TOMAGOMB Modern AAs 2nd Tier

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Assassin's Strike (reprint)
Prerequisites:
 * Backstab multiplier x4
 * Dirty Fighting AA

Increases the damage multiplier for a successful backstab by x1 (so x4 would go to x5).

Bullets Hurt a Lot
Prerequisites:
 * Marksman 14+
 * Bullets Hurt AA

You deal an additional +2 damage with all guns.

Circuitbreaker
Prerequisites:
 * M.A. 15+
 * Knowledge: Computers 70% or more
 * Stealth 50% or more
 * Breaking and Entering 70% or more
 * Electrical Engineering 70% or more
 * Hacker AA
 * Infiltrator AA

You are a master of electrical devices, especially in covert situations. You gain +20% Knowledge: Computers skill when hacking, +20% Stealth when specifically trying to avoid electronic detection (cameras, metal detectors, etc.), +20% Breaking and Entering when dealing with electronic security systems, +20% Explosives skill when disarming bombs, and while in stealth you can deactivate robots by rolling against Electrical Engineering and making a successful attack roll. If you hit, the robot deactivates. If it has multiple failsafes against shutdown (i.e., a boss or miniboss), it may make a Fortitude save with a -1 penalty for every full 10% of skill success you rolled under Electrical Engineering. Failing that, it still shuts down.

Crazy Legs
Prerequisites:
 * Dex 17+
 * Quick Reflexes AA, OR the Light-Footed Stride AA (see TOMAGOMB AAs)

You gain +10 ft. speed, and twice per day you can perform a stunning burst of movement for one round, gaining +40% dodge and moving through enemy hexes freely, although you cannot end your movement in an enemy's hex.

Dance with The Stranger (optional)
Prerequisites:
 * Luck 17+, or Marksman 17+
 * Any three AAs that have Luck and/or Markman as a prerequisite

Either from pure coincidence, or because you have an admirer in the arts of the gun (or a masked mentor?), on rare occasions a lone gunman will show up wearing full-length black clothes with a cloak, a wide-brimmed black hat and a mask. People call this phenomenon "The Stranger." No one knows where he comes from or where he disappears to, but he occasionally helps out a select group of others that have apparently gained his favor. It is uncertain whether it is one man or several who play the part, but none of them have ever been caught, damaged in combat, or been seen coming. If the campaign has magic, he is utterly immune to magic, leading some to believe he may be a deific avatar. Whatever the case, he shows up in the following manner: at the beginning of each combat, the GM will roll the player's Luck in secret. If multiple players have this AA, the GM rolls once for each player. On a critical success, the Stranger will show up for one round of combat if the player's character makes at least one attack at some point during the encounter. The only exception seems to be that he never shows up during the first round of combat, so if combat is over in one round, he won't arrive. If multiple players are lucky enough to get critical Luck successes, The Stranger will show up for multiple rounds before he mysteriously leaves.

When The Stranger shows up to the dance, he knocks 'em dead. He doesn't get a full stat block per se, since he dodges all attacks, including ones he couldn't have been aware of or couldn't possibly have dodged. The Stranger appears somewhere within easy range of the conflict, even the middle of it if need be, and takes a full attack action with his six-shot revolver, never wasting a bullet (if something dies, he switches targets). He doesn't miss even on a roll of 20, and he criticals up to a roll of 10. His revolver (which reportedly has "The Retort" written down the side) has six shots, which deal 4d10+18 damage apiece. The Stranger ignores AC from shields and armor, penalties due to cover, and all magical defenses. His first shot cannot be dodged, since he always appears unexpectedly, and it is always a critical hit. Aside from that, the rolls will speak for themselves.

If he remains for multiple rounds (such as if multiple characters were lucky enough to trigger him), he apparently reloads his gun at a speed almost too fast to be seen, and continues his rampage as above. When he leaves, he runs a few steps and sweeps away into a swirl of darkness. Obviously, if the GM is not running a cinematic campaign, this is an extremely cinematic AA and shouldn't be allowed.

Did Someone Get the License Plate of that Truck?
Prerequisites:
 * Str 17+
 * Haul Off and Hit 'Em AA, OR the Hard Knocks AA (see TOMAGOMB AAs)

You get +10 HP, +1 damage with all melee attacks, and whenever you land a critical hit you may knock the target back one hex for every full 10 damage dealt. The target must make a Dex save with -1 per 10 damage dealt or fall prone.

Die Another Round
Prerequisites:
 * Fort 17+
 * Diehard AA

Sometimes you just don't know when to quit. When you would normally be dead (even after the effects of Diehard), you linger on for a few moments longer. For 1 round per six full points of Fortitude, you simply refuse to die no matter how much damage you've taken, and continue acting as with Diehard (one action per round, etc.). The GM may adjudicate some situations which you just can't live through, such as being at ground zero of a nuclear explosion. At the end of those rounds, you finally succumb to your wounds and die, although if you receive ample medical treatment in the meantime (enough to bring you back up to living HP) you continue to live! You may also be revived from death by anyone with the ability to do so as normal.

Dole Your Roll
Prerequisites:
 * Luck 17+
 * Keep On Rollin' AA
 * Any two other AA's that have Luck as a prerequisite

You gain an extra Luck reroll when you take this AA, and you can attempt another Luck reroll if you don't like the second result of a die roll two extra times per game session (bringing you up to 3 such attempts with the one from Keep On Rollin'). In addition, you can do additional things with your Luck rerolls. Instead of a reroll, you can give a +1 or -1 to any die roll that you could legally modify using a Luck reroll, or +/- 5 on dodge/skill rolls. This ability stacks with itself if you are capable of performing multiple Luck rerolls on the same roll (such as from the ability granted by this AA, which means you could spend 2 rerolls to give a roll +2 or -2 three times per session). This can allow you a great deal of fine tuning, such as turning a near miss into a hit, or a regular hit into a critical. Taking non-damage rolls outside of their minimum or maximum range has no additional effect; for instance, if you roll a 1 on an attack and try to lower it to a 0, the attempt will have no effect and be treated like a 1.

Fate Gambler
Prerequisites:
 * Luck 15+
 * Keep On Rollin' AA
 * Any one other AA that has Luck as a prerequisite

Luck rerolls are no longer just for you! Once per combat, you may use one of your Luck rerolls on someone or something that has nothing to do with you directly. You could force an enemy to reroll a critical hit against an ally, or you could prevent an ally's disatrous critical failure on a saving throw roll. At Luck scores 16, 18 and 20, you may use an additional reroll per combat on someone else (so capping out at 4 uses per combat). In addition, you gain an additional Luck reroll when you take this AA.

Feat of Strength
Prerequisites:
 * Str 17+
 * Any 2 other AAs that have Str as a prerequisite

You count your Strength as if it were 2 points higher for any purpose other than damage bonus (checks, saves, carrying capacity, etc.). In addition, once per day you may choose to critically succeed automatically on any Strength check.

Flailing Blows (reprint)
Prerequisites:
 * Dex 17+, or M.D. 17+, or Marksman 17+ for ranged only
 * Hard Knocks AA, or Bullets Hurt AA for firearms, or Speedload Crossbow AA for crossbows
 * Swift Arms AA

You can choose to declare Flailing Blows at the beginning of your turn each round. If you do, you gain an extra attack, but the round counts double against your combat fatigue threshold. If the GM isn't playing the fatigue rules, instead you get -1 Dex that round.

Flurry of Death (reprint)
Prerequisites:
 * Dirty Fighting AA
 * Assassin's Strike AA

Once per day, anytime you could normally only make a single backstab attempt (or double if dual-wielding), you can instead use your full number of attacks as backstabs. You still must be in stealth or flanking out of visual range for the attack to work.

Free Runner
Prerequisites:
 * Any two AAs that have Dex as a prerequisite
 * Do some free running / parcour

As a free runner, you have tested your body's limits and are comfortable with making a variety of movements when you run. First, you can more easily make turns when running provided you have surfaces / obstacles to play with. When you are running, as long as you are maneuvering around walls, fences, poles, posts, or some other stable obstacle, you can freely make turns and use your full movement. Sprinting is still a little more restricted: you can maneuver at a sprint as if it were similar to running previous to the Free Runner AA, and once per main action you can make a total change of direction even at a sprint by succeeding on a Dex check. If you fail this Dex check, the GM is free to cause appropriate damage to you and cause you to possibly fall prone depending on the maneuver (also expect to end up on YouTube).

In addition, you can exchange 2 hexes of movement for 1 hex of vertical movement, but only one at a time (i.e., you can do this multiple times, but you can't do it all at once, so no exchanging 40 ft. (8 hexes) of movement for 20 ft. (4 hexes) of vertical movement), and only when you have surfaces of some sort to work with. This can be done in combination with jumping and climbing to attain great heights in short order. This same ratio can also be applied to leaping over empty space, exchanging 10 ft. of movement for 5 ft. of horizontal leap, once per leap. This can similarly be combined with jumping to cover great distances. You also reduce the effective distance you fall for falling damage by 10 ft.

Generalist's Aria
Prerequisites:
 * Any four AAs that do not have stat or skill prerequisites

You gain an extra class point to spend on your class. This can result in retroactive changes, such as hit point gains, skill point gains, etc. One major upside is that you will be gaining class abilities without the level 1 caps, or the potentially glacial waiting time for returns on your investment. Just like the original class points, if you choose not to spend it on class abilities, you gain it as a stat point.

Giant's Grip (reprint)
Prerequisites:
 * Str 15+
 * Packmule AA

You may use weapons one size larger than normal, also effectively meaning you could use a two-handed sword in one hand with no penalty. When grappling, treat your Strength score as being +2 higher than normal. Finally, you can carry 50 lbs. more weight than normal, which stacks with Packmule.

Guardian Angel
Prerequisites:
 * Knowledge: Medical at 130% or higher
 * Skill Specialist: Knowledge: Medical
 * Medic! AA
 * Triage Surgeon AA
 * Miracle Worker AA

You are even more adept at saving lives, performing minor medical miracles routinely. Now when performing emergency first aid on the recently dead, you take a flat -1/5th skill penalty if they have been dead 1 minute, -2/5ths for 2 minutes, -3/5ths for 3 minutes, and -4/5ths for 4 minutes. You no longer take a -10% penalty per round however, greatly increasing your chances of reviving the subject, but if your first roll fails you must spend a full minute of work to retry (that would require critically failing during the first minute however, which isn't very likely with Skill Specialist). If you succeed, your subject stabilizes at -1 HP and may move on to surgery. At 5 minutes and beyond, your subject is dead unless you are in a fully equipped hospital with advanced medical devices. In that case, you may attempt a final Knowledge: Medical check once during the 5th or 6th minute at a -4/5ths skill penalty with assistance from staff to try to revive the subject. If the subject revives this late in the process, they must make a Fortitude save. If they fail, they lose -1 Mental Aptitude permanently due to oxygen deprivation, or -2 on a critical failure.

Hail Mary
Prerequisites:
 * Any one AA that has a stat as a requirement
 * Any one separate AA that has a skill as a requirement

Whenever a percentile roll would only succeed on less than 10%, or a d20 roll would only succeed on a 1, you attempt a Hail Mary (i.e., an action with a snowball's chance in hell of succeeding, but not one that is literally impossible). You succeed on 10% minimum for skills and on a roll of 2 minimum for d20 rolls. If you have 20 Luck, increase this to 15% minimum success for skills and a roll of 3 minimum for d20 rolls.

Harmony with the Tao
Prerequisites:
 * Luck 17+
 * Any two other AAs that have Luck as a prerequisite
 * Character must believe in the Taoist philosophy

You are one with The Way, and can achieve moments of harmony without training or knowledge. Once per game session, you may make a skill check in an untrained skill with a +50% bonus. In addition, once per game session you can gain proficiency with a weapon or armor type you didn't possess for the duration of one fight.

Higher Pursuits (optional)
Prerequisites:
 * M.A. 15+
 * L.S. 15+, or Piety 15+
 * Any two AAs that have M.A. and/or L.S. and/or Piety as a prerequisite

You don't concern yourself overly with things of the physical world, instead dedicating your mental faculties to mystical and otherworldly endeavors. You gain bonus CPD equal to 1/5th of your M.A. rounded down, and you gain a +5% bonus to all skills as long as you maintain at least 3 CPD unspent in your CPD pool.

I'd Rather Be Lucky Than Good
Prerequisites:
 * Luck 17+
 * Any two other AAs that have Luck as a prerequisite

You may substitute Luck in place of any other statistic for saving throws, and as the governing stat of all skills.

Improved Recovery (reprint)
Prerequisites:
 * Fort 15+
 * Endurance AA

You recover your Fortitude score in HP each night in addition to your normal recovery rate.

Incredible Recovery (reprint)
Prerequisites:
 * Fort 17+
 * Endurance AA
 * Improved Recovery AA

You recover an amount of HP equal to your Fortitude score every hour regardless of rest.

Ironfist Training (reprint)
Prerequisites:
 * 30+ levels in a class with the Unarmed Combat class feature
 * Months, if not years, of training under a true master of unarmed combat

Upgrade your unarmed damage by one step, as if your Unarmed Combat progression were 10 levels higher.

Master at Arms (reprint)
Prerequisites:
 * 18 or more weapon proficiencies
 * Must have fought an entire non-training battle with one weapon from each proficiency the character has

You are as versed in any particular weapon as any other due to your versatility and adaptability. You not only gain +1 damage and AC when wielding any weapon you're proficient in (which should be practically everything), you may use any special ability you have (such as AA's) that can only be used with a particular weapon type with ANY weapon type. This frees you from the woes of finding a magnificent shotgun after specializing in rifles, etc. Work with the GM if a particular AA simply doesn't make sense when used with another weapon type (a halberd does not lay down cover fire, etc.).

Might Makes Right
Prerequisites:
 * Str 15+
 * Any 3 AA's that have Str as a prerequisite

You have a knack for using raw power to fix situations that usually require finesse, although when your method doesn't work it usually blows up in your face. You raise the cap on your Strength by 3 points, and in addition you can use Strength as the governing stat of all skills, but with a few nasty drawbacks. When you fail with a normally non-Strength-based skill (and you choose to use Str for it), treat it as a specially themed critical failure. Also, you can never gain minimum competency in a skill when defaulting to Strength in this way.

Let me illustrate some examples of this AA in use: Surly McDude has grown impatient with the eggheads trying to hack into the terminal to open the doors of the vault, and hits the computer with his fist. On a success of Knowledge: Computers based on Strength, Surly managed to disable the systems and open the vault doors, though the terminal may have been damaged in the process. On a failure, the terminal just got busted beyond any easy repair. As another example, Surly later plays poker with his friends for a little money, and uses his Strength as the default for Gambling. Since Surly was glowering and cracking his joints, his friends might just be inclined to let him win more than he loses on a success of the skill. On a failure though, he not only loses, but his friends all get pissed off at him for being such a bad sport. If he wasn't among friends, he might even start a brawl this way.

Miracle Worker
Prerequisite:
 * Knowledge: Medical at 100% or more
 * Skill Specialist: Knowledge: Medical
 * Medic! AA
 * Triage Surgeon AA

You can attempt to save someone's life with this skill. When someone falls below the threshold of death (their Fortitude expressed as a negative number), they are normally dead, but to you they are only mostly dead. You take a -1/5th skill penalty, and on top of that -10% for each round they have been dead, but no penalty if you reach them in the same round that they died. You spend a main action to perform emergency first aid and make a skill roll. Success brings them back to life, stable at one HP shy of death's door (if they die at -13, they are at -12). First aid cannot bring them up any further - they require surgery and bed rest to recover from that point. Failure means the subject is still dead. You can try again, but at -2/5ths skill penalty, and another -10% because a round has passed, making it far more difficult to succeed. Another retry brings it down to -3/5ths and another -10%, and the final retry is at -4/5ths and another -10%. At that point, the subject is dead.

My, Robot! (optional)
Prerequisite:
 * Electrical Engineering at 100% or more
 * Mechanical Engineering at 100% or more
 * Knowledge: Computers at 60% or more
 * Tinkerer AA

While robots are not unattainable, this AA is optional because the servant gained is a cinematic one for modern technology. Your constant tinkering has come to fruition at last, resulting in a faithful servant and fighter who will do as you say. There are 2 types that can be made with this AA: the combat model, and the skilled model. Damage done to a unit may be repaired with a successful skill check on both Electrical and Mechanical Engineering and 8 hours of work, and costs $20 per HP in supplies. If a unit dies, as long as you can recover the body you may repair it for double the cost of all its HP. If the body cannot be recovered, it will cost you four times the cost of repairing all its HP to craft a new one and six months of work. Though the character could theoretically create multiple robots, all others will be vastly inferior (reduce all stats of additional units by 80%, except M.A. is 1 for instructions only).

The combat model has the following stats:
 * Str 10 + 1 / 20% combined total skill in Mechanical Engineering and Electrical Engineering
 * Dex 10 + 1 / 25% total skill in Mechanical Engineering
 * Fort 10 + 1 / 20% total skill in Mechanical Engineering (does not affect HP total)
 * M.A. 10 + 1 / 50% combined total skill in Electrical Engineering and Knowledge: Computers
 * Luck 10
 * HP: 10 + 4 / 10% total skill in Mechanical Engineering, + 3 / character level
 * Dodge: Dex + 1% / 10% total skill in Electrical Engineering
 * AC: 1 + 1 / 20% total skill in Mechanical Engineering
 * Attacks: Dual-wields (with penalties) two attacks, creator's choice of smashing, cutting or piercing damage in melee and bullets or energy damage at range, +1 attack / 150% combined total skill in Mechanical Engineering and Electrical Engineering
 * Damage: Base melee attack form deals 2d6 of the chosen damage type, plus stat modifiers. Ranged attack form deals 3d6 damage base, +1d6 / 50% skill in either Gunsmithing for bullets or Electrical Engineering for an energy type (ranged attacks don't benefit from Strength unless the robot is throwing something).
 * Skills: 4 x M.A. score skill points to distribute, + 1% / 5% total skill in Knowledge: Computers

The skilled model has the following stats:
 * Str 10 + 1 / 30% combined total skill in Mech. Eng. and Elec. Eng.
 * Dex 10 + 1 / 35% total skill in Mech. Eng.
 * Fort 10 + 1 / 25% total skill in Mech. Eng. (does not affect HP total)
 * M.A. 10 + 1 / 40% combined total skill in Elec. Eng. and Know: Comp.
 * Luck 10
 * HP: 10 + 3 / 10% total skill in Mechanical Engineering, + 3 / character level
 * Dodge: Dex + 1% / 15% total skill in Elec. Eng.
 * AC: 1 + 1 / 30% total skill in Mech. Eng.
 * Attacks: Dual-wields (with penalties) two attacks, creator's choice of smashing, cutting or piercing damage in melee and bullets or energy damage at range, +1 attack / 200% combined total skill in Mechanical Engineering and Electrical Engineering
 * Damage: Base melee attack form deals 1d10 of the chosen damage type, plus stat modifiers. Ranged attack form deals 2d6 damage base, + 1d6 / 60% skill in either Gunsmithing for bullets or Elec. Eng. for an energy type (ranged attacks don't benefit from Str unless the robot is throwing something).
 * Skills: 10 x M.A. score skill points to distribute, + 1% / 4% total skill in Knowledge: Computers

Nerd Rage!
Prerequisites:
 * Str 13+
 * M.A. 15+
 * Any two AAs that have Str and/or M.A. as prerequisites

Some nerds can only be pushed so far. When you drop below half of your maximum HP from an attack, you enter a nerd rage, gaining +3 Strength and Fortitude for 5 rounds. When you drop below 1/4th of your maximum HP from an attack, you hit an even more ferocious rage, gaining +5 Strength and Fortitude for 5 rounds and becoming immune to most effects that would require a M.A. save. Unfortunately, in the greater rage you lose control, losing the ability to dodge or perform any action that requires concentration. This greater rage overwrites the effects of the lesser rage.

Opossum's Tenacity (reprint)
Prerequisites:
 * Fort 17+, or M.D. 17+
 * Let Sleeping Dogs Lie AA

When in the helpless state you don't lose any AC, and when a character lines up an automatic critical against you, there is no chance of you dying except by straight damage through the regular means. However, you appear to die: roll a Fort or M.D. check, whichever is higher. Your opponent makes a perception check, with either a penalty equal to the amount you made the check by (minimum -1), or a bonus equal to the amount you failed the check by. If they fail this perception check, they believe you to be dead and probably leave you alone except to loot you. If they succeed, they might keep trying to kill you if you are still helpless, but odds are decent that you'll end up surviving unless they are particularly interested in desecrating your corpse. If you critically fail, they automatically know you're alive, but if you critically succeed they have no chance of knowing you still live. This AA makes assassination attempts against you nearly impossible through many conventional means.

Ricochet
Prerequisites:
 * Luck 17+
 * Lucky Shot AA

Once per fight when you miss with a bullet, you may choose to have a lucky ricochet. The shot does half of its normal damage and the DM chooses which enemy the shot hits rather than the character, but the ricochet cannot be dodged since it has nothing to do with body language, and it never hits a friendly target.

Swift Arms (reprint)
Prerequisites:
 * Dex 15+, or M.D. 15+, or Marksman 15+ for ranged only
 * Hard Knocks AA, or Bullets Hurt AA for firearms, or Speedload Crossbow AA for crossbows

You gain an extra attack every round with any combat style.

Weapon Attunement (reprint)
Prerequisites:
 * Proficiency with the weapon to be chosen
 * Hard Knocks AA, or Bullets Hurt AA for firearms, or Speedload Crossbow AA for crossbows
 * Swift Arms AA

When you wield a particular type of weapon (halberd, dagger, longbow, etc.), you gain +1 effective Str and Dex while using the weapon. The only bonuses not increased are your carrying capacity and your movement speed. All other effects (Str checks to break items using the weapon, Str damage bonus with the weapon, dodge, initiative and attack rolls with the weapon) are increased accordingly. These bonuses are temporary, and do not count against your level or racial maximum on stats. While you can take this AA multiple times, each time you must choose a new weapon type.

Weapon Critical (reprint)
Prerequisites:
 * M.D. 20+, or Luck 20, or Marksman 20+ for a ranged weapon
 * Proficiency with the weapon to be chosen
 * Hard Knocks AA, or Bullets Hurt AA for firearms, or Speedload Crossbow AA for crossbows
 * Swift Arms AA
 * Weapon Attunement AA with the weapon to be chosen

When you wield the chosen weapon, you gain +1 to your effective critical rate with the weapon (for instance, if you criticalled up to a roll of 3 with 20 M.D., you would now critical on a 4 with the chosen weapon) and you increase the weapon's critical multiplier by x1 (usually this upgrades x2 damage on a critical to x3). While you can take this AA multiple times, each time you must choose a new weapon type.

Weapon Lord (reprint)
Prerequisites:
 * M.D. 20+, or Luck 20, or Marksman 20+ for a ranged weapon
 * Proficiency with the weapon to be chosen
 * Hard Knocks AA, or Bullets Hurt AA for firearms, or Speedload Crossbow AA for crossbows
 * Swift Arms AA
 * Weapon Attunement AA with the weapon to be chosen
 * Weapon Critical AA with the weapon to be chosen
 * 30+ levels of a heavily combat-based class

There are several bonuses your specialized weapon acquires through your excessive training. First, double the range of the weapon when shot or thrown; if the weapon normally has no specific range, it gains a range increment of 20 ft. thrown (this obviously doesn't apply to a natural weapon). Second, you gain +3 damage when using the chosen weapon. Third, your M.D. or Marksman (your choice) gets a +1 bonus while using the specified weapon, with all entitled bonuses, and this doesn't count against your stat cap. Finally, any weapon of this type that you wield becomes extremely resilient, becoming three times as difficult to break or destroy (triple the AC and HP of the weapon) because you know exactly what it can take, and how. Note that out of your hands, the weapon is as easy to break as normal. For classes with Unarmed Combat who choose this AA for unarmed, instead of resilient weapons they receive the benefit of treating their unarmed strikes as not being a natural weapon for purposes of "damage shield" effects: they don't injure themselves any more than a fighter would when attacking creatures made of thorns, magma, electricity, etc. Also as a special note, if an Unarmed Combat class possesses Weapon Lord for his/her fists, he/she automatically qualifies to meet the prerequisites for the Ironfist Training AA.