Extra Effort
Through sheer force of will, you can push your body past its usual limits.
Increase Basic Lift, daily mileage when Hiking, Move when Running or Swimming, distance when Jumping, ST for Throwing, a single ST roll, drawing a bow or crossbow that’s too strong, etc.
Add modifiers then make a Will roll:
- -1 per 5% increase in capabilities (eg. To add 10% to ST, roll at -2)
- If fatigued add a penalty equal to missing FP.
- Roll at +5 if motivated by fear, anger, or concern for a loved one
- (GM's decision, but you usually must fail a Fright Check, or self-control roll for a suitable disadvantage, or be the victim of a successful Intimidation attempt to gain this bonus)
Extra effort costs FP whether you succeed or fail. Instantaneous feats (jumps, throws, etc.) cost 1 FP per attempt.
Ongoing tasks require repeated Extra Effort rolls and cost 1 FP per roll.
On a Critical success you do not have to pay FP.
On a failure you accomplish only what you would have without the Extra Effort.
A Critical Failure loses you HP equal to the FP spent on the attempt - including any FP the task would have cost without extra effort, and causes the task to fail.
- On a natural 18, you must also roll against HT to avoid acquiring a temporary disadvantage appropriate to the task.
- Handle recoveries as the Duration of Crippling Injuries
- A sufficiently bad HT roll can result in a permanent disadvantage.
Extra Effort in Combat
See Maneuvers.