Roleplayer #24, June 1991
Try A Little Bit Harder
Expanded Rules for Extra Effort
by Daniel U. Thibault
In the GURPS
Basic Set, two Extra Efforts are detailed: one when Jumping, the
other when Lifting. This article proposes a more generic set of Extra Effort
rules, with some slight modifications of Jumping and Lifting to streamline
the rules. Some common points:
Extra Effort costs one point of fatigue in all cases, whether it works or
not. The only exception is if the Extra Effort roll is a critical success,
in which case the GM may let you keep the fatigue point.
If the Extra Effort roll is a success, you achieve your goal. If it is an
ordinary failure, you achieve what you would have accomplished without Extra
Effort. A critical failure costs a point of HT in injury (pulled
muscle or the like) which cannot be cured by First Aid, but only by rest.
Remember that ST is reduced by the fatigue lost when-ever a test
of ST is required, as in throwing, jumping, lifting . . . see p. B134. This
means that Extra Effort quickly becomes a losing proposition if used repeatedly
in a short period of time.
Running
Extra Effort when running is only possible over long distances (at least
100 yards); each Extra Effort applies only to one 100-yard segment. Roll
against your HT or Running skill (whichever is better), subtracting current
fatigue, at a -4 per point of extra Basic Speed you are trying to sustain.
On a critical failure, in addition to the I HT of injury, you sprain your
ankle, tear a leg ligament, or pull a muscle (GM's choice). Your leg is
crippled (HT roll to see if serious/permanent, minimum 30-minute
duration), and you stumble and fall down!
Jumping
Roll against your ST, DX or Jumping skill (whichever is better), subtracting
current fatigue and the extra distance in inches. For a broad jump, divide
the extra distance by 4; for a running broad jump, divide it by 6.
An optional rule: Add 10% of your Jumping skill (rounding down) to your
ST when figuring the distance you can jump. This brings Jumping in line
with Running and Throwing, which both already give a similar bonus.
Lifting
Roll against ST or Lifting skill (see below), whichever is better, subtracting
current fatigue and 1 for each extra point of ST. For a continuing effort,
roll every minute.
New Skill: Lifting
This is an Athletic skill, Physical/Hard, no default, based on ST. This
is the trained ability to use your strength to its best advantage when you
lift. Add 10% of your Lifting skill to your ST when figuring how much you
can lift, carry, shove, or drag. This does not apply to encumbrance or weapon
damage.
Throwing
Roll against your ST or Throwing skill (whichever is better), subtracting
current fatigue and 3 for each extra point of ST. Success affects both distance
and damage.
Generic Extra Effort
Roll against the appropriate physical attribute (ST, DX, or HT) or skill,
subtracting current fatigue and at a -3 per point of extra effort.
Extra effort only applies to brute strength (ST) or endurance (HT), not
to finesse (DX): you can't increase your chance to hit with Extra Effort!
Possible applications of generic Extra Effort include cocking a too-strong
crossbow, attempting a takedown, and so on.
Some feats are inappropriate: Holding your breath, for example. Since holding
one's breath is entirely a matter of letting time go by and then losing
fatigue (see the B9 1 sidebar), extra effort would be self-defeating. Extra
Effort when inflicting damage with a weapon is already covered by one of
the All-Out Attack options (see B105).
Extra Effort in Active Defense
This is a good option if you must survive that one blow. As an
ordinary combat tactic, it would soon leave you breathless and at the mercy
of your opponent. A success on any of these rolls is a successful defense;
an ordinary failure just fails, and a critical failure is a disaster.
Blocking
Your Block is your full Shield skill, minus your current fatigue. On a critical
failure, in addition to the 1 HT of injury, you drop your shield, the shield
becomes unready, or your shield arm is temporarily crippled (GM's choice).
Dodging
Your Dodge is your full DX, minus your current fatigue. On a critical
failure, in addition to the 1 HT of injury, you fall down.
Parrying
Your Parry is your full weapon skill, minus your current fatigue. On a critical
failure, in addition to the 1 HT of injury, you drop your weapon, or your
weapon arm is temporarily crippled (GM's choice).
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