoned weapon.

Potent (reprint)
You gain an extra stat point to spend, though your stat caps remain the same.

Quick Reflexes
Prerequisites:
 * Dex 13+

When you are making a Dex saving throw, you get a +2 bonus to Dex. In addition, you gain +2% dodge and +2 initiative.

Rapid Reload
Prerequisites:
 * Dex 13+

Once per fight, you reduce the time it takes to reload your gun. 1 round lowers to a main action, while a main action is reduced to a free action. If you are dual-wielding clip-load handguns, you can reload them both at the reduced time and look badass in the process.

Running Back
Prerequisites:
 * Str 13+
 * Dex 15+, or Football 40% or higher

You are strong and evasive, especially when you move. You get a +1 bonus on all Strength checks, +10% Football skill, and when you move in combat you may attempt to move through enemy hexes. Roll a contest of Strength vs. the defender's Strength or Dexterity, whichever is higher. If you succeed, you may move through the enemy's hex unhindered. If you beat them by 5 or more (or if you critically succeed), you knock the enemy prone. If they succeed, you lose 5 ft. of movement for that action and must go through a different hex. If the enemy critically succeeds, they knock you prone, but if they critically fail they automatically go prone. Finally, if an enemy attempts to ready an attack against you when you move past, they get a -4 penalty to all attacks and grapple checks for that action.

Serendipitous Perception
Prerequisite:
 * Luck 13+

You may use Luck instead of M.A. for perception. This does not replace any other aspect of M.A.

Somebody Set Us Up the Bomb
Prerequisites:
 * Explosives 70% or more
 * Skill Specialization: Explosives

You are perfectly at home around devices and materials that could blow you to smithereens. Reduce all time penalties for Explosives skill by 1/5th since you are accustomed to working quickly, and add an extra 1d10 damage to any successful bomb you set up. You gain +10% skill when disarming bombs, and can familiarize yourself with a bomb to disarm it in one minute instead of two.

Speedload Crossbow (reprint)
Prerequisites:
 * Crossbow proficiency

Your character is able to reload a light crossbow using an attack instead of a main action (whichever is more beneficial), a heavy crossbow using two attacks instead of two main actions, or one attack and one main action (or two main actions if that's still more beneficial), and a ballista (if proficient with Siege Weapons) in 3 main actions (each main action you spend counts for 2).

Stat Breaker (reprint)
Stat Breaker comes in two forms, choose the type when you pick this AA:


 * Version 1: Raises the maximum statistic cap by one for all five basic stats (Str, Dex, Fort, M.A. and Luck). This cannot cause the Luck cap to go above 20.  (Luck appears here since it is a base stat in TOMAGOMB Modern.)


 * Version 2: Raises the maximum statistic cap for one statistic, either one of the Class stats (Marksman or M.D., or Piety or L.S. if the GM allows magic/psionics) by one point or one of the basic stats (Str, Dex, Fort, M.A. or Luck) by two points. This cannot cause the Luck cap to go above 20.

Stout (reprint)
You gain a +2 bonus to all Fortitude checks.

Survivalist
Prerequisite:
 * Knowledge: Nature 40% or more
 * Knowledge: Urban Survival 40% or more

You are self-sufficient and hard to kill. You get +10% skill to Knowledge: Nature and Knowledge: Urban Survival. In addition, you also get +10 HP and +2% dodge.

Talented (reprint)
You gain a +25% bonus to any one skill.

The Graduate
Prerequisites:
 * M.A. 15+

You have gained exceptional insight, and have combined it with raw determination to advance. You immediately gain a level when taking this AA, complete with all bonuses that would entail. If taken at level 60, this allows you to effectively break the level cap by one level.

Thieves' Gambit (reprint)
Prerequisites:
 * Breaking and Entering 70%
 * Pickpocket 70%
 * Luck 15+, OR you must have critically succeeded or failed on a skill check for either Breaking and Entering or Pickpocket during play, OR by GM discretion, he may substitute instead three instances that the character has taken a life-threatening, completely wild risk involving those skills.

You gain special uses for Luck to aid you at your worst moments in thievery. First, whenever you fail a Pickpocket check (including by being spotted or by critical failure), you may attempt to immediately switch in an item you are carrying to the same spot as the item you're trying to steal. Roll a Luck check to do so. Success means you have switched out the item you were holding for the item that person was carrying without them noticing, though your item must weigh between 50% less to 50% more than the item you're trying to steal and has to be within very easy reach (you could try to do this by pickpocketing someone else nearby for an item, but that's really pushing it!). Failure means you dropped your item and failed to get theirs, and the subject saw you do both.

Second, whenever you fail a Breaking and Entering check (even a critical failure), you may immediately push your tools to their limit by making a Luck check. Success indicates that, while you broke your tools you managed to get the lock open or the trap disarmed safely or the security system shut off (Awesome Illegal Thief Gear won't break on this success). Failure indicates that you broke the tool off inside the mechanism, and now the mechanism is utterly jammed (Awesome Illegal Thief Gear will just get completely stuck on a failure, requiring the lock or even the entire mechanical wall to be torn apart to retrieve it). After such a failure, it will take nothing less than brute force to annihilate the lock or trap in question; no amount of finesse can go further.

Tinkerer
Prerequisite:
 * Two craft skills at 40% or more
 * Skill Specialist in at least one of the two skills

You love creating new things and fiddling with the theoretical. You gain +10% to the two prerequisite craft skills, and reduce the penalty of researching new inventions to -2/5ths instead of -3/5ths. See the last paragraph of Gunsmithing for more details.

Toughness (reprint)
Being particularly thick-skinned, you gain +1 AC.

Triage Surgeon
Prerequisite:
 * Knowledge: Medical 80% or more
 * Skill Specialist: Knowledge: Medical

You have experience performing surgery under adverse conditions and on traumatic injuries. Subtract an hour from your surgery time (minimum 10 minutes), and you heal an extra 1 HP / level with any successful surgery (doubled on critical success or a mini-crit).

Trick Shot
Prerequisite:
 * Marksman 14+

You are adept at pulling off very difficult shots. Once per combat, you can make a ranged attack that ignores all but complete cover and ignores the target's AC from armor and/or shields (not the target's innate AC though). The attack does -2 damage due to the awkwardness involved, and if you miss the attack roll the attempt is wasted for that combat.

Untiring (reprint)
Prerequisites:
 * Fort 11+

The number of rounds at which you become combat fatigued, exhausted and unconscious is increased by +10 rounds per category. If the GM is not playing the combat fatigue rules, ignore this AA as optional.

Varied Training (reprint)
You gain 3 new weapon and/or armor proficiencies.

War is Hell
Prerequisite:
 * 10 or more levels of Soldier

You've survived the worst, and it's made you quick and tough. You get +2% dodge, +1 to any stat when making a saving throw, and +15 HP.

Windfall
You gain bonus wealth equal to 10% of your starting wealth, and it subsequently increases your starting wealth score and income. If you take Windfall multiple times, you gain 10% of your (newly modified) starting wealth. For instance: With $10,000, the first Windfall gives you $1,000 (10%), then the second gives you 10% of (10,000 + 1,000 = 11,000), or $1,100. A third would give you 10% of (11,000 + 1,100 = 12,100), or $1,210.

Would I Lie to You?
Prerequisite:
 * M.A. 13+
 * Trickery 70% or higher (if the GM is using Subterfuge or Silver Tongue instead, use that skill)
 * Skill Specialist: Trickery

You are an accomplished liar, catching people off-guard and being charismatic even if your lie is seen through. You gain +20% skill when using Trickery for bluff, and your victims have -1 Perception to detect your lies. Even when your lies are detected (unless they are about something horrible or covering up something horrible) people tend to react with bemusement and eye-rolling rather than deadly force (critical failures are still bad though, but nearly impossible with skill specialist). People may not believe what you say after such a failure, but they won't necessarily dislike you. If this happens a lot you may get a reputation as a teller of tall tales and a stretcher of truths, but the sort that still gets a friendly greeting at the pub.